The announcement of a new DS skill with a new condition generated many suggestion threads, one of which blew up to over 300 replies and 12k views and even included a dev’s appearance.
Now there are two new monster threads developing in the PvP- and Necromancer subforum, both dealing with the shortcomings of the necro class.
https://forum-en.gw2archive.eu/forum/pvp/pvp/The-state-of-Necromancer/
https://forum-en.gw2archive.eu/forum/professions/necromancer/Why-necromancers-don-t-quite-cut-it-by-Zzod
After just 3 days their combined post contribution surpassed the “SOTG Interview” thread.
When comparing all of them I had the idea that the new DS skill should focus on the attrition and survival aspect for the necromancer, rather than having the sole purpose of introducing a new condition.
A few aspects to keep in mind for that:
As many necros out there are well aware, we’re really strong in duels. However, we are getting exponentially more fragile the more opponents we have to face.
So how can we increase the necro’s attrition factor against more than one enemy without overpowering us in a 1v1?
And how can we do that while adding some mobility to it?
That’s why I thought the new DS5 skill should be a teleport that increases your survivability relative to the amount of opponents you’re facing.
Here is how I imagine it could work:
- Activating DS5 is done by one of those ground targeting arrows like the warrior’s Whirlwind Attack. So basically you just pick a direction you want to go in.
- Cooldown: 30 seconds.
- Range: 1200. It has to be both short and far enough to be an escape mechanism but also give you the choice to get back into the fight.
But of course only as far as terrain allows, as in you also can’t RTL through a wall.
- When you activate DS5 you will burn 10% life force (or just the rest if you’re below 10%) and drop you out of Death Shroud, so DS goes on cooldown.
Why drop out: So this skill won’t be abusable by gathering lf in DS and thereby a player won’t be able to stay in it indefinitely.
- After that you enter a channeling phase of… let’s say 1 second.
- This phase triggers a life force accumulating aoe-attack (range 600 like Life Transfer?), that gets you 10% life force per target. Usual 5 target cap applies, so that means:
- If there is no target nearby, it’s just a regular teleport and you sacrificed 10%lf for it.
- If you are in a 1v1: The outcome is exactly the same, you are just standing further away now. Your DS is on cooldown, but you’ll have at least 10% lf to get back into it after 10 seconds.
- If you are facing 2+ opponents: Now you have an escape mechanism that also generates 20-50% life force.
So then you have the choice: Back into the fight with more lf than before (but with DS on cooldown) or keep running away.
- Visual-wise: I’m thinking it could have a similar look to epidemic… like the X-Men Nightcrawler teleport.
Synergies:
The trait “Foot in the Grave” would gain a lot more weight if you choose it so the teleport can’t be interrupted during the channeling phase. Maybe it should not be interuptable at all?
It would of course also work with “Deathly Invigoration”.
I’m not sure if the cooldown is appropriate. I’d say it is when it stays at 30 sec, but what if you had “Path of Midnight” and “Near to Death”? I’d like to think that even then you won’t become immortal, because 50% lf every 24 seconds can only do so much against many opponents.
What do you guys think?
What do think about the basic attrition/survival aspect of it: getting some breathing room while accumulating an amount of life force that is relative to the amount of opponents you’re facing.
Underpowered, overpowered?
Should the cooldown be lower or higher?
Should the targets you got lf from be inflicted with the infamous new condition?
Should it do damage? If yes, a large amount or just enough to kill an ambient creature? Should it work on structures like other lf generating attacks?
Should it have a secondary ability like being a leap finisher, condition removal, boon application?
Should the aoe limit apply or should you be able to refill more than 50% lf if a zerg is about to roll over you? (like Signet of the Locus has no limit)
PS: I won’t make an attempt to think of a new condition. I’m not sure the game even needs a new one, because the ones there already are basically cover every possible form of dot, CC or burst damage. Also, as I said we’re all aware how powerful the necro is in 1v1 (with at least some amount of life force), so a new damage-dealing condition seems like something that will only overpower us in duels but doesn’t help us at all against a larger group of people.
But whichever new condition there will be, I’m sure it would work in combination with a teleport skill like this.