Balefire's Weapon Suggestions

Balefire's Weapon Suggestions

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Posted by: Balefire.7592

Balefire.7592

Weapon/skill suggestion threads seem to have become a thing, and I’ve seen enough of these threads to get me thinking, so I figure, meh, why not post my own suggestions? I picked weapons I figured we’d have a reasonable shot of getting at some point (I.e. No bows, firearms, etc.). Brackets denote skill facts, Braces denote comments. All values denote base damage at level 80, as scaling would be subject to testing.

MH Sword - A melee condition weapon. Think butcher’s cleaver.

  1. A) Slaughter - Slice your foes (133 dmg), bleeding them. (Bleed x3, 2s)
    B) Dismember - Slice your foes (133 dmg), crippling them. (2s)
    C) Spoil - Slice your foes (133 dmg), poisoning them. (2s)
    [The idea is without bonus duration, conditions expire as they reapply.]
  2. Defiling Strike - Strike your foe (481 dmg) and corrupt a boon. ( 8s CD)
  3. Mutilate - Strip your foe of all conditions, dealing damage (481 dmg) and gaining life force (3%) for each one. (15s CD)

OH Torch - A more controlling offhand. Think nether flames, or cold fire.

  1. Frostbite - Daze (1s) and chill (4s) your foe. Stun (1s) them if they’re chilled. (15s CD)
  2. A) Netherfire - Set yourself alight (3s), periodically chilling (3s) up to three nearby foes and gaining life force (3% LF/s).
    B) Hoarfrost - Cast your netherflames, encasing your foe in ice (3s). (25s CD)

OH Axe - A raw power based off hand, playing off of an executioners axe.

  1. Fell Swoop - Spin around (WHIRL), dealing increasing damage to each foe struck (371*(#strikes+1) dmg). (20s CD) [If not evaded, you hit the first foe twice.]
  2. Execute - Strike your foe, dealing more damage the more health they have. (336*(1+N) dmg, 25s CD) [N is opponent’s health % rounded up to 1/0.66/0.33]

Hammer - A melee support/power weapon (as opposed to the “in between” Axe).

  1. A) Cruel Blow - Strike your foe. (279 dmg)
    B) Dreadful Blow - Strike your foe (279 dmg), making them vulnerable (x4, 4s).
    C) Horrific Blow - Strike your foe (279 dmg). Summon a jagged horror on hit.
  2. Crush Spirit - Smash nearby foes (581 dmg, BLAST), gaining life force for each foe struck (2%). (6s CD)
  3. Blood Field - Summon a bloody mist that regenerates allies (7s) and weakens (7s) enemies. (15s CD)
  4. Into the Maw - Open a void that pulls foes (x1) toward it and pulses (x3) torment (x2, 4s). (25s CD)
  5. Putrid Burst - Explode (1592 dmg), poisoning (10s) nearby foes. (30s)
Scrubbiest Necro NA.

(edited by Balefire.7592)

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Posted by: Bhawb.7408

Bhawb.7408

Sword:
1) Is this cleaving?
Otherwise, I like the idea, especially the 3 skill.

The rest of the skills I like, but I feel like some need more internal play. For example, Hammer summons jagged horrors, and the first 4 abilities have good synergy already. How about making 5 skill blow up all summoned jagged horrors?

Everything else, I like the idea of. Obviously they’d need numbers, but the ideas are cool.

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Posted by: Balefire.7592

Balefire.7592

Sword:
1) Is this cleaving?
Otherwise, I like the idea, especially the 3 skill.

The rest of the skills I like, but I feel like some need more internal play. For example, Hammer summons jagged horrors, and the first 4 abilities have good synergy already. How about making 5 skill blow up all summoned jagged horrors?

Everything else, I like the idea of. Obviously they’d need numbers, but the ideas are cool.

The intention is to have it cleave (note the plural, “foes”). It needs to have some sort of advantage over scepter, especially given that you sacrifice a bleed for cripple in order to maintain melee range.

