since I know that attention for a lot of people can be difficult I’ll make this fairly short. I’ll probably be making similar posts in the future about other Specializations, however I feel that this is the easiest to actually improve at the moment.
Death magic has always been our defensive and minion line. But historically it was also the dedicated disease line in GW1. Now, I know we no longer have the diseased condition so what might not be a bad idea is making Death magic care about poison instead.
I’d like to follow the same format as the reaper follows with its traits. 3 specific themes that work toward a specific play style.
Themes
Minions
Cheating Death
Necrosis/Toxicity
Minions:
Although I think that these traits are mostly good there is one glaring problem with them as of the recent change. 30 seconds is way too short a duration for Death nova. It hardly provides a real benefit for such a fickle condition to achieve. Although I understand why the change was made, it could be easily fixed with two possible solutions.
Solution 1: Remove the bleed that the Jagged horrors provide. This would prevent condi builds from over abusing the minion’s overall power. However there are complications with this as minions can snowball. My personal opinion of this is they should have that option though.
Solution 2: Increase their life span. 30 seconds is nothing. Although in theory you should be able to have 2 minions at all times in practice this is never the case. 1 minion is the most common as the condition is often too difficult to achieve. Lowering the cool down of the trigger or increasing their life span could alleviate this issue.
Minions in General: Some minion skills I feel just aren’t strong enough to justify a utility slot. This is one of the reasons why we saw the condi minion build being so popular. Players want to run minions in PvE and having a good option to do that was something that excited a lot of people. I’ve talked to some people and I know this is anecdotal evidence, however they mentioned that they didn’t want to play a necromancer because the minion master build wasn’t good. I feel this could be fixed by increasing the Bone minion’s numbers from 2 possibly all the way up to 5. Perhaps drop their putrid explosion damage.
Cheating Death
Defense should be a theme for the Death magic but how the necromancer goes about it should be in line with their normal method. In this section I feel that their might be an over focus defense which has lead to traits butting heads with each other. Such as Putrid defense and shrouded removal. Shrouded removal is the superior of the two and I feel that having a bit more focus on the shroud should be how we do this line.
Solution: Unholy Sanctuary should be the dedicated defense trait and I feel that it should be combine with Corrupter’s fervor. Rather than triggering on condition application, slowly build up the longer the user is in shroud.
Traits for this line should be Shrouded removal, Reaper’s Protection and Unholy Sanctuary.
Necrosis/Toxicity
This line I feel has the least support but the coolest concept. In no circumstance would you ever want to take Putrid Defense. However there are some changes that could easily change that.
- Remove Deadly strength: These stat boost traits are usually bad on their own and this one is no acceptation. I personal feel that these percentage boosts should be removed in favor of something else for each profession, for the most part. However, if they are paired with another ability I could see justification for them. but on their own, no.
- Putrid Defense should have a bonus effect outside of just the 10% damage reduction. A 10-20% duration increase to poison should also be included. This will help with the poison theme.
- Replace Deadly Strength with Necrosis: A trait idea that triggers on entering or exiting shroud Which cause you to poison near by foes. Simple, how many stacks should be considered. My thoughts are 2, however it could be higher or lower.
- Tainted Shroud: A new grandmaster of my own design. Inspired by Tainted flesh from GW1, Tainted shroud would pulse out poison ever few seconds to near by foes. while in shroud. Some issues I see with condi builds is we don’t have that set up that wants to be in shroud. And I feel that this sort of trait could work very well in combination with other traits that want players to stick in shroud. At the moment condi necromancer dislike being in shroud for an extended period of time.