ALL THE CHANGES!!!

ALL THE CHANGES!!!

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Posted by: zapv.8051

zapv.8051

As most of the necro forum knows, the necromancer is severely lacking in several parts of the game. Namely group support, sustain, and pve viability. I personally believe this is due to the skill design of necro and how the class functions as a whole. Over the last few months I’ve slowly been compiling changes in my head that would help with the main problems of the class, while improving our build diversity.

Without further ado:

Generic Changes:
Death Shroud has now been reduced to 70% of its current value. This change has been made to counteract the below buffs to sustain, and make the class more balanced in 1vs1 situations where 100% DS necromancers are very difficult to deal with.

Necromancer self healing through traits, and heal skills now functions even when in DS. Blood Fiend, Signet of Vampirism, and Well of Blood now function through DS. The traits Parasitic Bond, Parasitic Contagion, Vampiric, Vampiric Precision, Ritual of Life (the well it creates would heal), Vampiric Master, and Vampiric Rituals all now function in Death Shroud.

Life Transfer: now pulses 4 times instead of 9 (Same damage and scaling though)

Weapon Skill Changes:
Axe:
Rending Claws: now a 900 range skill
Ghastly Claws: now a 900 range skill, and a whirl finisher at targets location
Unholy Feast: now a blast finisher

Dagger:
Life Siphon: Channel time reduced to 2.5 seconds
Dark Pact: Cooldown reduced to 20 seconds
Deathly Swarm: now a projectile finisher 100%
Enfeebling Blood: now a blast finisher

Focus:
Reaper’s Touch: now a projectile finisher 100%
Spinal Shivers: reduced cast time to 1 second

Warhorn:
Wail of Doom: now a blast finisher

Staff:
Necrotic Grasp: added a 3 second application of Torment.
Mark of Blood: The mark is now a dark red color
ChillBlains: Unique animation added, now a icy chilled color
Putrid Mark: Unique animation added, now transfers 1 condition from allies to enemies in the mark (the more enemies the more conditions transferred, 1 condition from allies per enemy).
Reaper’s Mark: now a dark black color.

Healing skill changes:
Well of Blood: The healing scaling on pulse has been increased to 0.8. The healing on pulse has been increased to 340 per pulse.

Signet of Vampirism:
Passive healing has been reduced to 275. The internal cooldown has been removed from both the active and passive effects of this skill. The passive now siphons health, dealing 100 damage per attack. (I’m not sure if this is the right fix, but something needs to be done).

Utilities:
Corrosive Poison Cloud: Now destroys projectiles

Summon Flesh Wurm: The cast time has been reduced to 3/4 of a second.
Necrotic Traversal: The blast now occurs at your location, the Flesh wurm now swaps places with you (the wurm will only move 1200 units and you will only move 1200 units). The cooldown is now 30 seconds.

Plague Signet: Now transfers a condition from up to 5 allies every three seconds.

Signet of Locust: Grants 5 seconds of stability on activation, or just reduce the cooldown to 30 seconds.

Signet of Undeath: Cast time is now 2 seconds. Passive now grants 6% life force every 3 seconds. Cooldown is now 120 seconds.

Spectral Walk: The duration of spectral recall is now base 10 seconds.

Elites:
Lich form:
Deathly Claws: damage has been reduced by 10%
Marked for Death: now also applies 8 seconds of weakness.
Chilling Wind: Cooldown reduced to 10 seconds.
Mark of Horror: Now summons a bone fiend, a bone minion, and a shadow fiend (ends when you leave the transform)

Plague:
Withering Plague: Bleeding is now 3 seconds
New skill
Confounding Plague: apply 1 stack of confusion and 1 stack of torment for 2 seconds.
New skill
Locust Plague: send out locust to steal enemy health, steals 200 health per target (this seems strong, but plague of darkness will mitigate way more than this heals)

I think most of the elites in this game need a buff to have more of an impact

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: zapv.8051

zapv.8051

Traits:
Lots of changes here
Spite:
Siphoned Power: Grants 3 stack of aoe might for 15 seconds on entering or exiting Death Shroud. (15 second icd)

Spiteful Spirit:
Changed to grant 5 seconds of aoe Retaliation on usage of the skill doom.

