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Posted by: Djemo.7153

Djemo.7153

So id like to see a few things people would like about the necro, and hopefully some dev might get some ideas from reading peoples stuff.
So here i go:

1)A new legendary staff, with alot of death motifs and green and moldy junk.

2)Condition Minions. Whether they would scale off your condi dmg or not i dunno, but if they dont the bleeds should be on par with a fully condi speced necro.
At least get us an Elite ranged condi minion, that would open some nice variety.

3)More acess to torment.

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Posted by: knbBlackTemplar.3059

knbBlackTemplar.3059

Nononon, if you made minions scale to stats – bunker MM will die in pvp.

1) Lich form shouldnt scale from stats, it’s completely useless for any non-zerk build.

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Posted by: aspirine.6852

aspirine.6852

Necro fear longer than other professions.
Range of necro scepter a bit wider. (for more than one profession, not just necro)
Minor trait for speed instead of a signet or runes.

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Posted by: Invictus.1503

Invictus.1503

1) A cleaving weapon (rework axe would be good)
2) Condition fix for PvE (not exclusive to necro though)
3) More access to Torment (we should have hands down the most access much like mesmers and confusions)

It’s better to keep your mouth shut and appear stupid than to open it and remove all doubt.

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Posted by: Bweaty.9187

Bweaty.9187

Djemo.7153 >
+1 bump for a legendary staff that is necro flavor. Rainbows and manskirts is just too…

Condi minions are sort of covered with condi explosion on death trait. One of the big probs is, you need 20 points in Spite to get 30% minion damage. Which isn’t very good synergy for Condi + Minions. (Also having axe training moved there, kinda dampens using axe with minions, which was kinda it’s best setup as it stacks vuln to increase minion damage).

Ahh Torment. The ‘lock down’ necro only condi. That was also given too the mobile escaping class’s Thief & Mes. (More stacks to Thief too I hear LoL)
+-3 Stacks of bleed for moving or standing still, is totally ignored as it’s not exactly ‘scary’. It’s use has been ‘another condi stack slot’ to help fight condi cleans with our condi burst damage…
As Dumbfire has cost us nurf’s to fear & bleeds & etc etc… They not likely to change it to get it to work as intended as there’ed be a huge outcry about necro’s getting even stronger conditions.

knbBlackTemplar.3059 >

I love my litch in non-zerker still power builds. I’d love it to do more AoE, have a combo finisher, and please oh please let us res others while in litch.
The it’s own stats, could work if done right. If they make it ‘less powerful’ than it was to a power necro, it would add insult to power necro & elite skills. (UnderWater hint hint)

aspirine.6852 >
Fear that lasts at least as long as other class’s. AoE fear? (Even if just on downed, 1 target fear is pretty behind par)(And yeh, some retweak to make ‘terror’ build scary, not just a nurfed addition to be used with DumbFire condi burst)

Same with all our 1handers. 1 target, weird short ranges…

There’s one for daggers, that might be used if they added the 20% faster dagger CD’s on it.

Invictus.1503 >

100% totally agree. Cept I see them having issues with torment ^- See my rant above.

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Posted by: Sepreh.5924

Sepreh.5924

Weapon with cleave auto attack

Something to mitigate one-shot PvE damage (block, invul, etc)

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Posted by: Djemo.7153

Djemo.7153

@Bweaty

If by covered you mean they pop poison when they die, then we arent on the same page.
Im talking minions that can cause bleed and other conditions.

For instance for the new elite i was thiking of a ranged minion that bleeds, with its activated ability making it vomit or whatnot thus making the area around itself cause weakness to all who enter for its duration.
The minion wouldnt be able to move during the cast.

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Posted by: Bweaty.9187

Bweaty.9187

What I’d like, is them to consolidate there vision of a necro again. When I started mine with the start of this game, it was sold as a attrition class. That’s been removed from the website & we now seem to be a squishy burst condi class.

Even now they say life force can be used to bring allies back from the brink or cheat death itself.
But it can’t, because of not being able to use utils, combo’s, or even res others. Were the most selfish class, anytime the going get’s tough, we have the choice of giving up all our defense, or helping others.

One of the things I do like, is everything has a cost. Playing a necro is like survival horror game. You need to have many things balancing in your brain while you play. The best description I heard, is a necro wights the pro’s and con’s. The’d kill 100 to save 1K. The problem with this is in the polish. Example, say we decide to use putrid mark as a combo finisher, it helps save a buddy, but then we got no condi dump, we let our life tick down to 1%, then avoid others heals keeping ourself alive, but stressed in death shroud for the 8 seconds more we need for the scary mob to die. Super heart pumping, fun. But cheapened by the class standing next to you that passively cleared the conditions & healed without even pressing a button or noticing what was going on.

Anyway, to make it feel ‘fair’. We need our class to be on ‘par’ with other class’s. As it stands, in a dungeon, a excellent necro is about as valuable as a okish warrior or guard or ele or mes. What we need after that… is a ROLE, we excel at. (From a PvE view)

I also feel, one of the best things with this game. Is how it’s soo heavily built around shearing love with other players. From not fighting to tag mobs, to combo meta. The necro is just soo selfish! (Or dead). We really need to be able to res others in death shroud/litch/etc. Our siphons should heal others around us. (And other little things that make us still dark cold necro, but helpful to those around us)

Last bit of my rant.
What I envisioned from what I’d heard about GW1 necro’s, what I read from ANet and seen of the game. I expected a minion master, that was big, slow, tanky. Pets & Me, stealing life back from opponents and feeding it to allies. Double edged play with things like sucking conditions off others and balancing CDs/Siphons to not get yourself killed.