As for the Hammer, I thought about adding more minion effects, but I figured indirect was the way to go, since you want the other skills to be just as viable without active minions (utility or jagged). I’m not against having a skill that blows up the horrors, but them that would essentially make them Bone Minions. Plus, the Death Nova trait already gets them. Skill 5 is really the only one I’m not terribly happy with.

I’l see if I can’t toss some prospective numbers on things. I’m not very good at adjusting these types of things, but I figure it’ll make ’em look better.

Scrubbiest Necro NA.

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Posted by: Sarrs.4831

Sarrs.4831

Lots of these skills look like they’ve been copied from other classes but necro-fied. I dunno if I like it.

Sword looks very, very similar to Scepter. The 2 is kind of like that Thief one that steals boons, but corrupts them instead; that could be cool, I dunno. The 1 chain and 3 look like Scepter-but-not-quite.

Torch looks like Warhorn-but-not. It dazes, but it’s a projectile, not a frontal cone AOE. It has an AoE movement slow which generates lifeforce.

I’m not entirely sure what to make of Axe offhand. Is Fell Swoop a quick whirl like warrior axe 2, or a spin-to-win like warrior axe 5?
Also, Execute seems like it’d put it right in the territory of Close to Death, and I’m not sure how you’d balance it.

“Summon a Jagged Horror on hit,” how does that work, assuming it’s a cleaving attack? If I hit three targets, do I get three horrors? The Hammer 1/2 seem a bit like a Guardian rip, but that may just be me.

Nalhadia – Kaineng

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Posted by: keloorie.6085

keloorie.6085

I like the torch though, Necromancers for being professions who are close to Grenth, should have more access to chill and death . For necro’s current situation, i can only feel that they have too many access to their own death , but too less influences to the others death.
Actually controlling a Down state enemy like Mordekaiser in LOL could be nice just an idea.

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Posted by: Balefire.7592

Balefire.7592

@keloorie: I fully agree – we should be right up there with Eles in terms of Chill potential. Not so sure on the corpse revival though.

Lots of these skills look like they’ve been copied from other classes but necro-fied. I dunno if I like it.

Sword looks very, very similar to Scepter. The 2 is kind of like that Thief one that steals boons, but corrupts them instead; that could be cool, I dunno. The 1 chain and 3 look like Scepter-but-not-quite.
Torch looks like Warhorn-but-not. It dazes, but it’s a projectile, not a frontal cone AOE. It has an AoE movement slow which generates lifeforce.
I’m not entirely sure what to make of Axe offhand. Is Fell Swoop a quick whirl like warrior axe 2, or a spin-to-win like warrior axe 5? Also, Execute seems like it’d put it right in the territory of Close to Death, and I’m not sure how you’d balance it.
“Summon a Jagged Horror on hit,” how does that work, assuming it’s a cleaving attack? If I hit three targets, do I get three horrors? The Hammer 1/2 seem a bit like a Guardian rip, but that may just be me.

The skills weren’t intentionally copied from other classes, but there’s only so much design space you can use with certain weapons (swords slash, hammers hit, etc.). In response to the more specific comments:

  • For the sword auto and #3, I’ll admit they’re similar to the scepter attacks, but they’ve been adapted for melee range and had their order/effect reversed, so hopefully that’s enough to set the weapons apart. For the #2, yeah, it’s meant to be a Necro-y riff on that.
  • For the torch, the real potential here is for full control (note that it lacks damage). The conditional existence of two Stun effects (freeze is actually even more powerful) allows you to land big blows or heal without your opponent being able to do anything. Plus, the chill messes with stunbreakers, further improving your set up.
  • The intention of fell swoop is to be a single spin, like Warrior #2, but slightly slower, so that later foes can evade the strike. As far as Execute, I reversed the effect in order to give it a different interaction with Close to Death, since I hadn’t thought of that.
  • For summon on hit, the mechanics of it would be a basic boolean; it only cares that it hits, not how many people it hits, so only one horror would ever be summoned.
Scrubbiest Necro NA.

