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Posted by: Ragnar.1546

Ragnar.1546

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.

1.) Reorder Condition Damage priority!!! A bleed that does 50 dmg should not override a Bleed that does 100 dmg JUST because it hit the target after.

2.) Cleave! Weapons need cleave. I’ll admit it doesn’t fit daggers tho it’d be nice, I do think it needs to be placed on axe.

Those are my two main wants for the class, I know a lot of people want them as well. The only other thing I’d say atm is access to a good mobility skill that isn’t on a long CD.

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Posted by: MandJ.8965

MandJ.8965

Give necro a Blink like the one from Mesmer, and 1h sword. Then i’ll be happy

Momekas
Momekas Namu

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Posted by: striker.3704

striker.3704

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

The blood fiend is quite fine as it is, you should only sacrifice it if it’s in danger to get the last bit of healing out of it making it one of the few minion actives you gotta think about before using. Otherwise we end up with it pre-novermber patch style where it was a crappy heal you only summoned for damage and sacrificed for the heal

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

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Posted by: Toad.8043

Toad.8043

1: A 1200 range weapon that does only power based damage.

2: Fix Putrid Mark

3: Add a condition to staff1: 1 stack of torment for 1 second. Useful for everyone, but limited ability to stack too much of it. Anet never seemed to make up their whether staff is a condition or power weapon.

4: Make Ax1 a cone attack similar to Gaurdian Staff1. Either remove the vuln, or make it perhaps 2/3 to 1/2 the width of the guard staff1 width.

5: Make Ax2 a 180 yard AE hit.

5 1/2: Or leave ax as is and add a weapon with melee cleave.

6: Add a weapon that has aura type attacks. This allows us to activate an ability that will still affect the opponent even when we’re being daisy-chain-CC’d all over the map. Have cooldowns > duration obviously. Stuff like a 300 yard radius point blank AE pulsing attack (mobile well, just make them weaker than wells).

7: Scepter Lifeforce generation needs to be slightly improved.

(edited by Toad.8043)

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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.

The blood fiend is quite fine as it is, you should only sacrifice it if it’s in danger to get the last bit of healing out of it making it one of the few minion actives you gotta think about before using. Otherwise we end up with it pre-novermber patch style where it was a crappy heal you only summoned for damage and sacrificed for the heal

The passive is fine, but the active is barely noticeable. I’m not saying buff the base values on it, but at least have it scale with healing power some . Would also like to point out that the other classes with this type heal (with a passive and active healing portion) get healing power scaling on both parts.

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…

(edited by Nay of the Ether.8913)

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Posted by: Toad.8043

Toad.8043

One more thing for the wishlist:

An ability, maybe a trait or a temporary boon activated on a new weapon, that would cause instant damage equal to 33% of what a stack of bleed would cause when that stack is cured.

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Posted by: Bhawb.7408

Bhawb.7408

The passive is fine, but the active is barely noticeable. I’m not saying buff the base values on it, but at least have it scale with healing power some . Would also like to point out that the other classes with this type heal (with a passive and active healing portion) get healing power scaling on both parts.

It already has a 1.0 scaling on the active.

Mine heals for over 5k if I were to use it in my healing power builds (I just don’t, because CC can heal for 10k+ plus condition removal in the same build).

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Posted by: ArtemisEntreri.4138

ArtemisEntreri.4138

TLDR - Possible changes we may see next week...

Life Force meter improvements:
Meter has been resized in order to properly display the entire bar. Previously about 10% of the bar was hidden.
The current Life Force value is now displayed on the bar.
The current and max Life Force is now displayed on the tooltip.
Spectral Armor: Increased the duration from 8 seconds to 9 seconds when traited with Spectral Attunement to match the intended duration increase.
Lingering Curses: This trait will no longer increase the duration of blind on the Deathly Swarm skill.
Target The Weak: This trait will now properly increase damage when the target has the torment condition.
Mark of Revival: Increased the base radius of the Reaper’s Mark created by this trait to 180 to be consistent with other marks.
Mark of Evasion: Increased the base radius of the Mark of Blood created by this trait to 180 to be consistent with other marks.
Spectral Armor: Added a duration fact.
Spinal Shivers: Added a damage fact for each damage value based on the boons the target current has on them.
Locust Swarm: Increased base cripple to 2 seconds.
Bashee’s Wail: Normalized this trait to increase the effectiveness of warhorn skills by 50%.
Vampiric Precision: The life siphon correctly scale with the bloodthirst trait. The damage portion of the life siphon from this trait now scales slightly based on power.The healing portion of the life siphon from this trait now scales slightly based on healing power.
Vampiric Rituals: The damage portion of the life siphon from this trait now scales slightly based on power.The healing portion of the life siphon from this trait now scales slightly based on healing power.
Vampiric Master: This trait will now cause minions to properly deal damage when siphoning life. The damage portion of the life siphon from this trait now scales slightly based on power.
Unyielding Blast: Fixed a bug so this trait will now properly apply vulnerability when using life blast underwater.