(P.S. Sorry I didn’t just do a simple list, going to have a ‘big en’ after testing the next big patch. I’d just like to share my views and see what sexy ideas people come up with.)

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Posted by: Bweaty.9187

Bweaty.9187

Djemo.7153 >
If they fixed condi dam stacks. HELL YEH! As the game currently works, I’d hate to fight minions for condi stacks. (It’d also be good to see that trait less powerful by minions that didn’t just die all the time too LoL)

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Posted by: Bhawb.7408

Bhawb.7408

Nononon, if you made minions scale to stats – bunker MM will die in pvp.

He asked for the damage of their conditions to scale, which is already the case, so it wouldn’t do anything.

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Posted by: spoj.9672

spoj.9672

It would make sense to give minions bleed stacks. Similar to how phantasms stack bleeds. Im surprised there arent traits to give minions fury. Has anyone seen a minion crit btw?

Main thing I want is a cleave melee weapon. Id definately be playing my necro a lot more if I could cleave.

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Posted by: Greek.4396

Greek.4396

with the current state of necros, there is nothing to ask for >__>

maybe improvements to blood magic and some changes to power builds so there is less condi builds running around but other then that necros are fine.

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Posted by: spoj.9672

spoj.9672

with the current state of necros, there is nothing to ask for >__>

maybe improvements to blood magic and some changes to power builds so there is less condi builds running around but other then that necros are fine.

Only true for wvw and pvp.

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Posted by: Divine eXecution.3709

Divine eXecution.3709

First off, I am a WvW-Condi-Necro, try to read the following under this aspect.

Being able to activate DS while in Lich- or Plague-form. This will of course cancel the Elite and set it on cooldown.

And I don’t think necros represent and give the feeling they should to other players (e.g. in WvW).
When I see a Warrior I know this guy is a beast and don’t want him get close to me. Thief is elusive, fast and hard to catch but still can backstab you hard, like a real assassin. Rangers are to reeeaally long range snipers in this game, also I can understand why they want a buff right now. Mesmers are deceiving and confusing with all their clones. And so on…

But Necromancers (especially condition) just feel like a huge damage sponges, but not like the masters of defilment and corruption. I want necros to be like Masters of the Dark Arts who dance over the battlefield, ripping off some boons from the guys right to them, then spreading powerful conditions to the group over there. After that suck in some conditions on themselves just to spread them to their enemies tenfold. Shroud themselves in darkness and cause chaos and terror on the battlefield.
This is NOT about big numbers or mowing down your enemies… but the feeling I want us Necromancers to emit to simply make our enemies crumble and suffer in despair.

We have some great tools to fulfill that, but they just cannot unfold their potential.

Corrupt Boon
Great thing!! Really… but just to rip off the boons, not for the conditions applied because they just get cleansed (but cleansing is another problem)… and the boons reapplied…
Why not make it like virulent debuff which converts every boon applied into a condition on and around (~500 range) the target for the next 4-6s.

Epidemic
Come on.. remove the cast time. Every time I want to cast it the conditions are already removed when it goes through…

Blood is Power
Just used for the might… Remove the enemy bleed and make it an enchantment which applies a boon on us corresponding for every condition we receive in the next 4-6s. (Conditions still get applied, this remake would greatly synergize with Plague Signet)

Plague Signet
Nice idea! But too long cooldown. Remove the stunbreak (after all we have DS) and make it more spammable.

Signet of Spite
What is this? A signet for Conditionmancers or Powernecros? Well maybe hybrid…

Spectral Grasp
Mhh with dagger in main and in spvp this spell may be good, don’t know. Want to hear your thoughts about it.

As a Condinecro I don’t like Death Shroud at all. I just use it to wait for cd and to absorb some damge, maybe DS#2 which is suicide most time. I like Underwater DS more in terms of condis. Maybe DS can have the GW1 Contagion incorporated in weaker form ofc.

Sorry for this wall of pain.. ehh text. I know this is just about conditions and not MM or powernecros, I leave those for you guys. Hope you could keep up with it

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Posted by: Bhawb.7408

Bhawb.7408

It would make sense to give minions bleed stacks. Similar to how phantasms stack bleeds. Im surprised there arent traits to give minions fury. Has anyone seen a minion crit btw?

Main thing I want is a cleave melee weapon. Id definately be playing my necro a lot more if I could cleave.

All minions have innate Crit chances, and the higher damage ones hit pretty kitten hard when they do crit. Flesh Wurm, with increased damage, crits for 1.4k if I remember correctly, similar to Flesh Golem’s crits.

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Posted by: spoj.9672

spoj.9672

Tbh minions crit chance should be the one stat that scales with the necro imo.

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Posted by: Kajin.5301

Kajin.5301

DS#2 Overhauled:
900 range targeted shadowstep
aoe blast radius 120 comprised of 150 direct dmg tooltip with 2stacks of bleed 5s
at the cost of 25 or 33% of full Life force.