(edited by Balefire.7592)

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Posted by: Bhawb.7408

Bhawb.7408

Maybe a separate effect, but using Horrors as a “resource”, for hammer 5? I feel like if the hammer is already summoning jagged horrors, it needs to do something with them, otherwise they are just kind of there (and don’t really make sense). I also think its good to have them consumed, like sacrifice effects/shatter. You stack them up and kill them for an effect (wouldn’t proc trait-Death Nova’s direct damage) that gets stronger per horror.

Could be a number of things:
1) applies conditions, more horrors = more/stronger conditions
2) gives some boons (ones that are already on the Necro class, like retal/stab)
3) cleanses/converts conditions
4) rips/converts enemy boons
5) scaling CC

There are plenty of other ideas, just throwing some out there.

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Posted by: Balefire.7592

Balefire.7592

I acknowledge the fact that it seems like the horror could be better used, but the problem is having the skill maintain some level of effectiveness with and without the horrors.
All of the effects you mentioned depend on having the horror, and you won’t always have one. But if you balance around having one horrors, the skill will be too powerful if you amass three or four (Lich/Reanimator). Plus, how would the skill interact with the additional horrors? Some proc Death Nova and others don’t? It seems kind okittenward.
I’ll have to put some more thought into trying to figure this out because this is a very Mesmer-like situation, but wasting a weapon slot for a “Shatter” seems bad.

Scrubbiest Necro NA.

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Posted by: Rym.1469

Rym.1469

I like the “Multilate” idea, however, sounds a bit “Rogue-ish” for me
I think that we need some cool weapon ideas. Sword, Torch and OH Axe are a must IMO. As soon as I finish polishing my sword idea, I think I’ll move on and try to come up with other weapons, traits maybe. There’s a lot of stuff, cool names fitting current necromancer in skills from GW1 Necro/Ritualist.

I thought even about Necro spawning some ghost/minion or placing a spell on minion which would work very similar to “Shelter” from GW1. Necro/Rit in GW2 has so many cool options that it’s hard to believe nothing has been done by ANet yet.

We can also make some better collab in future

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Posted by: Cupnoodle.5431

Cupnoodle.5431

I also agree with Bhawb that the hammer should do something with the horrors, but I don’t know about using it for damage. My view of the necro is all about gaining by sacrifice, so you could somehow instead change 5 (since you said you weren’t particularly proud of it) to continue to be a big hitter but somehow sacrificing all your horrors for either LF or health and possibly have a trait where nearby allies gain some health similar to transfusion in a way. This gives an option for true front lining necros in wvw and an incredible LF power weapon option. I feel as though you should get a de-buff along with this skill, like poison or something (again gaining by sacrificing). I do have a question about the horrors in the first skill, is there going to be a cap? cause tbh if this happened, I could see myself running around with 15+ horrors in wvw and as much as I would love that, it isn’t practical lol

Necromancer – Cup Noodre
Ectoplasm Ltd. [GLOB] Maguuma
“Defeating a sandwich only makes it tastier.”

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Posted by: Katam.8795

Katam.8795

First time ever posting to the forums.

I was thinking new weapons skills and got this wild idea about torch skill. Would be sort of anti-fire type skill that draws burning condition from people around, friend or foe and then applies chill to the target with small AOE. 1 second chill per burning condition drawn. Max 10 burning drawn in and 5 targets for chilling. So would cleanse max 10 persons and could inflict max 10 second chill on 5 enemies. Numbers are just an idea nothing too fix, of course.

I think this way it would be risk vs reward play. Also promoting thinking and timing of using a skill. As you could potentially reduce out coming damage but then again you would support your own team with removing condition. What you think about this sort of skills in general for Necromancer?

