Daydreaming Necromancer Traits:

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Posted by: Daecollo.9578

Daecollo.9578

These are just ideas of how I would do the assigned Necromancer trees stats/traits based on what they currently are. I want to add great synergy to the traits and make them all worth getting. These are mostly dream traits. I’ve always envisioned Necromancer to be like a Sith Sorcerer or Assassin. My idea was to give the Necromancer great synergy with his traits/secondarys so he can make what he wants to be.

Spite
Power
Healing Power
5: 66% chance to gain regeneration on a critical hit. (1 second.)
15: Heal for a very small amount when you gain a boon. (25*0.01 HP)
25: Gain Might when hit under 33% Health.

This tree is the support damage tree, it works well for both conditionmancers and powermancers, I would really like dagger skills moved to this tree. This tree should favor Daggers, Signets, everything. It should make us very hard to kill.


Curses
Precision
Condition Damage
5: 66% chance to cause bleeding on critical hits.
15: Bleeds are 20% more damaging.
25: Cast Epidemic on yourself whenever you enter Death Shroud. (10 second cooldown.)

_This is the Curses tree, its build for necromancers who wish to destroy people with conditions, I would really like staff traits moved to this tree. Greater Marks and Staff Mastery really don’t make sense in the Death Magic tree, they seem more like Curses to me, and staff is mostly a condition weapon in the first place, if they do add burning I hope they add it to here. This tree should favor Staffs/Scepters/Corruption.


Death Magic
Toughness
Critical Damage
5: Gain Life whenever a minion dies or you kill something.
15: Apply vulnerability to your foe whenever you or your minion are hit.
25: 2% Increased damage per condition on your foe.

This is the main tree of the necromancer, Death Magic. This should be focus mostly on Axe (Cleaving Foes apart) and Minions. I would really like for Axe Training and Close to Death to be moved to this tree. After all Close to Death seems more associated with Death Magic anyways. This tree should favor Axes/Daggers/Minions. This leaves room for a traits like: Spawn a Jagged Horror when you kill a foe. However your not forced to use minions either! You could go all out with axes if you want!


Blood Magic
Vitality
Condition Duration
5: Siphon health whenever you hit a foe.
15: Heal for 0.1% max health per tick of bleeds.
25: Deals 10% more damage to bleeding foes.

This is the blood magic tree, this is where I would like to see Wells and Support, while also helping Conditionmancer’s with there sustain as well, however I also want to add a nice bit of damage with wells because it supports both.


Soul Reaping
Energy
Boon Duration
5: Gain full Life Force and go into Death Shroud when you rally.
15: Convert a condition into a boon when you enter Death Shroud.
25: Life Force no longer drains.

This is the Soul Reaping tree, it should favor mostly spectral abilities and death shroud. I’ve always felt Spectral abilities would be better suited here, as well as all the random spread around Death Shroud traits, boon duration as well to go with the spectral abilities. I know some of the skills are traits, but it would leave us open for new spectral traits such as: “Spectral Grasp steals three boons from your foe”. I feel like Spectral abilities should see a boost as well with the freedom of some of the traits.

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(edited by Daecollo.9578)

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Posted by: Softspoken.2410

Softspoken.2410

Posting in a Daecollo thread.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

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Posted by: Unpredictability.4086

Unpredictability.4086

15: Heal for 0.001% max health per tick of bleeds.

This has to be a joke, or you don’t get percentages. 0.001% is represented as 0.00001 (0.001 / 100). This means that with 27,000 hp, you would only be healed for 0.27 per tick. Less than 1 HP!

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Posted by: Daecollo.9578

Daecollo.9578

15: Heal for 0.001% max health per tick of bleeds.

This has to be a joke, or you don’t get percentages. 0.001% is represented as 0.00001 (0.001 / 100). This means that with 27,000 hp, you would only be healed for 0.27 per tick. Less than 1 HP!

Sorry, I think I was tired. It was suppost to be a very low number though. Like 20ish per bleed tick with base health.

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Posted by: Unpredictability.4086

Unpredictability.4086

15: Heal for 0.001% max health per tick of bleeds.

This has to be a joke, or you don’t get percentages. 0.001% is represented as 0.00001 (0.001 / 100). This means that with 27,000 hp, you would only be healed for 0.27 per tick. Less than 1 HP!

Sorry, I think I was tired. It was suppost to be a very low number though. Like 20ish per bleed tick with base health.

In that case, you could say 0.1% (0.001). That would be 22hp at 22,000 hp.
I did my own redesign of traits weeks ago, I like reading new ideas.

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Posted by: Daecollo.9578

Daecollo.9578

Sorry I derped.