I won’t ask of anything else.

I would give us the mobility we all demand. It allows us to dodge big OHKO.
I personally would go for 33% LF cost per use or maybe even 40-50% to avoid it being imba/spam. Maybe also reduce range from 900 to 600.

To help you visualize this imagine the thief infiltrator arrow Shortbow#5 with a smaller Geomancy sigil effect at the end instead of aoe blind.

ps: ever since I imagined this I can’t stop thinking about it, I crave this. I’d take my necro everywhere in peace of mind. www roaming/any dungeon, without thinking “oh maybe I should hop on my x character for this cause I’m useless or inefficient”

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(edited by Kajin.5301)

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Posted by: Bhawb.7408

Bhawb.7408

We’ve already had it, it was too strong at the time. Even if it wouldn’t be strong now, its not remotely in line with ANet’s vision of us, so it won’t happen.

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Posted by: Andele.1306

Andele.1306

DS#2 Overhauled:
900 range targeted shadowstep
aoe blast radius 120 comprised of 150 direct dmg tooltip with 2stacks of bleed 5s
at the cost of 25 or 33% of full Life force.

I won’t ask of anything else.

I would give us the mobility we all demand. It allows us to dodge big OHKO.
I personally would go for 33% LF cost per use or maybe even 40-50% to avoid it being imba/spam. Maybe also reduce range from 900 to 600.

To help you visualize this imagine the thief infiltrator arrow Shortbow#5 with a smaller Geomancy sigil effect at the end instead of aoe blind.

ps: ever since I imagined this I can’t stop thinking about it, I crave this. I’d take my necro everywhere in peace of mind. www roaming/any dungeon, without thinking “oh maybe I should hop on my x character for this cause I’m useless or inefficient”

No. No direct shadowsteps (or vigor or invul), its against necro design.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Rennoko.5731

Rennoko.5731

It would make sense to give minions bleed stacks. Similar to how phantasms stack bleeds. Im surprised there arent traits to give minions fury. Has anyone seen a minion crit btw?

Main thing I want is a cleave melee weapon. Id definately be playing my necro a lot more if I could cleave.

All minions have innate Crit chances, and the higher damage ones hit pretty kitten hard when they do crit. Flesh Wurm, with increased damage, crits for 1.4k if I remember correctly, similar to Flesh Golem’s crits.

Just to give you some supporting evidence here (worm crit).

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Posted by: Rennoko.5731

Rennoko.5731

Also this….. Turns out that Putrid Explosion crits too…. I swear 6 months ago I spend an hour and couldn’t get a crit. Did today though.

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Posted by: Tommyknocker.6089

Tommyknocker.6089

1) Healing ability (regen at least) that bleeds through DS.
2) Cleave on ANY MELEE WEAPON.
3) TRUE attrition. Ever fought a bunker guardian and decided it would take to much time to kill so why even bother? I WANT THIS.
4) Some new death themed legendary skins (all weapons) would be nice.
5) Uniqueness. Once I tell another player I main a necro, why do they always assume i am a condi? Oh right, that is because it is the most useful build (outside of pve). Please make other builds more viable.
6) An elite that lets me escape for roaming… Why must I be forced into being a norn in order to have a VERY long cooldown escape in WvW?

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Posted by: nekretaal.6485

nekretaal.6485

1. Vigor and Fury
2. Heal in Deathshroud
3. A single target ranget weapon that works (4 of 5 staff skills do nothing vs Tequatl)
4. A power weapon with a cleave like trident but on land
5. Rework DS#2 into something worthwhile
6. If anet gonna keep putting in mechanics like Liadri in the game, then the class needs counter play for those mechanics not just “play more perfectly than he other guy had to play.”

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Posted by: Andele.1306

Andele.1306

1. Shade
2. Return of old Sarmor and Swalk
3. Return of the kick out of DS absorb and in ds weapon swap
4. Minion armada + skins
5. Zhaitan Lich form and Baelfire Lich form skins
6. New textures for some of the shadow skills not to look like leather scraps from upclose/more like the shadow flames from aatexs
7. Option to go Hammer, Sword/Sword and Axe/Axe

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Posted by: Heartlust.6140

Heartlust.6140

Make summon flesh wurm instant.

Greatswords.

Make Lich Form stronger than dagger #1.

Give wells distinct visuals and animations so other professions know what they are and do.

Give our minions distinct looks and randomly generated names (similar to WoW Warlocks)

Atleast ONE source of vigor.

Either give us a pull with torment on our next wep or give spectral grasp torment.

Let us keep the Spectral Walk trail for the whole duration of the swiftness.. (we don’t need to get life force on hit after the initial few seconds, though)

Make warhorn slightly more useful.

Decrease the cast time of Dark Path since it already has a fairly long travel time.

Let us heal despite being in DS.

Update our profession icon.. the skull is horribly boring.