Guardian / Warrior / Thief / Necromancer
Black Gate – Immortals of the Mist [IoM]

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Posted by: Nay of the Ether.8913

Nay of the Ether.8913

The passive is fine, but the active is barely noticeable. I’m not saying buff the base values on it, but at least have it scale with healing power some . Would also like to point out that the other classes with this type heal (with a passive and active healing portion) get healing power scaling on both parts.

It already has a 1.0 scaling on the active.

Mine heals for over 5k if I were to use it in my healing power builds (I just don’t, because CC can heal for 10k+ plus condition removal in the same build).

Maybe I had it confused then, does the passive siphon not scale?

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: emanueldst.8049

emanueldst.8049

i agree on pretty much all you guys have posted…. but what i want what i really really want are new minions… sort of like the undeads in Orr and things like that… the current minions just look too funny to even use =(

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Posted by: Fiorrello.8126

Fiorrello.8126

humans have a racial skill called reaper of grenth that surrounds them in a dark shroud and causes poison and chill in an aoe around them.

i feel that this should be a necro ability that you can trait for to modify your deathshroud.

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Posted by: Bhawb.7408

Bhawb.7408

Maybe I had it confused then, does the passive siphon not scale?

Nope, not at all. Its 926 whether you have 0 healing or 1k healing.

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Posted by: Tommyknocker.6089

Tommyknocker.6089

humans have a racial skill called reaper of grenth that surrounds them in a dark shroud and causes poison and chill in an aoe around them.

i feel that this should be a necro ability that you can trait for to modify your deathshroud.

THIS!! I would love to see an ability that grows stronger the longer we remain in battle. No need for it to be ranged, but if it started off small and then grew to be more deadly, it would define what a true attrition class would be.

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Posted by: Trimula.7651

Trimula.7651

My wishlist-Please just overhaul the class.
I spend about 90% of my time in WvW 3-5 hrs daily during the work week. The designers appear to put great thought in the Mesmer role in PvE and WvW, just spend time running in a zerg and listen to the commanders asking for mesmers-great group support. As for versatilities to jump between attunements, the Elementalist in assistance with Guardians are the life blood that keeps a zerg moving from battle to battle. For all the group support and versatility striped out of Necromancers class so it could become the Master of the Dark Arts! Dark Arts of What? Popping in and out of Death Shroud may look scary to a newbie WvWer, but to a veteran player, they know you have no escape skills, no stability, dots kill slow, and without a full shroud bar, very little up front damage. As much as I enjoy playing the class at times, the whole class needs a full overhaul. If necromancers were to be the Master of the Dark Arts, then they should relish death, pain, terror, fear, plague, and things that go bump in the night on the battlefield. With all the before mention taking place during a battle would be the very death remnants (fuel) that a necromancer will be able to tap into causing both negative/positive effects on the battlefield. Those death remnants will be represented by the shroud bar, death battery, soul harvest bar or whatever name created. It should work similar to a Warrior’s Adrenaline Bar, the fuller the Death Battery, the greater the effect on certain weapon skills, utilities, and abilities. Some of the weapons/utilities can have a tremendous to a very small drain cost to the death battery; whereas, certain weapons/utilities would increase the absorption into the death battery. Signets for all new purposes, will allow the necromancer to draw raw death magic straight onto the battlefield. The following things I will like to see in a class overhaul:
1) get rid of the whole DS concept, it was broke from the start, but keep the shroud bar(DB-Death Battery) as discussed..
2) DB will function like a warrior adrenaline bar. The DB provides the necromancer with options, front lots of damage, then wait as the DB recharge from use of other skills, or provide constant damage of a battle.
3) Spells/weapon utilities will have a very added effect base on the death battery capacity at the time of use. (please be creative designer).
4) Signets should act as anchor that when activated, draws raw death magic onto the battlefield. .
Signet of Plague-passive: +200 condition damage, active: 900 range, applies 3 stacks of Torment to target plus 1 stack of torment applied up to 4 random foes within 600 radius of target.
Signet of Undeath-passive: Allows the DB to recharge at faster amount than normally. Active: range 900 Revive a downed ally and summon that person to your feet, their revive health will be based on a % of your DB
Signet of Spite-passive: +150 power, active: projects a mass of necrotic flesh eating disease.
Signet of Locust-passive: 25% movement, active: pulls raw death magic into the DB at the cost of large amount of life.
Signet of Necromancy-passive: Cleanse one random condition off the necromancer when a player/creature is kill providing XP to the necromancer (CD 10 seconds). Active: 900 range absorbs one random – condition from allies within 400 radius and transfer all the conditions on the necromancer to the target.