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Posted by: Loyo.8526

Loyo.8526

If this is a daydream, please wake me up because it sounds like a nightmare. Im sorry, I understand you would like things like this kind of , but the only good trait here was soul reaping 25. Everything else would make me never play Necromancer ever again.

edit: Ok, maybe that was harsh. I just hate the trait’s stat assignments.

Khloe Deschanel – Human Necromancer/ Ami Ginju – Human Ranger [DOLO] -SBI
I stream sometimes: http://www.twitch.tv/kidtofu/
“Revenant is actual proof that devs read the necromancer forum”

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Posted by: Daecollo.9578

Daecollo.9578

If this is a daydream, please wake me up because it sounds like a nightmare. Im sorry, I understand you would like things like this kind of , but the only good trait here was soul reaping 25. Everything else would make me never play Necromancer ever again.

edit: Ok, maybe that was harsh. I just hate the trait’s stat assignments.

I love your opinion, but if you don’t explain why. I will never really improve.

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Posted by: RashanDale.3609

RashanDale.3609

uh, a daecollo-thread…
but to be fair, some of your latest threads arent that weird. like the one about lemongrass.
Anyway, my 2 messed up cents to your suggestions:

Spite:

Youre right, this is the damage tree. Support is what death magic and blood magic are meant for. Same goes for “very hard to kill”: —> Death magic/Blood magic/Soul reaping.
So i think moving healing power into spite and away from blood magic is a bad idea. This tree should focus on raw direct damage/power, “Close to death” fits perfectly into it. If anything, the secondary attribute should be Critical damage.

Your minor traits are very meh.
5pts: 66% for 1s regeneration? no thanks, i would rather have something useful instead.
15pts: again, in my opinion it doesnt fit the theme of Spite. i would rather have curses’ “Furious demise” in this place. this way, even power-necs with low precision can make use of the tree’s critical damage.
25pts: well, i still dont like the trait, but its an improvement.

Curses:

Staff is necro’s most supportish weapon. In my opinion it fits Death magic pretty well. Also, if you cram Staff-traits and burning-trait into curses it can become a bit overfilled. as a normal staff- or scepter-conditionmancer, there wouldnt nearly be enough major trait-slots for all the traits you would want to pick.

Minor traits:
5pts: is fine as it is. personally i would prefer 50% for 2sec. bleed, so you dont have to get100% bleed duration for it.
15pts: yours a very boring trait. i would prefer something more creative. the burning-trait could be place here (even if i would rather have more poison and confusion instead of burning)
25pts: interesting idea. so all YOUR copies are spread on nearby enemies? or does this trait automatically cast epidemic on your current target?

Death Magic:

As i said, in my opinion Spite is the raw damage tree; Death magic is the tree for minions, tankiness and support via boons. Minion-related traits and Staff traits belong here, defensive traits and Boons like protection, vigor, retal too.
Death magic should keep its current attributes, Toughness and boon duration, and ‘close to death’ and ‘Axe training’ should stay in Spite. And what do you mean with “this is the main tree for the necromancer”? wtf?

minor traits:
5pt: either you have minions or this trait is just as kittenty as the current spite5 is. Good against trash and when many things die, useless in really hard encounters.
15pt: Internal cooldown? How much vuln? For how long? I would rather see a DS-related trait here, that has an effect when you enter or leave DS.
25pts: i like the trait but not in this position. it doesnt fit the death magic tree in my opinion. would rather see this as a major trait in spite or curses (or as spite25 maybe?). Even if its a bit boring, the old trait fits better (also a buff like “5% toughness go to Power AND CondDamage” would be neat).

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
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(edited by RashanDale.3609)

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Posted by: RashanDale.3609

RashanDale.3609

The rest of it:

Blood magic:

I really dont like seeing condition duration here. Healing power should stay (and scale with Lifesteal), other than that i cant say that much about it; your description doesnt really differ from blood magic’s current state.

Minors:
5pts: good. the old 5pt was a good idea, but way too weak. Not sure if i would rather have the old 5pt-trait buffed or replaced with vampiric.
15pts: havent done the math, but the idea is good. But Blood magic should provide sustain and support-possibilities for all kinds of specs; this trait on the other hand is only useful for conditionmancers. It should be a major. instead, i would either keep Vampiric here or a DS-related trait like (a buffed) Deathly Invigoration.
25pts: meh…thats a plain “+10%damage”-trait and very similar to “target the weak”; while connecting Blood magic and bleeding fits theme-wise, i would prefer a support/sustain-themed trait.