Updated skill animations overall. I feel like as a caster we get no recognition here.. only spectral walk and epidemic look special (not counting underwater skills)

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Posted by: unleashed.8679

unleashed.8679

1) Remove condition stack limit
2) Vampiric build that heals yourself (better use of healing power)
3) new melee weapon, with gapcloser/jump and cleaving attacks
4) condition attacks in deathshroud (probably second skill set)
5) more underwater elites. plague form isn’t good for power and MM build. I see no reason, why lich and the golem can’t swim.
6) underwater wells (without ground targeting, probably cast on target?)
7) replace reanimator trait with something useful like permanent scythe on staff

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Posted by: Morbridae.8607

Morbridae.8607

I wish to be able to use my heal, utils and elite skills (6 to 0) in DS. I don’t need to have a different set, as when underwater: just let me keep the ones I normally have.

(Combo bonus if I can use them also on lich form).

Also, let me heal my HP when in DS.

Morbridae (Norn Necromancer)
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Posted by: Bawi.9541

Bawi.9541

playstyle:
- power-based long range weapon (think guardian scepter)
- infight mobility (vigor, deathshroudish mistform, escape skill, …)

mechanics:
- bleed stack gone (is this 2013? o_O)

apart from that i’m really content with necro so far (first 80, only char 20+ though)

Ele / Guardian

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Posted by: sulli.2497

sulli.2497

1) A cleaving weapon (rework axe would be good)
2) Condition fix for PvE (not exclusive to necro though)
3) More access to Torment (we should have hands down the most access much like mesmers and confusions)

I have to agree with this, the Axe could be the one weapon that make us more viable when take down structures in dungeons.

Torment would be a much appreciated addition to a weapon or skill outside of DS.

(edited by sulli.2497)

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Posted by: Bhawb.7408

Bhawb.7408

Just realized I didn’t really “contribute yet”. Been so many of these its hard to keep track.

More minions. Condition minions, self-siphon minions, tank minions, “spam” minions, etc. They have a ton of different types of minions they could have, and then each minion should have strong utility purpose after summoning, to further support non-MM builds taking minions. In a few months I’d love to see well-necros taking Bone Fiend, Burst Necros taking Bone Minions, tanky necros taking Shadow Fiend or Blood Fiend, etc.

I want to see a trait that makes self-siphoning work through DS, if they don’t eventually just give us some form of healing going through DS.

I also want to see more high-risk high reward skills being added, especially ones that involve life costs, and support ones. BiP used to be a really cool skill, in that you hurt yourself to make teammates OP.

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Posted by: Psylem.1529

Psylem.1529

Ability to revive and finish other players while in different forms (DS, Lich, Plague, etc.)

Also, I don’t think I should have to wait a full second for my utility skills to come back to me after returning from another form.

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Posted by: Roe.3679

Roe.3679

I would love to see warhorn 5 give swiftness to allies, and then have a secondary action to activate the locust swarm. That way I can use it to close on a target and not lose uptime on my locust swarm. Or use the swiftness for travel without aggroing everything in melee range on the way.

I would love to see a whirl finisher on axe 2 to give it some more utility and interesting gameplay. The axe whirls around anyway, so it makes sense to me.

I want to see better traits in spite adept. Improvements to blood tree would be nice and death magic could be almost completely overhauled.

I wish we could use spear on land.

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Posted by: spoj.9672

spoj.9672

That reminds me. I want the minor traits in spite to be completely revamped. 5pt in spite is ok but it should probably be moved to blood magic and combined with the 5pt blood magic trait. 15pt spite is completely useless and makes no sense in an offensive tree despite it scaling off of power (healing builds arent going to be going into spite just for 1 pathetic minor). The 25pt spite minor is the worst of them all, a trait which rewards bad play and has no effect when you are a decent player…. Even if it was just gain might when hit it would be a bad trait. It seems like a trait for facetanking in a bunker build, which means it shouldnt be in our offensive trait line.

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Posted by: Moon.6371

Moon.6371

Lots of suggestions here would make us far too strong. Necro is more than viable in all PvP and WvW related settings. Additionally we are one of the most versatile classes, build and damage wise (condi, direct, hybrid).

I really don`t understand the complains here about condi being too dominant. It`s not because power or hybrid is worse, it`s because players are too lazy to come up with their own builds instead of relying on c&p what they heard is strong.

Recently I`m roaming on power/hybrid (30-10-0-0-30) and I feel it is far more powerful than condition and does great vs counterclasses such as the stuntastic warriors. I feel my damage output is borderline overpowered, especially in combination with all the soft CC provided by nature.

Personally, I wish they would take some of our damage sources away, in case of condition necro Dhuumfire would be my favourite here and work on survivability and/or escape functionalities. We never needed Dhuumfire imo…

I`m doing really good solo-roaming with any build I`ve tried, but there`s no other class that demands such awareness and focus on positioning to not die all the time when something unexpected happens (talking wvw). Another escape panic button would really make life easier.

… We really need to be able to res others in death shroud/litch/etc…

You are already able to DS-res and stomp, takes some practice, but not too difficult. Bind your res/stomp and deathshroud keys close to each other, makes it less of a challenge.

Best regards

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Posted by: jakalofnaar.1702

jakalofnaar.1702

I was surprised to see so many saying that the condi builds are stronger, when AFAIK, power builds rule the meta (in PvE at least).

I personally don’t like were conditions are in PvE. I’ve mained a condimancer since day one, and while levelling it was pretty sweet, but as soon as you hit the mid to high 70’s and 80 it all goes to kitten.

