The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
The best way to is add a 1 second vigor to those traits that give a necromancer another boon.
Spiteful Spirit – Gain retaliation for 3 seconds and vigor for 1 second when entering Death Shroud.
Furious Demise - Gain fury for 5 seconds and vigor for 1 second when entering Death Shroud.
Foot in the Grave – Gain stability for 3 seconds and vigor for 1 second when you enter death shroud.
The vigor will stack. So if traited fully, a necro can gain up to 3 seconds of vigor by entering death shroud. This will give necro a way to avoid those 1 hit kill attacks in high tier dungeons.
The best way to is add a 1 second vigor to those traits that give a necromancer another boon.
Spiteful Spirit – Gain retaliation for 3 seconds and vigor for 1 second when entering Death Shroud.
Furious Demise - Gain fury for 5 seconds and vigor for 1 second when entering Death Shroud.
Foot in the Grave – Gain stability for 3 seconds and vigor for 1 second when you enter death shroud.
The vigor will stack. So if traited fully, a necro can gain up to 3 seconds of vigor by entering death shroud. This will give necro a way to avoid those 1 hit kill attacks in high tier dungeons.
And it’s completely lock your build.
Mark of blood should get vigor, and the trait “ritual of protection” in death magic can add vigor too.
There. Simple and balanced.
No thanks. No more boons unless they are very well done (read: not this way).
If they decide to give us endurance, I want either endurance stealing, or “siphoning” (in the sense that their expended endurance is given to us in some portion). Not vigor.
Traiting both Corruption and Wells CD reduction Gives a decent amount of Vigor by using BiP+WoP.
Prayer to Lyssa is random but you can eat it like popcorn with its 12 sec CD.
If you are serious about boons, wear pairs of boon duration runes and trait Toughness. You will never have many up at the same time but they will be available. If you are happy with just Might, you can almost have 10 stacks permanently.
30/0/30/0/10 could be great if Might applied to minion damage. You have to give up condition damage and critical hits but you get long Might up-time and long condi-duration, too, with food. Who needs the Curses line anymore with condition damage constantly being nerfed while direct damage is so much improved?
(edited by Anchoku.8142)
No thanks. No more boons unless they are very well done (read: not this way).
If they decide to give us endurance, I want either endurance stealing, or “siphoning” (in the sense that their expended endurance is given to us in some portion). Not vigor.
The end result is the same so may aswell just make us have vigor. Atleast that way there is counter play to our endurance(strip the vigor). Also if you have steal endurance how would that work in pve? Which is where vigor is far more needed.
Vigor is a bit of a cheap band aid fix. I would have been happy with that replacing Reanimator trait weeks ago. (Vigor on Crit, like many other class’s)
Anyway, ANet has said a few times, were not really one for buffs. Giving us Vigor/Stablity/Prot etc would just make us a guardian.
I don’t fully agree, but I do kinda get where they coming from. I do love that were ‘speshal’ and do things ‘our way’. That we mock those who use Buffs, and turn them into Conditions.
Anyway, I’m all up for Endurance Siphon. Even if it’s only slightly offensive, making sure it works defensively enough to keep up with other class’s with vigor in PvE.
I personally could see it working in BloodMagic, as that’s getting a rework to actually work. If it was tacked on top of our heal siphons, it would make them actually do something for us while in DeathShroud. (Unless they going to let us take SOME heals in DS ;-)
The end result is the same so may aswell just make us have vigor. Atleast that way there is counter play to our endurance(strip the vigor). Also if you have steal endurance how would that work in pve? Which is where vigor is far more needed.
Fake it, basically. All siphons do not actually directly steal HP from the target and give it to you, although it appears that way. In reality they deal armor-ignoring damage to the target, and then heal you for a similar value (usually slightly difference now with scaling).
Do the same thing here. When you steal endurance, you hit the target, reducing their endurance, and you gain endurance. PvE mobs just wouldn’t lose anything because they don’t use it anyway.
Do you know how insanely powerful we will be in tpvp in they give us vigor? They will either have to nerf our death shroud and fear, and probably weakness.
While some might get upset that a necro siphoning endurance plus weakness means that they don’t get to dodge a lot, I say “great! Now you get to see what necros have put up with since day 1!”
Please, ANet. Please make this happen.
No thanks. No more boons unless they are very well done (read: not this way).
If they decide to give us endurance, I want either endurance stealing, or “siphoning” (in the sense that their expended endurance is given to us in some portion). Not vigor.
I like this and it could probably find its way onto necromancers in the form of replacing that useless blood to power trait.
No thanks. No more boons unless they are very well done (read: not this way).
If they decide to give us endurance, I want either endurance stealing, or “siphoning” (in the sense that their expended endurance is given to us in some portion). Not vigor.
I like this and it could probably find its way onto necromancers in the form of replacing that useless blood to power trait.
Giving any class the ability to siphon endurance, while neat, would be stupidly broken. Why? Because there is no counter play.
You either get your endurance sapped, or you dodge the ability that saps your endurance, and lose a dodge anyway.
I was 10 second stability on a 9 second cool down.
Maybe change signet of locust’s active to vigor, and lower the CD a bit.
Since on most boss, you don’t need the passive. And the current active is kitten anyway.
No thanks. No more boons unless they are very well done (read: not this way).
If they decide to give us endurance, I want either endurance stealing, or “siphoning” (in the sense that their expended endurance is given to us in some portion). Not vigor.
I simply find this to be pretty genius. They spoke of reworking the Blood line and siphoning, and if they worked it to also siphon endurance, that would seriously wake the line up and give Necros access to the dodge they lack.