Soul Reaping:

The necromancer is a condition class, based around conditions. Boon duration should NOT be part of its ‘class’-tree. I want to be a necro, not an elementalist or guardian in green.
I am torn apart when it comes to Soul reaping.
On the one hand, as DS currently is, it heavily favors direct damage-builds, so Critical damage kinda fits into the DS-traitline.
On the other hand, i think DS and the soul reaping-traitline could provide something useful for most necromancer specs, not just those with high precision and/or high power. As a condition class, condition-duration would fit perfectly into our class-traitline.
DS as a class mechanic is not as optional as the class mechanics of other classes, warrior’s burst for example. It’s an important part of our defense and every necromancer uses DS to a certain degree.
So i like the spread out DS-traits in all our traitlines and the idea of customising the DS depending on how you spec. I would hate to see them all moved to soul reaping (there are way too many of them anyway).

Minors:
5pts: “when i rally”…. “IF i rally”. just no. thats a very specific situation. Gluttony is fine.
15pts: Last gasp is one of our best minor traits. DONT touch it!
25pts: our current 25pt-trait is pretty boring. but yours would be over the top. i have no idea for a better 25pt-trait tho.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
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Posted by: Loyo.8526

Loyo.8526

Sorry Daecollo. I should have stated stuff.

Honestly, the biggest problem for me was stat placements. I actually haven’t played strict Conditionmancer for a long time, so It was strange to see some trees heavily favoring non-hybrid or non-power glass builds and others just being kind of useless all around.

Soul Reaping
Crit damage honestly should stay in Soul reaping at all time. As both powermancer and Hybrid, Soul reaping is a great tree as it gives both tankiness and increase damage. It reminds me of how GW2 was marketted as a whole as synergizes with hybrid builds well while providing those who want condition or power viable damage on the power front. Boon duration hurts this more and is suited for things like Axe and Staff, so it would fit Death magic more.

Spite
While I do sometimes wish that spite was something like condition and power, thats obviously making everyone play some sort of hybrid. With the way you set it up right now, It doesn’t really entice conditionmancers to invest in it unless they are wielding a staff. Yes, it would make it nice healing for powermancers on Consume condition, but your Blood Magic traits and Soul Reaping traits out beat it, so it would see very little play for most specs but be a little harsh on the strict daggermancer who needs the condition duration to stick on targets and dish damage. Condition duration synergizes with powermancers who need to keep the enemy close, as it does with Condimancers with an extra bonus of power as icing on the cake.

Curses
Curses as it was is probably the best line imo of Necromancer. High play and worth it to invest on almost any build without it being a requirement. That said, 20% more damage for bleeding will either favor those who shoot way high in condition (Rabid, which is nice), or might stacking players. I don’t hate your version of this at all actually. Its though out decently, but staff is not exactly strict power. It still sees some play in Powermancer builds as a utility weapon.

Death Magic
Close to Death not in the power tree further makes the tree even more useless, so taking it out and putting it in Death Magic (Along with Axe Mastery which creates an already huge problem unless they are on different trait tabs) really makes it hard for players who want to play glassy for dungeons hard, and will cut Powermancer damage in dungeons while supporting tankier powermancer builds (which will probably just run daggers, making Spite even more useless) . That said, its hard to comment on axe in this tree in its current state. Still kind of fits though

Blood Magic
The 25 is both awesome and not so great. It severly beats the current flavor of Blood is Power and I would like to see it in the game actually because of it. Makes skill like Dark Path that much more worth it for hybrids and Powermancers (while giving Hybrids defensive option if they see to spec into it). That said, 15 should be a trait you can pick in 20 due to the fact that you need a good deal of bleed stacking + Epi to make good use of it.

Anyway, thats just a couple things said. However, Im not the end all to things, and I am pretty sure some of these things you stated could have a place, but overall the Tl;DR from me is spite loses a good deal of value and the others are not specifically all horrid and offer some spec choices.

Khloe Deschanel – Human Necromancer/ Ami Ginju – Human Ranger [DOLO] -SBI
I stream sometimes: http://www.twitch.tv/kidtofu/
“Revenant is actual proof that devs read the necromancer forum”

(edited by Loyo.8526)

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Posted by: Daecollo.9578

Daecollo.9578

INCOMMING TL;DR!

Lemme explain why I placed things the way I did. I will give you a detailed version of what is why since I don’t think I explained it well enough. Your right currently shoving all those nice traits in Curses would make it very hard to do what you want to do, especially as a conditionmancer (what I play.) but I didn’t explain how I moved things enough nore did I explain enough why I placed stats where they were.