Even with full condition damage, 25 stacks of bleed and 25 stacks of might, we hardly do the same DPS that a warriors auto attack does. It’s not an issue in PvP or WvW where you’re fighting players which have no where near the toughness or HP of most PvE mobs, but in PvE it really makes builds which focus on conditions for damage a joke.

Apart from that, everyone and their grandmother is throwing around bleed nowadays, which really hurts our DPS.

I would like to see a better condition meta. Perhaps something along the lines of class specific conditions. And having our damaging conditions scaled a little better in PvE so that we’re a little more useful from a DPS point of view.

Also make CC’s useful on mobs which aren’t trash. The introduction of Defiant, and the reduction in effectiveness of certain conditions on certain mobs kinda makes conditions too weak in PvE, unless you have an abundance of access to certain conditions which aren’t really effected (I think chill is largely unaffectedby these limitations)

I also want greatsword on my necro, because I want to use my Twilight on my necro (it’s the ONLY legendary that really suits a necro, or at least my necro) and this is the ONLY way you’ll get me to switch away from a condition build.

I did create another thread about this, but I’d also like to see some better condition manipulation from DS, something along the lines of how the underwater DS can transfer conditions from allies to yourself, then transfer then back to mobs using #1.

I may be asking for way too much, in fact I know I am. But for someone who really likes to play around with conditions, the current state of them in PvE is just saddening. If I invest everything into conditions I should still be just as useful as someone who invested everything in zerking (and I don’t mean that in a damage sense). If I made up for the lack in DPS in some other way, then I think I’d be happy.

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Posted by: Bhawb.7408

Bhawb.7408

^Power rules PvE because of the much higher stat ceiling, and power scales best up in that way, plus you can’t have your power damage “overridden” by someone.

Condition rules PvP because it requires the least investment, conditions rarely get overridden, and the condi spam classes can easily outpace anyone’s removal.

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Posted by: Bweaty.9187

Bweaty.9187

Moon.6371 >
Condi dominant necro would be fine, if it worked in this game. Condi cap + no dam to objects really only makes it 98% effective in sPvP, 75% in WvW, and terrible in PvE the more players you have around you. I also think, that ‘burst condi’ is a bit weirdly backwards.

Your roaming 30/10/x/x/30 is around the 2nd most c&p spec. I’m personally useing 30/x/x/10/30 for PvE, as it doesn’t strip others bleeds with a 1 sec low condi power bleed. It also allows me to AoE heal in burst situations, or have my crits heal me and do a smidgen of extra dam polish on top solo.

Dumbfire I also think was pretty terrible. Not only is it fire of life & opposing god to chill & death. It was a ‘proc on crit’ meaning no skilled play. Then the nurfs to other things to make it fit. (Especially when we were promised attrition boost that patch)(Tho say anything bad about it, and the necro’s say it’s awesome and list the damage calculations, cause that’s all that’s important…)

I know of the DS stomp/res. It’s really got to be a exploit. Something you can’t do, except if you send both request in the same upload que packet…
Even if they left it that way in sPvP, it’d be fine if they added Res/Stomp anytime in PvE/WvW. My main pet hate is, I go into DS or Litch, 1 second later someone hits the floor near me. Do I give up my defense for the next 10sec while running and standing somewhere odiously painful. Or let them bleed out? They added in ‘destroy’ stomping of the dead mobs in Invasions, while in Litch.

(As for your put the keys next to eachother, I personally use a Naga Razer mouse, and a Nostrimo game controller for guildwars, got everything bound, even equip/sheath my weapon)

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Posted by: Andele.1306

Andele.1306

Lots of suggestions here would make us far too strong. Necro is more than viable in all PvP and WvW related settings. Additionally we are one of the most versatile classes, build and damage wise (condi, direct, hybrid).

I really don`t understand the complains here about condi being too dominant. It`s not because power or hybrid is worse, it`s because players are too lazy to come up with their own builds instead of relying on c&p what they heard is strong.

Recently I`m roaming on power/hybrid (30-10-0-0-30) and I feel it is far more powerful than condition and does great vs counterclasses such as the stuntastic warriors. I feel my damage output is borderline overpowered, especially in combination with all the soft CC provided by nature.

Personally, I wish they would take some of our damage sources away, in case of condition necro Dhuumfire would be my favourite here and work on survivability and/or escape functionalities. We never needed Dhuumfire imo…

I`m doing really good solo-roaming with any build I`ve tried, but there`s no other class that demands such awareness and focus on positioning to not die all the time when something unexpected happens (talking wvw). Another escape panic button would really make life easier.

… We really need to be able to res others in death shroud/litch/etc…

You are already able to DS-res and stomp, takes some practice, but not too difficult. Bind your res/stomp and deathshroud keys close to each other, makes it less of a challenge.