Spiteful Marks: Merged into Staff Mastery

New Trait
Can’t think of a name: Chill foes you immobilize for 3 seconds (5 second icd)

Dhummfire: renamed tormenting blast (I know i suck at names). Inflicts foes with 1 stack of torment for 4 seconds.

Curses:
Chilling Darkness: chill duration increased from 1 second to 3 seconds, now has an icd of 5 seconds (This makes the blinds from deathly swarm and signet of spite stronger), while not buffing plague and well of darkness.

Reaper’s Precision: increased to 2% gain or 66% chance your choice.

Furious Demise: Now grants 5 seconds of aoe fury on activation of Dark Path.

Master of Corruption: in addition to the reduced cooldown, Corruption traits have additional effects:
Blood is Power: Applies might to nearby allies as well, but now inflicts 5 stacks of bleeding on self.
Corrupt Boon: now converts all enemy boons into conditions at the cost of converting one of your boons into conditions
Corrosive Poison Cloud: Now inflicts 2 stacks of torment on pulses, but also inflicts 1 stack of torment on self.
Epidemic: Now also copies stuns to targets at the cost of stunning yourself for 1 second (this would only be strong with good teamplay, 4 second skullcracks and such)

Terror: Now a grandmaster trait, has had its damage reverted to prenerf a while back. This would be a 20% buff to its current damage.

Path of Corruption: Now a master trait.

Lingering Curse: Also increases range of scepter skills to 1200 units.

Withering Precision: Internal cooldown is now per target

Death Magic:
Dark Armor: Gain 3 seconds of protection when activating a channeled skill

Ritual of Protection: Wells now pulse 1 second of protection when cast

Staff Mastery: Spiteful Marks has been merged into this trait.

Shrouded Removal: now converts one condition into a boon when entering or exiting Death Shroud. ICD of 15 seconds.

Greater Marks: Soul Marks has been merged into this trait.

Necromantic Corruption: Fetid Consumption has been merged into this trait.

Unholy Sanctuary: Moved to Blood Magic, healing increased by 30%

New Trait:
Bountiful Signets (again I am really bad at names take note of the idea):
Signets now grant boons on use.
Signet of Vampirism: Grants Regeneration for 10 seconds
Signet of Spite: Grant Retaliation for 15 seconds
Signet of Undeath: Grants protection for 20 seconds (I think this would be ok because of long cooldown)
Signet of Locust: Grants swiftness for 20 seconds
Plague Signet: Grants Stability for 5 seconds

Blood Magic:
Bloodthirst: the effects of this trait are now baseline. Allies within 180 units of the necromancer deal 20 extra unblockable damage on all attacks.

Transfusion: Heals more per pulse, but the same amount as before patch.

Vampiric Master: This traits effects have been reduced by 30%.

Deathly Invigoration: heal for 2500 health (1.0 healing) when entering or exiting DS (ICD: 30 seconds) radius 240

Quickening Thirst: Increase movement speed if wielding a dagger (25% increase if one dagger is equipped)

Fetid Consumption: now moved into Necromantic Corruption

New Trait:
Bloodgorged Vampire: Gain 200 power against targets that are bleeding

Unholy Martyr: Life Transfer now draws conditions from allies on pulse (4 conditions) transfer one condition to any target hit with Life Blast (ICD of 5 seconds doesn’t work with Unyielding blast to remove all conditions)

Vampiric Rituals: Allies within your wells siphon health on hit (50 damage, 50 health) ICD of 1 second.

