DS - suggestions

DS - suggestions

in Necromancer

Posted by: TheDevice.2751

TheDevice.2751

yeah so I saw some ds topics here and there and want to throw my ideas out there

Unholy Sanctuary
Instead of a regen while in ds,
You gain a percentage of all incoming healing based on the percentage of absent LF while in DS. (same as incoming healing is reduced by your current percent of LF, either way is fine)

(example being if you have 40 percent life force while in ds you gain 60% of all incoming healing effects. If you have 100% lf you gain 0% incoming healing.)

if death shroud is our main form of defense i suggest:

Speed of Shadows
also gain 2 seconds of quickness when entering DS when above 50% LF.
(this would make the trait more desirable and allow faster ds4 soaks)

Near to Death
also cause 1 second blindness to nearby enemies when entering DS.
(a means to use DS as a form of a quick “block” if timed just right vs health wiping attacks.)

Dark Armor
also gain 2 seconds of stability when channeling.
(this will make the trait way more desirable / add some insurance to ds4)
(one of my old ideas)

I would really like to expand on this tbf…

If we could actually break DS into 3 separate transforms it would be far more interesting and allow more synergy.

Death Shrouds —-
The idea is to keep a similar action which may relate to traits but offer different styles of play.

Spectral Shroud — same as regular Death Shroud

Blood Shroud — infuse your life force with the blood of your foes and your own. Gain all incoming healing effects. 20% of all incoming damage is dealt to your health bar. -50% incoming life force.

1. Blood Sap – create funnel of siphoning energy from target enemy to you.
2. Crimson Path – Send a crimson hand at target enemy that teleports you to them on hit and stuns for 1 second while causing a massive siphon attack.
3. Hemophobia – Bleed yourself and cause aoe fear (up to 3) for 1 second.
4. Blood Storm – channel aoe damage and siphoning while gaining increased siphoning against bleeding enemies.
5. Blood Bond – for 5 seconds, gain retaliation and transfer conditions to enemies who hit you.

Bone Shroud — infuse your life force with scattered remains to form a protective layer of bone and flesh. -50% incoming healing. -50% incoming life force.

1. Skull Blast – Send a flying skull head at your foes, damaging the first enemy hit. Will explode at the end of its path range to inflict area damage.
2. Bone Grasp – Send out a bone hand that latches onto your enemy and anchors to the ground, immobilizing your foe for 5 seconds or until the hand is broken. (projectile finisher)
3. Spinal Wings – Form a pair of bat wings from your back and fly above the ground for a split second then crash down on enemies dealing aoe damage. (blast finisher)
4. Living Shrapnel – channel while causing a swirling mass of bone parts to orbit the necro for 4 seconds, damaging and crippling enemies struck. (whirl finisher)
5. Bone Dust – create a cloud of white bone dust around your necro, which blind and poison foes. (poison field)

I’m not entirely sure how these would be included in the already defined traits… possibly a slight rewording maybe.. but either way I think these ideas are good for what we’ve been discussing imo.

(edited by TheDevice.2751)

DS - suggestions

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Posted by: flow.6043

flow.6043

Unholy Sanctuary
Instead of a regen while in ds,
You gain a percentage of all incoming healing based on the percentage of absent LF while in DS. (same as incoming healing is reduced by your current percent of LF, either way is fine)

(example being if you have 40 percent life force while in ds you gain 60% of all incoming healing effects. If you have 100% lf you gain 0% incoming healing.)

Healing should go through DS. All sources and 100% of it, always. Not gated by a trait and not in percentage of whatever.
There is no reason at all why it shouldn’t work and this change needs to happen sooner or later.

DS - suggestions

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Posted by: TheDevice.2751

TheDevice.2751

I would really like to expand on this tbf…

If we could actually break DS into 3 separate transforms it would be far more interesting and allow more synergy.

Death Shrouds —-
The idea is to keep a similar action which may relate to traits but offer different styles of play.

Spectral Shroud — same as regular Death Shroud

Blood Shroud — infuse your life force with the blood of your foes and your own. Gain all incoming healing effects. 20% of all incoming damage is dealt to your health bar. -50% incoming life force.

1. Blood Sap – create funnel of energy from target location to your necro, siphoning and damaging the first enemy it hits.
2. Crimson Path – Send a crimson hand at target enemy that teleports you to them on hit and stuns for 1 second while causing a massive siphon attack.
3. Hemophobia – Bleed yourself and cause aoe fear (up to 3) for 1 second.
4. Blood Storm – channel aoe damage and siphoning while gaining increased siphoning against bleeding enemies.
5. Blood Bond – for 5 seconds, gain retaliation and transfer conditions to enemies who hit you.

Bone Shroud — infuse your life force with scattered remains to form a protective layer of bone and flesh. -50% incoming healing. -50% incoming life force.

1. Skull Blast – Send a flying skull head at your foes, damaging the first enemy hit. Will explode at the end of its path range to inflict area damage.
2. Bone Grasp – Send out a bone hand that latches onto your enemy and anchors to the ground, immobilizing your foe for 5 seconds or until the hand is broken. (projectile finisher)
3. Spinal Wings – Form a pair of bat wings from your back and fly above the ground for a split second then crash down on enemies dealing aoe damage. (blast finisher)
4. Living Shrapnel – channel while causing a swirling mass of bone parts to orbit the necro for 4 seconds, damaging and crippling enemies struck. (whirl finisher)
5. Bone Dust – create a cloud of white bone dust around your necro, which blind and poison foes. (poison field)

I’m not entirely sure how these would be included in the already defined traits… possibly a slight rewording maybe.. but either way I think these ideas are good for what we’ve been discussing imo.

(edited by TheDevice.2751)

DS - suggestions

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Posted by: Bhawb.7408

Bhawb.7408

Trying to completely rework DS isn’t going to happen at this point. The single transform is just fine, it just can’t block our own traits, and there needs to be a UI rework so allies don’t blow their support on us.

They should look at allowing all healing to affect DS, both with and without it only being a certain %, but if they find it to be too good that’s fine, its a massive change.

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DS - suggestions

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Posted by: Rym.1469

Rym.1469

Just add more skills, using LF as a resource. We have 5 places.

Been saying it for long time now, but DS is a good mechanic, it just needs expanding.

Resource management ftw.

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