Best regards

Far too strong in what sense, most reasonable suggestions/wishes had some nerfs in it (that would/are needed, like stopping the double Sarmor being a cheap way to win most 1v1s) and you know that unless the current very toxic pvp meta shifts at least a bit away by nerfing some the damage/remove freaking dumbfire, a lot more condi cleanses will be needed and it will return to the who cares about condis since then everyone not just a guardian will be able to be perma cleansed.
Also way back in the days (like a week before MK) we did get confirmation that Lich, Plague and DS stomps are technically bugs since it relies on skill lag and ui not updating, but are leaving it in as a bandaid for balance reasons.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Bweaty.9187

Bweaty.9187

Know bugs/QoL: Putrid Mark, CD+lag on leaving transform for heal/util, weap swapping in DS. Etc

CC Defense: Damage while CC’ed gives us life force/and or lowers DS CD. (Because our defense is tied to aggressive offense, being CC’ed is a double shut down to us.)

Legendarys that suit a necro: Staff/Scepter.

Endurance Regen: We’d prefer it wasn’t the Vigor buff, but something necro feeling that was as good as vigor.

Projectiles: Don’t shoot our feet, so we can’t brake ourselfs out of roots. Shoot over some objects in WvW.

Melee cleave: Pref is prob axe to make it more viable, it still feels behind.
Some say Scepter should have a 130 range aoe on it’s effect too, but I think that’d remove risc/reward with epidemic. (Also make staff less wanted)

Combo Finishers: 1handers (Even if just on offhands), DS/Litch. (Low proc on staff, or hopin ya minion isn’t dead doesn’t cut it)

DeathShroud Exit CD: The ‘skill’ is to drop DS just as they are about to die to get the lifeforce. The current system where you wait for life force to run out to exit DS without refreshing the CD, is unfun play.

DS & Condi Synergy: (Condi still just use DS as a block, and to condi stack torment to fill cleanse slots. Guess it’s kinda tricky to balance with condi dump then defense. Still be nice to see.)

LifeForce Gen: Still not ‘spot on’. (Axe #2 is always avoided in PvP, as it’s our big spike of dam & our only life force gen. Staff Marks give life force & 20% faster CD on staff traits could merge.)

Axe & Minions: Axe Training & 30% minion kitten ow fight for same trait slot. (Moving Minion dam over to Death Magic, would allow condi specs to synergies better)

Res/Stomp with transform: Even if not in sPvP, let us res others without having to do the DS+Res upload que exploit ya’s left in due to ‘balance’.

UnderWater Elite: Power & MM both ignored.

UnderWater Harpoon Range: Increase it! mobs can melee me underwater while Im missing them. Other class’s seem to have the same bigger range. (Or there’s a bug with Asura necro’s and water melee, if Im hitting them where the weap lines up I miss, if I hit above there head, it hits them)

Dagger Traits: Throw 20% CD & Faster run speed while wielding a dagger together.

Lock Down: Tainted Shackles doesn’t stop people just wondering off from us.

Signet passives should work in DS.

Foot in the Grave: Some sort of lag resilience. Not sure how. (Any time game get’s extra laggy, I can press a Brake Stun ability + DS and spend 5-7seconds CCed, then end up with no brake stun, no DS, button #4 on CD)

Heals in DS: I know the dev’s have been talking about it for a while. Even if just from the point of view, it sucks for others to waste heals on a necro. I think with the DS now being attached to your health pool, the illusion of you DS being not of our body is shattered. While it may be unfair to give us 100% heals while in DS, there would be a few ways to balance it. 33% all heals. Siphons heal us during DS. Or some new system like lie force gen, but heals force.

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Posted by: Bweaty.9187

Bweaty.9187


Getting tweaked in patch
——

Siphons: I know some stick up for the way they are, to be used as a damage boost, that ignores armor. But I think most of us, feel the focus of heals is to heal us. We all know they are terrible at the moment. I know scaling with healing power is being patched in. There’s the issue of, them not even coming close to AoE passive heals from Guard/Ele. Even more insulting as it’s single target while having to do damage. Then on top, they do nothing for us or anyone while in DS. Simple fix is to increase there size, let them heal thru death shroud, let them heal allies around us. I personally think what would be ‘cool’ was to give us a new ‘condition’ that stacked siphon to anyone who hit the target. (Particularly if it was auto on attack, or crit, so it’d synergies with axe, making it vuln & heal self.)

Minions: A come back button. (Or make them not standing fire, follow players who exploit ‘invisible walls’ in sPvP to make them run around doing nothing)
Max % life per hit. (So they don’t get 1shot by boss’s).
Stop my necro from commenting whenever a jagged horror is summoned/dies.
Remove the CD when you res. (1min CD in sPvP is stupid)
Auto-Summon them on res. (We going to click them buttons anyway)
Golem shouldn’t die when wet!
Blood Fiend – No out of combat regen, doesn’t even heal itself.
UnderWater minion.
More minion choices/flavors.
Minions skins. (Gem shop, other class’s all have class things you can reskin for $$$)


Game Wide
——-

Conditions: Cap & Objects. (!!!)

MiniPets: At least make them stay summoned. (Tele/Load/All that)
Many other MMO’s have there own non-bag space area, under say Hero Pannel.

Ascended Exhange: I’d glady trade 10x Bricks for 1 Dragy, particularly with our server being SOOO bad at WvW currently!