Soul Reaping:
Path of Midnight: now a 20% reduction on Death Shroud skills

Near to Death: reduces recharge on Death Shroud to 50%

Soul Marks: now merged into Greater marks
New Trait
Reaping Aura: Grant 180 ferocity to nearby allies at 80

Foot in the Grave: Tainted Shackles now also bonds with allies, granting 6 seconds of stability over it’s duration to allies and the necromancer, and granting 10 seconds of swiftness at the end of the duration.

Renewing Blast: Life Blast explodes when it hits enemies, healing allies (same healing as currently given).

Anyway that’s it. I didn’t come up with all of these, but I’d love to hear your suggestions about what’s op/up. I hope most of you agree this would fix the problems with the class while not being to overpowered if other classes got similar buffs to their underused stuff.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

(edited by zapv.8051)

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Posted by: Bhawb.7408

Bhawb.7408

One day I’ll have time to read this. Today is not that day.

Thanks for the list though, always good when people put forth change lists (and a few look very solid on a brief glance over).

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: unlucky.9285

unlucky.9285

its a shame they couldn’t give 2 sh…. about what anyone has to say and just looks at their sheets of paper with numbers on it and think necro is all powerfull and only deserves nerf after nerf after nerf every update…

all the suggestions I have seen on the forum seem to make them do the opposite, just look at the last update aimed at improving our sustain… THEY DID THE EXACT OPPOSITE!!!!!!

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Posted by: spoj.9672

spoj.9672

I like pretty much all of these suggestions. Would be nice if anet could implement atleast a few of them. All of them would be too much and some are a bit strong. Reverting near to death to 50% for example, but i suppose if you are reducing DS aswell then its debatable.

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Posted by: Tao.5096

Tao.5096

I want necro to stay as it is, or get power up, no other changes.

Did I ever tell you, the definition, of Insanity?

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Posted by: Muchacho.2390

Muchacho.2390

Some things i like and some things are better off in a black hole and never be seen again. Sadly i am to lazy to list them…

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Posted by: Bhawb.7408

Bhawb.7408

Death Shroud has now been reduced to 70% of its current value. This change has been made to counteract the below buffs to sustain, and make the class more balanced in 1vs1 situations where 100% DS necromancers are very difficult to deal with.

Not sure this is actually necessary for the other changes.

Life Transfer: now pulses 4 times instead of 9 (Same damage and scaling though)

Just a note, you forgot to add any Transfusion changes to go with this change.

Necrotic Traversal: The blast now occurs at your location, the Flesh wurm now swaps places with you (the wurm will only move 1200 units and you will only move 1200 units). The cooldown is now 30 seconds.

Swapping places is not worth it. It is incredibly rare that this will actually be beneficial, and is far more likely to end up doing nothing for you. Not to mention a 30s recharge won’t happen.

Necromantic Corruption: Fetid Consumption has been merged into this trait.

Not a good change. Necromantic Corruption wants minions to stay alive as long as possible, yet Fetid Consumption serves only to kill them faster.

Vampiric Master: This traits effects have been reduced by 30%.

Why? VM already isn’t that amazing, so what’s the point of nerfing it? I’d just decrease it a little so that Bloodthirst being baseline has a net 0 change.

Overall, mostly solid changes. I left out the ones that I either agreed with or felt weren’t big enough of an issue to debate.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Mikau.6920

Mikau.6920

Death Shroud has now been reduced to 70% of its current value. This change has been made to counteract the below buffs to sustain, and make the class more balanced in 1vs1 situations where 100% DS necromancers are very difficult to deal with.

Necromancer self healing through traits, and heal skills now functions even when in DS. Blood Fiend, Signet of Vampirism, and Well of Blood now function through DS. The traits Parasitic Bond, Parasitic Contagion, Vampiric, Vampiric Precision, Ritual of Life (the well it creates would heal), Vampiric Master, and Vampiric Rituals all now function in Death Shroud.

I don’t agree because I like how DS works now. Although your suggestion might work without breaking the class (may with some adjustments).