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Posted by: Balefire.7592

Balefire.7592

I also agree with Bhawb that the hammer should do something with the horrors, but I don’t know about using it for damage. My view of the necro is all about gaining by sacrifice, so you could somehow instead change 5 (since you said you weren’t particularly proud of it) to continue to be a big hitter but somehow sacrificing all your horrors for either LF or health and possibly have a trait where nearby allies gain some health similar to transfusion in a way. This gives an option for true front lining necros in wvw and an incredible LF power weapon option. I feel as though you should get a de-buff along with this skill, like poison or something (again gaining by sacrificing). I do have a question about the horrors in the first skill, is there going to be a cap? cause tbh if this happened, I could see myself running around with 15+ horrors in wvw and as much as I would love that, it isn’t practical lol

As far as a cap is concerned, my idea was not to have one, but have the chain be slow and telegraphed, so that through their own degeneration and enemy avoidance, you would only ever have 2-3 of them up from autos, and 3-4 if used with Blood Field. That way, it rewards you for putting more effort in, since you could potentially keep up 5-6 of them for a while via smart Mark/Well of Blood usage.
In regards to Hammer skill 5, the problem of scaling is still prevalent. Any effect based on the horrors would need to be secondary in order to keep the skill viable without them. Currently, I’m having difficulty ratifying primary and secondary effects – especially ones that sacrifice the horrors due to Death Nova.

Scrubbiest Necro NA.

(edited by Balefire.7592)

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Posted by: Balefire.7592

Balefire.7592

First time ever posting to the forums.

I was thinking new weapons skills and got this wild idea about torch skill. Would be sort of anti-fire type skill that draws burning condition from people around, friend or foe and then applies chill to the target with small AOE. 1 second chill per burning condition drawn. Max 10 burning drawn in and 5 targets for chilling. So would cleanse max 10 persons and could inflict max 10 second chill on 5 enemies. Numbers are just an idea nothing too fix, of course.

I think this way it would be risk vs reward play. Also promoting thinking and timing of using a skill. As you could potentially reduce out coming damage but then again you would support your own team with removing condition. What you think about this sort of skills in general for Necromancer?

The concept is very interesting, but the problem here is keep the skill useful most of the time. If your allies aren’t chilled, this doesn’t do very much, and in my opinion, skills that rely on external resources create bad gameplay situations.

Scrubbiest Necro NA.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

My idea for Hammer-
Hammer:

Hammer #1:
Chain 1: Damage your foe, 130range, 1/2second cast time. 2% Life Force

Chain 2: Damage foes in range, 130 Range, 1/2second cast time. 3% Life Force

Chain 3: Smash Ground, Create Well of Blood*, 6 Second Regen, 3stack Blood 6seconds 1.5second cast time. 5% Life Force

Basically a Mark of Blood that can trigger when you are on it.

Hammer #2: Furious Bash – Damage foes with a ground attack, Inflict Weakness(5seconds) on all in range, 180 Radius, 300 Range. Combo field: Blast. 3/4second cast. 9second cool down. Gain 3% Life Force for each foe inflicted with Weakness

Hammer #3: Necrotic Wave – Send out a wave towards your target that deals damage and inflicts Torment to all foes between you and your target, Further away the targets the more stacks of Torment they are inflicted with. 1second cast time, 20second cool down 1,200range Gain Life Force based on How far away foes are

<100Range = 1stack of Torment, 2seconds 5% Life Force
100 – 250Range = 2 Stacks of Torment 5seconds 4% Life Force
250-500Range = 3Stacks of Torment 8seconds 3% Life Force
500-1000Range = 5Stacks of Torment 10seconds 2% Life Force
1000-1200Range = 6stacks of Torment 15seconds 1% Life Force

Hammer #4: Steal boons and launch your foe depending on the number of boons stolen. 1second cast time, 30second cool down.