Extra Service Tokens: Clone (Still leave the item soulbound but let us make copys of our fave items for diff gear sets.)
Account Bind, or some way for me to swap my perm pickaxe from necro & guard around. (Necro mines with fire jets & Guard mines with smoke… just wrong)

Skins: Make all the earnt/cash shop skins go in achievement reward section! (Ya got the skin system spot on with it, why do I only get 1 copy of living story skin, when the achievements are account wide)

Class Skins in Cash Shop! (Minions for nero’s, Back Packs for Eng’s, etc)

Templates: Gear/trait swaps!

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Posted by: Moon.6371

Moon.6371

@ Bweaty:

When I say “build” it`s not limited to traits (there`s just so many combinations that make sense), it includes gear & weapon mix, runes & sigills as well as the global concept behind. And I heavily disagree that many people actually put enough thought behind der builds (again, including everything).

I don`t think of DS stomp/rez as an exploit, what makes it different to shadowstep stomps and similar? One year into the game, I`ll just use Anet`s favorite explanation for just about everything: It`s a feature, not a bug!

Anyways, no reason to argue, I agree there are certain situations where your wish makes sense and is legit. But I do like the necessity to think about using DS beforehand, for being able to safe stomp/rez someone, it adds another layer of difficulty.

@ Andele:

Well, there`s a lot of good suggestions, but seeing several people state “power not equal to condi, needs buff” and someone “epidemic cast time too long, make it instant” made me write that. I do think power speccs in pvp and wvw are heavily underused (compared to condition) but not weaker.

And regarding epidemic, imo one of the (if not the single) most powerful skills ingame – enormous damage output potential for pressing one button on really low cd is not really something that needs to be altered or made instant cast. The spell singlehandedly wins fights – again, for pressing one button…

Best regards

[Buka] Koma Grey
[Buka] Mojo Monkey Man
Kodash

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Posted by: Andele.1306

Andele.1306

And regarding epidemic, imo one of the (if not the single) most powerful skills ingame – enormous damage output potential for pressing one button on really low cd is not really something that needs to be altered or made instant cast. The spell singlehandedly wins fights – again, for pressing one button…
Best regards

It was said way back in beta, Epi and CB need to be: unblockable (they are now), 1/2 cast time (one instant one too long vs cleanses), both on a 25~30 sec cooldown (remember epi used to spread to everything and should again) and not be projectiles.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: shizo.5698

shizo.5698

- scrap “training of the master” and buff minion base damage by 10 %
- let every +damage trait affect minions
- revamp minion grandmaster traits: instead removing boons, steal them for their master or corrupt them. Instead transfering condis, eat them and let them gain life

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Posted by: Rennoko.5731

Rennoko.5731

And regarding epidemic, imo one of the (if not the single) most powerful skills ingame – enormous damage output potential for pressing one button on really low cd is not really something that needs to be altered or made instant cast. The spell singlehandedly wins fights – again, for pressing one button…
Best regards

It was said way back in beta, Epi and CB need to be: unblockable (they are now), 1/2 cast time (one instant one too long vs cleanses), both on a 25~30 sec cooldown (remember epi used to spread to everything and should again) and not be projectiles.

I wouldn’t pair CB and Epi, as they have evolved differently since Beta.

All that has really happened to CB since beta is that it seems to hit more reliably now (still as super fast projectile), still not instant yet has no cast time, it become unblockable, and it no longer removals all boons (caps at 5).

After Beta, Epi was was “unavoidable”… meaning it would always hit, never miss, it was IMPOSSIBLE to miss (blind had no effect on it). Now it is unblockable, but avoidable through various means including dodging/blinding, which is fine. It DOES currently spread everything, so I am not sure what that comment is suppose to mean?

I would welcome a slight increase to cooldown for a decrease to cast time (as much as 10-15 seconds longer). A 1 second cast time is prohibitive to landing the skill. Oddly, with a full second required to cast, you sort of have to cast and “hope”… because in that 1 second time you cannot do anything to prevent them from avoiding (they break fear and then dodge roll – no epi). 1/2 second would make that window much smaller.

Or my personal favorite, revert epidemic to how it used to work (never misses), and allow players to dodge roll/invuln to avoid the spread part, which is currently impossible to avoid. Takes the onus of avoidance off the shoulders of 1 and puts it on the 5 that are really in danger.

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Posted by: Andele.1306

Andele.1306

And regarding epidemic, imo one of the (if not the single) most powerful skills ingame – enormous damage output potential for pressing one button on really low cd is not really something that needs to be altered or made instant cast. The spell singlehandedly wins fights – again, for pressing one button…
Best regards

It was said way back in beta, Epi and CB need to be: unblockable (they are now), 1/2 cast time (one instant one too long vs cleanses), both on a 25~30 sec cooldown (remember epi used to spread to everything and should again) and not be projectiles.

I wouldn’t pair CB and Epi, as they have evolved differently since Beta.

All that has really happened to CB since beta is that it seems to hit more reliably now (still as super fast projectile), still not instant yet has no cast time, it become unblockable, and it no longer removals all boons (caps at 5).

After Beta, Epi was was “unavoidable”… meaning it would always hit, never miss, it was IMPOSSIBLE to miss (blind had no effect on it). Now it is unblockable, but avoidable through various means including dodging/blinding, which is fine. It DOES currently spread everything, so I am not sure what that comment is suppose to mean?