Life Transfer: now pulses 4 times instead of 9 (Same damage and scaling though)

Why this change? Only will make it worse (will trigger reaper’s precision less). Unless recuce the channel time.

Axe:
Rending Claws: now a 900 range skill
Ghastly Claws: now a 900 range skill, and a whirl finisher at targets location
Unholy Feast: now a blast finisher

I liked this. The axe really needs a buff.

Dagger:
Life Siphon: Channel time reduced to 2.5 seconds
Dark Pact: Cooldown reduced to 20 seconds
Deathly Swarm: now a projectile finisher 100%
Enfeebling Blood: now a blast finisher

I agree, but not Deathly Swarm and Enfeebling Blood proposals.

Focus:
Reaper’s Touch: now a projectile finisher 100%
Spinal Shivers: reduced cast time to 1 second

Spinal Shivers really needs to be 1 sec cast time.

Warhorn:
Wail of Doom: now a blast finisher

I agree.

Staff:
Necrotic Grasp: added a 3 second application of Torment.
Mark of Blood: The mark is now a dark red color
ChillBlains: Unique animation added, now a icy chilled color
Putrid Mark: Unique animation added, now transfers 1 condition from allies to enemies in the mark (the more enemies the more conditions transferred, 1 condition from allies per enemy).
Reaper’s Mark: now a dark black color.

Don’t agree with any proposals.

Healing skill changes:
Well of Blood: The healing scaling on pulse has been increased to 0.8. The healing on pulse has been increased to 340 per pulse.

I agree.

Signet of Vampirism:
Passive healing has been reduced to 275. The internal cooldown has been removed from both the active and passive effects of this skill. The passive now siphons health, dealing 100 damage per attack. (I’m not sure if this is the right fix, but something needs to be done).

“(I’m not sure if this is the right fix, but something needs to be done)”. Really agree with this.

Utilities:
Corrosive Poison Cloud: Now destroys projectiles

Summon Flesh Wurm: The cast time has been reduced to 3/4 of a second.
Necrotic Traversal: The blast now occurs at your location, the Flesh wurm now swaps places with you (the wurm will only move 1200 units and you will only move 1200 units). The cooldown is now 30 seconds.

Plague Signet: Now transfers a condition from up to 5 allies every three seconds.

Signet of Locust: Grants 5 seconds of stability on activation, or just reduce the cooldown to 30 seconds.

Signet of Undeath: Cast time is now 2 seconds. Passive now grants 6% life force every 3 seconds. Cooldown is now 120 seconds.

Spectral Walk: The duration of spectral recall is now base 10 seconds.

I dont agree with Corrosive Poison Cloud, but agree with the other proposals.

Elites:
Lich form:
Deathly Claws: damage has been reduced by 10%
Marked for Death: now also applies 8 seconds of weakness.
Chilling Wind: Cooldown reduced to 10 seconds.
Mark of Horror: Now summons a bone fiend, a bone minion, and a shadow fiend (ends when you leave the transform)

Plague:
Withering Plague: Bleeding is now 3 seconds
New skill
Confounding Plague: apply 1 stack of confusion and 1 stack of torment for 2 seconds.
New skill
Locust Plague: send out locust to steal enemy health, steals 200 health per target (this seems strong, but plague of darkness will mitigate way more than this heals)

I think most of the elites in this game need a buff to have more of an impact

In this way you nerf the lich form, considering its usefulness is more becouse the auto atk. And your Mark of Horror proposal will be weak as it is now.

Sorry for my english.

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Posted by: Anchoku.8142

Anchoku.8142

I’ve slowly been compiling changes in my head that would help with the main problems of the class, while improving our build diversity.

Without further ado:

Apply for a job with Arenanet and, if you are asked for an interview, be prepared to prove your changes are both necessary and in the best interest of the game design, specifically the Necromancer profession balance.