1-3 Boons = 500 Launch
4-6 Boons = 750 Launch
7-9 Boons = 1000 Launch

Hammer #5: Ring of Decay – Creates a ring around the Necromancer that foes cant enter, they get knock back and random condition every time they touch the ring of Decay. foes inside the ring cant not escape, touching the ring will result in damage and random conditions being applied. Necromancer steals boons from all inside every 1 second. 1second cast time, 10second duration, 60second cool down

Conditions: Bleeding, Poison, Torment, Chill

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Posted by: Rym.1469

Rym.1469

My idea for Hammer-
Hammer:

Hammer #1:
Chain 1: Damage your foe, 130range, 1/2second cast time. 2% Life Force

Chain 2: Damage foes in range, 130 Range, 1/2second cast time. 3% Life Force

Chain 3: Smash Ground, Create Well of Blood*, 6 Second Regen, 3stack Blood 6seconds 1.5second cast time. 5% Life Force

Basically a Mark of Blood that can trigger when you are on it.

Hammer #2: Furious Bash – Damage foes with a ground attack, Inflict Weakness(5seconds) on all in range, 180 Radius, 300 Range. Combo field: Blast. 3/4second cast. 9second cool down. Gain 3% Life Force for each foe inflicted with Weakness

Hammer #3: Necrotic Wave – Send out a wave towards your target that deals damage and inflicts Torment to all foes between you and your target, Further away the targets the more stacks of Torment they are inflicted with. 1second cast time, 20second cool down 1,200range Gain Life Force based on How far away foes are

<100Range = 1stack of Torment, 2seconds 5% Life Force
100 – 250Range = 2 Stacks of Torment 5seconds 4% Life Force
250-500Range = 3Stacks of Torment 8seconds 3% Life Force
500-1000Range = 5Stacks of Torment 10seconds 2% Life Force
1000-1200Range = 6stacks of Torment 15seconds 1% Life Force

Hammer #4: Steal boons and launch your foe depending on the number of boons stolen. 1second cast time, 30second cool down.

1-3 Boons = 500 Launch
4-6 Boons = 750 Launch
7-9 Boons = 1000 Launch

Hammer #5: Ring of Decay – Creates a ring around the Necromancer that foes cant enter, they get knock back and random condition every time they touch the ring of Decay. foes inside the ring cant not escape, touching the ring will result in damage and random conditions being applied. Necromancer steals boons from all inside every 1 second. 1second cast time, 10second duration, 60second cool down

Conditions: Bleeding, Poison, Torment, Chill

So in fact variation of 1,2,3 skills from Warrior Hammer and 4,5 from Guardian Hammer. No, thanks, I like OP idea more.
No reason to add new weapons if we just copy/paste old ones. New stuff should be a progress in the game in my view and feel, look and sound unique.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

So in fact variation of 1,2,3 skills from Warrior Hammer and 4,5 from Guardian Hammer. No, thanks, I like OP idea more.
No reason to add new weapons if we just copy/paste old ones. New stuff should be a progress in the game in my view and feel, look and sound unique.

Yeah i took a guide from them, but do you think that when we get new weapons the skills are going to something new? Anet won’t do anything like that, when they can just rehash weapon skills they already, just like they reuse the same animations and everything over and over again

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Posted by: Bhawb.7408

Bhawb.7408

Hammer 5 doesn’t need to only scale off Jagged Horrors, but can take additional effects from them. Honestly I’d prefer it to heavily depend on them though, but thats optional.

For example: Smashes the ground, knocking enemies down and consuming the essence of up to 3 (or some number that is reachable with just the hammer) Jagged Horrors. Gain a stack of (insert cool name here) for each Horror sacrificed. Stacks are then consumed through re-activating the skill.

Re-activation (1 for each horror killed): corrupt a boon, taking it for yourself and your allies, and gain LF (boons would not be stolen at their duration but applied with some base duration, like WoP).

Obviously the activation could do different things. But I think it would be good to give yourself a consumable stack buff (involves counterplay), and that the activation gives you some support benefit.

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