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Posted by: Trimula.7651

Trimula.7651

continue……

5) Redo the trait lines, in most past fantasy games, necromancers always had some part in Blood Magic-sacrifice life to do X effects. All your corruption skills should be in this line. The necromancer will receive a debuff upon the use of corruption spells that prevents healing for X period of time.
6) Certain abilities within trait line may affect how the signets react when activated. i.e. in Death Magic trait line, The Signet of Spite might produce a point blank 600 radius attack replacing the attack at range or allow minions to perform differently. Malice trait: Signet of Plague applies 5/2 stacks
7) Blood is Power should have been one of the most feared necromancer attack, massive damage plus a hideous bleed effect; just think, it cost the necromancer a portion of his life in which he can’t be heal for X secs
8) I think Wells work as intended, maybe trait for larger radius.
9) Certain weapon skills will perform differently base on signet slotted the most left on utility bar.
I’m not here to whine about how well the other light armor classes perform, or make the necromancer into a unstoppable force. But I really get the feeling that necromancer as a light armor user were thrown together at the last moment, which might explain why our trait line are all over the place in no particular rhythm or reason. The designers keep throwing more buffs at us for a fix, but keep falling short on the concept of the class. We gave up buffs and group support abilities to become the Masters of Attrition. Attack the foe slowly, weakening their will to mobilize, and fight. I think the key to adding a difference to this class will be the use of Signets, and how that signet will affect spells, weapons, and effects on direct/condition damage in conjunction with the Death Battery. This look into the class will open up dozens of more player builds, none of them even performing the same. Please give the necromancer class the same creative energy as you did creating the Mesmer and Elementalist. Those classes do not compete with each other because they were design to fill certain group functions.
Please add your thoughts

(edited by Trimula.7651)

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Posted by: Bhawb.7408

Bhawb.7408

^No thanks. Necros don’t need a rework, they need a bit of tuning is all.

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Posted by: Bweaty.9187

Bweaty.9187

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.

They changed it due to bad ‘collision detection’ in game. Think they said something about WvW being able to do it thru walls/hills.

Toad.8043 > Staff’s our ‘utility weapon’ that’s kinda required for DS. (Tho with Putrid Mark being broken, it’s kinda bad utility)
While torment even for 1 sec would be cool in some ways. It’d just further our hate with condi cleans. (Which is kinda what torments used for now, no way is 3stacks bleed going to stop someone running)


Yay this next patch looks like, tooltip fix’s, another go at things they forgot: Mark radius, traits that don’t actually affect there spells they say they buff, +6 heals/dam on siphons, war horn, oh and DS life force.
(E.G. nothing on this wish list, not even putrid mark fix!)

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Posted by: Andele.1306

Andele.1306

They changed it due to bad ‘collision detection’ in game. Think they said something about WvW being able to do it thru walls/hills.

All non projectile ranged skills go trough objects/structures and non terrain collision structures (like hylek harpy and ogre huts/objects in game that can be hit with vampiric but have no targeting or real hp), but epidemic was kinda too strong with what used to happen when people wanted to repair walls/doors. Its no excuse to why a lot of similar skills didnt get the same treatment, but kinda understandable.

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