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Posted by: Tadsoul.6951

Tadsoul.6951

Generic Changes…..
I agree
This really needs to happen it could even maybe include allies healing too

Weapon Skill Changes:
Axe:
Rending Claws: now a 900 range skill
Ghastly Claws: now a 900 range skill, and a whirl finisher at targets location
Unholy Feast: now a blast finisher

Death Magic:
Dark Armor: Gain 3 seconds of protection when activating a channeled skill

Dagger:
Life Siphon: Channel time reduced to 2.5 seconds
Dark Pact: Cooldown reduced to 20 seconds
Deathly Swarm: now a projectile finisher 100%

Soul Reaping:
Path of Midnight: now a 20% reduction on Death Shroud skills

Signet of Vampirism:
(I’m not sure if this is the right fix, but something needs to be done).

Staff Mastery: Spiteful Marks has been merged into this trait.

Curses:
Chilling Darkness: chill duration increased from 1 second to 3 seconds, now has an icd of 5 seconds

Reaper’s Precision: increased to 2% gain or 66% chance your choice.

Unholy Sanctuary: Moved to Blood Magic, healing increased by 30%

Focus:
Reaper’s Touch: now a projectile finisher 100%
Spinal Shivers: reduced cast time to 1 second

agreed

Warhorn:
Wail of Doom: now a blast finisher

Not sure if a blast finisher is what it needs but it does feel like it lacks something

Staff:
Necrotic Grasp: added a 3 second application of Torment.
Mark of Blood: The mark is now a dark red color
ChillBlains: Unique animation added, now a icy chilled color
Putrid Mark: Unique animation added, now transfers 1 condition from allies to enemies in the mark (the more enemies the more conditions transferred, 1 condition from allies per enemy).
Reaper’s Mark: now a dark black color.

agree just leave putrid mark for now

Healing skill changes:
Well of Blood: The healing scaling on pulse has been increased to 0.8. The healing on pulse has been increased to 340 per pulse.

this to counteract the nerf or change the field to water

Utilities:
Plague Signet: Now transfers a condition from up to 5 allies every three seconds.

a good way to start giving necromancer support

Spectral Walk: The duration of spectral recall is now base 10 seconds.

not sure if it is needed, but would be nice

Traits:
Lots of changes here
Spite:
Siphoned Power: Grants 3 stack of aoe might for 15 seconds on entering or exiting Death Shroud. (15 second icd)

make it the same as the other deathshroud traits (upon enter no cd)

Dhummfire: renamed tormenting blast (I know i suck at names). Inflicts foes with 1 stack of torment for 4 seconds.

you could make it 2 stacks of torment because lifeblast fires so slowly (would even get above 10 stacks with it appling 2)

Terror: Now a grandmaster trait, has had its damage reverted to prenerf a while back. This would be a 20% buff to its current damage.

Path of Corruption: Now a master trait.

they dont need to switch

Lingering Curse: Also increases range of scepter skills to 1200 units.

this would be nice but doesn’t adress the problems of the weapon itself (no combos, little animations, pitiful life force regen)

Shrouded Removal: now converts one condition into a boon when entering or exiting Death Shroud. ICD of 15 seconds.

make it the same as the other deathshroud traits (upon enter no cd)

Greater Marks: Soul Marks has been merged into this trait.

this could be too strong, not sure, but i like it

Blood Magic:
Bloodthirst: the effects of this trait are now baseline. Allies within 180 units of the necromancer deal 20 extra unblockable damage on all attacks.

the baseline maybe but the extra damage is unnessecary

Deathly Invigoration: heal for 2500 health (1.0 healing) when entering or exiting DS (ICD: 30 seconds) radius 240

just give it better scaling and it will be good no need for the others

Quickening Thirst: Increase movement speed if wielding a dagger (25% increase if one dagger is equipped)

maybe even combine with dagger mastery

New Trait
Reaping Aura: Grant 180 ferocity to nearby allies at 80

this would be very nice for team support

Renewing Blast: Life Blast explodes when it hits enemies, healing allies (same healing as currently given).

agreed

some of the other points i just didnt agree or felt that it didnt fit the necromancer or i just couldn’t understand the change.