I would welcome a slight increase to cooldown for a decrease to cast time (as much as 10-15 seconds longer). A 1 second cast time is prohibitive to landing the skill. Oddly, with a full second required to cast, you sort of have to cast and “hope”… because in that 1 second time you cannot do anything to prevent them from avoiding (they break fear and then dodge roll – no epi). 1/2 second would make that window much smaller.

Or my personal favorite, revert epidemic to how it used to work (never misses), and allow players to dodge roll/invuln to avoid the spread part, which is currently impossible to avoid. Takes the onus of avoidance off the shoulders of 1 and puts it on the 5 that are really in danger.

Just to note a few things, If you dodged during the initial cast and during the end of it (so only thief or ranger) epi would “fail” even before, Cast when invul wouldnt copy any non damaging conditions and its projectile could have been blocked (animation would run no matter what and reflects did nothing, but projectile destructions would stop its spread) and It ignored most terrain/los (so forts, objects and non land/base map based models). So no it wasnt such a never fail thing, but was op for wvwvw (thus the nerf to just unblockable) and with spread to everything i mean its old version that isnt capped to 5 people, but would spread condis to everything around the target (so a zerg stupid enough no swarm on the grub would just melt like they used to, just for the fun factor).

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Rennoko.5731

Rennoko.5731

Just to note a few things, If you dodged during the initial cast and during the end of it (so only thief or ranger) epi would “fail” even before, Cast when invul wouldnt copy any non damaging conditions and its projectile could have been blocked (animation would run no matter what and reflects did nothing, but projectile destructions would stop its spread) and It ignored most terrain/los (so forts, objects and non land/base map based models). So no it wasnt such a never fail thing, but was op for wvwvw (thus the nerf to just unblockable) and with spread to everything i mean its old version that isnt capped to 5 people, but would spread condis to everything around the target (so a zerg stupid enough no swarm on the grub would just melt like they used to, just for the fun factor).

Good information. I don’t have any videos from the pre-nerfed epidemic days to go back and review, but what you are saying may very well be correct. I distinctly remember the animation always going off on everything until the blind/blockable changes were made…. if the spread didn’t happen back then, that may have been the case.

The version that went off with unlimited targets was pretty shorted lived… I think that was taken care of 1-2 months after release, while the blockable change was several months down the road after that, including that LOS change in there too.

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Posted by: Bweaty.9187

Bweaty.9187

Moon.6371 > Yeh, not agueing or getting annoyed, just bouncing ideas back and forth. I see where it’s ‘iffy’ in sPvP etc. In dungeons, it’s not like I ‘need’ the downed guy up, it just seems selfish play. I really enjoy how ‘helpful’ to others GW2 is to other MMOs. Even my guildys who love my necro, usually say ‘oh yeh, bring your guard’ when doing a dungy.
I also didn’t copy & paste that spec, just came to the same conclusions on my own. As for the gearing it different, most necros I know are appalled by my use of Divinity runes with a mix of Zerker/Knights and whatever the funky Pow/Pre/Vit/Crit ascended bits I can get are called.

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

  • Blood Fiend – sacrifice heal scale off of healing power so it’s actually worth using rather than keeping it siphoning until it dies.
  • Death Shroud overflow revert in PvE/WvW – there was never any need to apply the overflow damage to PvE and WvW. In no way, shape, or form does that balance our class. Now in PvP, yes by all means, keep it there.
  • Cleaving weapons – (preferrably a 2-h scythe) with good CC (both hard and soft CC)
  • Combine a few minion traits – “training of the master” and “protection of the whorde” would be one good example. Another would be “necromantic corruption” and “fetid consumption” . both are so deep in the trait trees that they are rarely used (fetid consumption is used more often but a measley 10% chance to remove a boon usually isn’t worth a grandmaster slot when other more viable traits can go there)
  • Heals in DS – something we’ve needed for a very long time.
  • Better legendaries and weapon skins in general suited to necros – Enough with the flowery unicorns and glowy pink cotton candy weapons.
  • Signet passives and all trait/rune effects should work while in DS – otherwise, what’s the point of even using them?
  • Better LF generation across the board – there have been improvements here and there with small LF increases, but it still has a long way to go in the realm of generating LF in combat. Need more sources, and the current ones need some love (most of them anyway, a few aren’t too bad off).
http://almunns.wix.com/elitedeathsociety
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…

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Posted by: Randin.5701

Randin.5701

There’ll be a fair amount of overlap here with other posts, no doubt, but here’s my wishlist:

-some necro/dark-themed legendary weapons (staff, in particular)
-add a bit more variety to the staff spell effects and animations
-let marks be triggered by destructible objects (including the large stationary bosses)
-change dagger skill #3 from a root to a closing skill
-let Flesh Golem work underwater

There are probably more that I’m blanking on, at the moment, but that would be the major ones.

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Posted by: Bhawb.7408

Bhawb.7408

  • Blood Fiend – sacrifice heal scale off of healing power so it’s actually worth using rather than keeping it siphoning until it dies.

Taste of Death, Blood Fiend’s active, has a 1.0 healing power scaling. You should never let him die, ever. Its just the “easy” way to play the skill, but you can lose out on 4-5k healing if you do. He needs to be able to get in 4 attacks to offset the lost healing.

I think they could fix this skill in general with an updated UI though.

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