Remember though – Well of Power + Blood is Power = Vigor. Not a 50%+ uptime like other classes can reach, but something that will usually last through most 1v1 fights.
Classes that have vigor on crit traits have 100% uptime (5 second vigor with 5 second ICD).
It would be good that whenever you inflicted Weakness on an enemy, you would get Vigor.
Do you know how insanely powerful we will be in tpvp in they give us vigor? They will either have to nerf our death shroud and fear, and probably weakness.
You mean like a Thief that get’s endurance regen, dodge returns endurance, free evades on weaps, vigor on heal/steal. With dodge’s that also remove cripple, chill, imob.
I guess there weakness is reduced duration like ours already is? Well at least they can’t fear, or apply torment…. What’s that, oh they can, and apply it all more than us?
I guess there a damage class and not attrition like us, so they should be able to avoid burst damage & extend the fight longer than us?
Ok, what about the attrition class’s that work. War’s get a signet, guards get easy 100% Vigor up time.
Oh were light armor, must make us heaver on our feet than wearing a bathtub worth of metal…
Mes & Ele seems to have Vigor on Weap, and traits.
Anyway, it doesn’t HAVE to be vigor. Were fine with being only class in game with no access to it, as long as we get SOME sort of Endurance regen. Even if it’s nurfed to crap in tPvP so were still easiest pickings class, but works enough to not have to eat food buffs for it in dungeons/pve.
Again, SPLIT THE kitten SKILL!
Attrition doesn’t exist in current form pve.
My land spear request in the big weapon thread includes Weakness. If Necromancer had more access to weakness via a short-range, single-target weapon, I would want Bleed, Weakness, Blind, and Torment on it as well as a channel/finisher/cleave on the second slot skill. First skill applies high direct damage and a bleed to keep up some sustained DoT after switching from scepter. The land spear would be most like a dagger/dagger load but have a slightly longer range and no AoE other than the cleave/channel/finisher. It would not be that much different from the current spear but applied conditions would change to offer ones more desirable on land like Weakness.
Bleed is only stackable with scepter. Necro needs another weapon to maintain a couple of long-duration stacks, not nearly as many as scepter can do but more than zero and less than five would be nice.
Weakness needs to be on MH with decent uptime to counter vigor.
Blind can be traited for chill, too. Both those conditions are critical CC for a minimal-mobility profession so I would prefer if Blind were on the #2 cleave/channel/finisher.
Torment is more optional but I expect at least one short range weapon with it. A long range weapon with Torment may be nice but also may be OP if it has too much availability.
See posts on that weapon thread.
I made a suggestion on the previous recent topic about Vigor, but had no comments made on it. How about a trait to increase Endurance regen by ~33% while in DS? Doesn’t seem overly OP and uses our class mechanic. No LF, no vigor.
There’s also the 2nd option, similar to how Ele’s have it with Zephyr’s Focus: Your endurance regenerates 100% faster while channeling skills. We have lots of channels, maybe not on all weapons though, but we’ll always have one on DS, with a long cooldown.
What trait line and for how many points it would be to get these, I don’t know. Speculate on just the concept for now.
Thoughts? Feedback? On either one would be appreciated.
No thanks. No more boons unless they are very well done (read: not this way).
If they decide to give us endurance, I want either endurance stealing, or “siphoning” (in the sense that their expended endurance is given to us in some portion). Not vigor.
I like this and it could probably find its way onto necromancers in the form of replacing that useless blood to power trait.
Giving any class the ability to siphon endurance, while neat, would be stupidly broken. Why? Because there is no counter play.
You either get your endurance sapped, or you dodge the ability that saps your endurance, and lose a dodge anyway.
Dodge.
Evade.
Block.
Invulnerability.
Aegis.
Blind.
Distortion.
If on a projectile, Reflection.
Stealth (avoiding being targeted)
Basically anything that would work against damage since it would be attached to an attack.
Best way is to stand in a ranger’s healing spring (vigorous renewal) or to get a ranger in your party with vigorous training (bird/moa grant aoe vigor on swap).
How about, we just get DS absorb back? I wanna jump off cliffs again without having to slot in the worthless in all cases but for that post nerf Swalk…
That wont solve anything for pve.
Run two sigils of stamina….your vigor problem is solved.
Run two sigils of stamina….your vigor problem is solved.
Nope.
That wont solve anything for pve.
Actually it will return us to at least the facetank power we had where we could compete for the amount of times instakills can be avoided while actually keeping aggro.
Run two sigils of stamina….your vigor problem is solved.
Not for lupi solo. You need 2 energy sigils and endurance food.
Another related idea. How about change Gluttony to the following:
Gluttony – Increases life force gain from skills by 10%. You gain 3/4 second of invulnerability each time you enters Death Shroud.
Description: This invulnerability is very hard to use because of its short duration. The player would have to time this properly. But it can also be reapplied every 7 seconds with the Near to Death trait.
(edited by CHIPS.6018)
How about a different mechanic: all life force gained after having a 100% meter returns a small percentage of endurance? Traits could be that all life force gains return a small percentage of endurance.
Another related idea. How about change Gluttony to the following:
Gluttony – Increases life force gain from skills by 10%. You gain 3/4 second of invulnerability each time you enters Death Shroud.
Description: This invulnerability is very hard to use because of its short duration. The player would have to time this properly. But it can also be reapplied every 7 seconds with the Near to Death trait.
This would be a pain in the a** to balance… plain fact is, before they removed the absorb, we were mostly ok, yeah some fights were kittened if you didnt have energy sigils, but you could still do it without major hair pulling at how much damage you have to lose out on just so that you aint a worthless load.
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