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Posted by: Narkodx.1472

Narkodx.1472

You just straight up buffed everything

0% chance

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

that is a long list to read trough and i would love to see some of the suggested changes.

Corrosive cloud now destroys projectiles.. how freaking awesome would that be.

continues reading while getting arroused.

54 infractions and counting because a moderator doesn’t understand a joke when he/she sees it.
E.A.D.

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Posted by: zapv.8051

zapv.8051

Not sure this is actually necessary for the other changes.

I’m not sure it is either, but their needs to be some nerf to the class to go along with the buff. This is the only thing I could think of that would apply to all builds.

Just a note, you forgot to add any Transfusion changes to go with this change.

Thanks for pointing that out

Swapping places is not worth it. It is incredibly rare that this will actually be beneficial, and is far more likely to end up doing nothing for you. Not to mention a 30s recharge won’t happen.

Fair enough

Not a good change. Necromantic Corruption wants minions to stay alive as long as possible, yet Fetid Consumption serves only to kill them faster.

Your the minion guy so I believe you know best, but I see two traits there that are never worth taking over Death Nova, they either both need a buff, or some kind of merge/deletion of one of them

Why? VM already isn’t that amazing, so what’s the point of nerfing it? I’d just decrease it a little so that Bloodthirst being baseline has a net 0 change.

That’s fair enough, I don’t play minion master much, but there was a lot of rage about them a while back. Granted that was mostly by hotjoin heroes.

Overall, mostly solid changes. I left out the ones that I either agreed with or felt weren’t big enough of an issue to debate.

Thanks

I don’t agree because I like how DS works now. Although your suggestion might work without breaking the class (may with some adjustments).

My changes aren’t the be all end all, this is just what I would do.

Why this change? Only will make it worse (will trigger reaper’s precision less). Unless recuce the channel time.

This change is because of the new grandmaster that pulls conditions someone came up with. 9 conditions would be stupidly strong. 4 on the other hand is ok.

I liked this. The axe really needs a buff.

yeah I like the idea of a 900 range power weapon

I agree, but not Deathly Swarm and Enfeebling Blood proposals.

why not?

Spinal Shivers really needs to be 1 sec cast time.

It could even be 3/4 honestly, but 1 gives it easy interruptibility

Disagreeing with the marks change

I think marks need better counterplay. You don’t know what your triggering. Maybe soul marks could be integrated baseline in exchange for the counterplay, but counterplay is good in games.

agreeing with well of blood and SOV changes

thanks

Not liking that CPC destroys projectiles.

I don’t know why you disagree, is there another change you would like for it? It is currently to weak to justify taking over wells, or even epidemic.

In this way you nerf the lich form, considering its usefulness is more becouse the auto atk. And your Mark of Horror proposal will be weak as it is now.

The auto attack does a stupid amount of damage, it could be reduced so that the other skills get buffed. The 5 skill is super strong. 2,3,4 kind of suck. The new mark of horror would be way better than it is currently imo.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

ALL THE CHANGES!!!

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Posted by: zapv.8051

zapv.8051

Apply for a job with Arenanet and, if you are asked for an interview, be prepared to prove your changes are both necessary and in the best interest of the game design, specifically the Necromancer profession balance.

LOL engineering pays more.

Agreeing with some stuff

Thanks for liking some of the ideas. I’m gonna address the stuff you disagreed with.

Not sure if a blast finisher is what it needs but it does feel like it lacks something

it could apply weakness or something, but a blast gives us better group utility.

comment on well of blood change

either buffing the healing or making it a water field would be great

spectral walk change

For me, it would be nice if you could trait spectral attunement, run from halfway between mid and far, decap far and port back.

