Changes to necro

Changes to necro

in Necromancer

Posted by: Hepan.2709

Hepan.2709

Before we start, this not a QQ i want an i win button thread. Several build for necro are viable, however i still find the class more then not lackluster compared to other facesmash the keyboard and win classes.

So here are some changes i would like to see, and also comments on what you think.
I wont go so much in give more damage to x skill but more into the revamp of certain areas of the class.

Lack of burst:

common complain amongst necros, and even class description say attritons class conditions in some cases just dont cut it.

Proposed changes:

1. implode boons: scales with power, pretty much says it all…direct damage based on number of boons a target has. Problem: some classes/players dont stack them making this useless. Possible change from corrupt boon?

2. implode conditions: even with no specing into conditions we can still apply quite a few of them on a target, however they often get wiped before dealing any decent damage. It would be similar to the scepter skill, however it would wipe(implode) conditons when used. New utility, proly to powerfull to link it to a weapon skill.

Lack of damaging conditions:
namely fire and confusion

I can live w/o confusion, let that be mesmer speciality, and engi to some degree.

However there is no reason we dont have accses to fire.

Proposed changes:

New skill: boiling blood: you curse the target making its blood boil in their veins causing burning damage.
Could be linked to dagger 2, but dagger is power scaled, so i want to say focus maybe, or scepter.
Skill adaptaton: warhorn 5 and spear 3: locusts swarm your enemy crawling into their veins and causing burning damage.
New weapon: of hand torch obviusly

Boon accses: aside from might and swiftness, our boons are lets face it crap.

Changes: every time you transfer conditons to enemy you get the same number of boons they have in return-SAME number of stacks and durations, not some gimp 5 sec might when they have 15 stacked for 30.
Would not stack from multiple targets: staff 4 would not give you 15 stacks if you hit 3 targets with 5 stack each.
We desperetly need stability without transformation, some form of short invoul wouldnt be completely out of line as most classes can do it.

Weapons:

Axe: fix 1, rest is actually not that bad as ppl make it out to be
Dagger: fix 4 of hand, maybe some more damaging skills on mainhand since 1 spam is pretty boring.
Staff: longer fear on 5, 4 was discussed higher up, make marks trigger on downed enemys, altho im kinda 50/50 on this as setting a trap around a downed enemy for any would be ressers is funneh.
Make 1 fly faster to change it entierly to something similar to trident 1.
Scepter: good, maybe a bit faster chain on 1. Im pondering if grasping dead should be an imobilize or a short knockdown maybe?
Focus: good, 4 leaves something to be desired sometimes as if ANYBODY in the bounce chain dodges the entire thing goes to kitten.

Warhorn: biggest change needed imho. Need lower CD, with traits its tolarable, but that trait is so deep in a line it makes it more or less useless for some builds. Maybe drop the trait to 10point major or move it entierly.
Make 5 aoe swiftness: right now our horn is the only one that doenst do anything for our allies (lets face it, our entire class doesnt do much for our allies as far as boon applying goes). It could be done through locust sharing maybe? Treat it as an aura with a radious and any ally that tuches it gets sourounded by pretty little flying bugs that give him swiftness.
4 is actually really good: daze and interupt, and speced for it you are 1 mean dazing machine, however completly crap at everything else. Again: change the trait that affects it to lower tier and/or other tree.

Changes to necro

in Necromancer

Posted by: Hepan.2709

Hepan.2709

Class mech:
idk some ppl trash it to death, its really not THAT bad, but it not THAT good either.
fear need longer duration(AGAIN), i mean seriously we turn into grim kittening reaper almost and that doesnt scare anybody?
2 needs to be changed completly, right now its an addaptation of staff 1. Maybe just faster projectile.
4 higher damage over shorter period, or make it so other skills can be used durring the channel.
DS needs immunity to certain conditions: namely fear, chill, cripple, imobilize. Stun and daze up for debate, im leaning towards staying as it is.

Make certain F acitons doable while in DS: revive, stomp etc.

Utillity: idk most of them do what they do, some are however completely without logic.
Corrupt boon: make it change boons into condis with the durration that was on the boon, make it apply the same stack of conditon it was as a boon, tho the current boon-> condition system doesnt really allow that. Randomize it maybe?
Poison cloud: meh. Just meh.
Wells: universal 45 sec CD without traits
Spectral: armor revamp, bit lower CD on walk (50?)-no longer necessery due to 25% speed buff from signet now me thinks
Signets: revamp completely.
Minions: make the CD timer start count down from the moment it spawns not the moment it dies, OR make them a tougher. A lot. Also fix AI. I dont see why is it so crap other classes minions/aides are nowhere nearly as kitten

Elite skills:
plague: faster movement would be nice, give it swiftness that end when you exit the transform.
Golem: fix all minions kthx.
Lich: Smaller avatar would be nice, as right now it paints a target like nothing else in the game. Also this i think need a straight up damage increase. Its our elite yet it does less damage then some classes can do by spamming 1-2-3.

New skills:
i think we need some more stuff like reaper of grenth human racial skill. Auras that affect enemies without taking away our weapon skills.
Something to the effect of invoul: block is obviusly out, however some spectral shield or change spectral armor to our dark side mist form.
+stuff mentioned higher up

Other stuff:
long cast times: this bugs the hell out of me. NOTHING we have is insta cast, everything has such obvious animations that makes it even easier to dodge.

Gap closers, gap closers, gap closers: yes that buff to the signet was nice, however that is only 50% of the actual mobility. We need this more then anything.

On an unrelated note, the recent buff did hurt thieves as masters of mobility, so i would not be completely against giving them more accses to swifness or maybe a 30% perma buff from signet.

I think giving us all of this would proly make necro OP but i would like to know what you think, and what changes you want most.

Discuss.

Ill get to traits over the weekend proly im a bit short on time atm.

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