Commenting on Deathly Invigoration, Shrouded Removal, and Siphoned Power

The reason I changed all the on enter/exit traits is because they force you to spam in and out of DS, thereby sacrificing your profession mechanic for them to be good. That’s why I think they are better of with ICDs or on skill activation. Also shrouded removal sucks, the buff to staff mastery makes putrid mark better than the whole trait by itself.

new dhummfire:
you could make it 2 stacks of torment because lifeblast fires so slowly (would even get above 10 stacks with it appling 2)

10 stacks of torment would be too much. You gotta remember that LB already has good power damage baseline.

commenting on Terror POC switch

IMO they do need to switch, terror defines you as a condition build. That is what makes grandmasters grandmasters. POC is strong, but not as strong as terror, which is why they could switch.

Commenting on Lingering Curse

Scepter is a very strong weapon, cripple, bleed and poison together are very strong by themselves. If it had finishers, and good life force regen it would be op.

Commenting on Greater Marks, soul marks merge

It would be very strong, maybe soul marks should be baseline to counteract animation changes, and coloring of marks. I just know the 4 staff traits need to be 2 staff traits.

Commenting on Bloodthirst being baseline, and new trait

what would you replace it with to increase our group support?

Saying dagger mastery and Quickening Thirst should be merged

Sure that could work, I just didn’t want to come up with another idea new trait.

Saying he didn’t agree with some of the changes or that they weren’t necroish

I’d be happy to explain them if you ask.

You just straight up buffed everything

0% chance

I changed a lot of things and buffed under used stuff. The current meta condition build didn’t really get buffed at all. Staff got a nerf, terror got made GM, and there is a smaller HP pool. You gave no feedback, and didn’t even read the changes. Quite rude.

that is a long list to read trough and i would love to see some of the suggested changes.

Corrosive cloud now destroys projectiles.. how freaking awesome would that be.

continues reading while getting arroused.

I forget who came up with the idea of CPC destroying projectiles, but it is a great idea. It would make that skill viable immediately.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

ALL THE CHANGES!!!

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Posted by: Bhawb.7408

Bhawb.7408

Your the minion guy so I believe you know best, but I see two traits there that are never worth taking over Death Nova, they either both need a buff, or some kind of merge/deletion of one of them

Oh I 100% agree they need changes, they just need changes that suit them. If you merge them, I’d just change one/both of them so that they have internal synergy (much like Death Nova has synergy with its merged Reanimator), or leave them separate but give them buffs.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Jayce.5632

Jayce.5632

Merging traits would be better. There is no one should select more than two traits at any tier to max out a single weapon and three traits to max out a single utility skill group. I mean really, 4 traits just for staff, 6 for minions. I could perhaps see spending more than three just on DS, but it would still be a hard sell.

i7-6700K – M.2 PCIe 512GB R/W:2500/1500MB/s
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(edited by Jayce.5632)

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Posted by: zapv.8051

zapv.8051

Merging traits would be better. There is no one should select more than two traits at any tier to max out a single weapon and three traits to max out a single utility skill group. I mean really, 4 traits just for staff, 6 for minions. I could perhaps see spending more than three just on DS, but it would still be a hard sell.

I don’t think you should be spending a lot of traits on weapons (my changes merged 4 staff traits to 2), but utilities could easily have 2-6. Look at other classes and you’ll realize there are plenty of utilities groups that have a lot of traits. Venoms for thieves, glamours for mesmers, minions for necros, turrets for engies, spirits for rangers. Especially considering minions are part of the necromancer profession mechanic it isn’t that surprising that there are a lot of traits.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

ALL THE CHANGES!!!

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

My only issue with the minion traits is that because they are fairly generic, they don’t give non-minion builds reason to invest in them (arguably the 20% CDR on Flesh Wurm/Golem isn’t bad for a general build). Which is why I keep arguing that traits like Training of the Master needs to completely augment the active of the skills. But besides that, like zapv said, there are plenty of professions that have a ton of traits for something, the only issue with the minion ones is that some of them have major issues with design (Corruption) which hold them back.

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My PvP Minion Build