Spite
Healing Power: Why? Honestly because it does not fit anywhere else, if you notice my 5/15/25 Traits, you will see that we heal when we gain boons, and under 33% life we gain boons every time we are hit… this means we will be healing constantly when we are low on life and have 25 Might (meaning we are not only harder to kill, but deal a lot more condition and power damage.)

Traits I wanted in this tree: Daggers, Signets. I wanted a new signet-like trait that allowed us to keep our passive effects while using them, -20% duration on them. Dagger getting cleaving maybe, other cool effects that increase the value of our own healing abilities: ‘6’ abilities heal for 25% more. Stuff like that. Spite reminds me of an annoying knat who just can’t die. I wanted this tree to be good for both Power and Conditionmancers.

Why not boon duration then, for that might? Well, it refreshes so quickly that it really doesn’t matter.


Curses
Traits:

I wanted to remove the spectral part of the traits and add in staff, and also move all the bleeding traits like Hemophilia. I wanted to merge "Staff Mastery* and Greater Marks. into one trait as well, its stupid that you wouldn’t pick one over the other, this allows room for corruption as well as staff. Since the stats are the same as before I don’t really need to explain them, but this is my reasoning. This would be the conditionmancer’s main dps tree.


Death Magic
Critical Damage: Why critical damage and toughness? Necromancers key to all there DPS is staying alive, when your in melee and have no way to to escape you need need need both to survive. I wanted this to be Powermancer’s main DPS Tree.

Traits I feel like I didn’t explain this enough. I wanted to remove all the staff traits out of this tree and move all the axe and “Close to Death” here, why: because Close to Death sounds more like Death Magic then anything I can think of, and it makes sense since Necromancers are all about life and death.

X: Axe Training.
XII: Close to Death.

This means you can now have both Axe Training and Close to Death, however this also means you are not going to be very good with your minions, I chose this because having the best of both worlds (Tanky DPS+Minions.) would be a bit rediculous, I have a hard time already dieing on my necromancer with minions, I don’t really need damage added to my extra survivability. However this means Minions are getting buffed as well for traits since the old ones were removed:

III: Minion Master: Minion skills recharge 20% faster, Summon a jagged horror whenever you kill a foe. (5 second cooldown.)

IX: Training of the Master: Minion damage is increased by 30%, Minions have 50% more health.

Since these traits are now merged, you can make excellent combinations, however you cannot have Axe DPS and Minion Master, this is to ensure balance between the two.

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Posted by: Daecollo.9578

Daecollo.9578

PART 2
_________________________________________

Blood Magic
Condition Duration: Why? because it simply fits, with Wells constantly turning boons into conditions, applying things like vulnerability and the new 15, more ticking bleeds just makes more sense.

Why not Healing Power, didn’t that make the most since before since it had a lot of healing? I will be blunt… no, because none of the healing traits siphons were actually effected by healing power at all, none of them. Blood Magic isn’t really about healing, its about taking the life of others and giving it to yourself.

What do I want from this tree?: This is simple, this is a tank and burst dps tree. Both Conditionmancers and Powermancers gain from healing from bleeding, but its a different and unique form of healing only found in the Blood Magic tree.

What kind of Traits do I expect to see in this tree?

II: Bloodthirst: Siphoning health is 100% more effective.
III: Hemophilia: 50% Bleeding Duration.
V: Vampiric Precision: Siphon Health whenever you critically hit. Critical hits restore 1% Max Health.
VIII: Ritual Mastery: Wells recharge 20% faster. Well skills use ground targeting.
XII: Vampiric Rituals: Wells also siphon health every time they pulse. Each pulse gives 1 second of Protection.

The merging of the trees makes it a lot less confusing and not so much a sacrifice to make them good, I favor powerful traits over many stupid ones nobody uses. This makes it a rather hard choice to pick between wells and life siphoning, but offers more and more playstyles to the necromancer.


Soul Reaping
Boon Duration: Why? because Spectral abilities are all about the boons apparently, even though I also kind of hate this fact, it just makes sense that the Soul tree should have spectral abilities, however I wanted to add a bit more flavor to the spectral abilities themselves. Soul Reaping has always been a “boon tree.”

Traits: These are the kinds of traits you will see in the Soul Reaping tree.

IV: One Foot in the Grave: Incoming immobilize, chill, and cripple conditions are reduced by 33%. Gain stability for 3 seconds when you enter death shroud,

X: Spectral Attunement: Spectral skills have longer durations and grant life force on use. Spectral skills recharge 20% faster.

XI: Spectral Mastery: Spectral skills now have extra effects.
Spectral Walk: now grants the same amount of Fury as Swiftness, Spectral Walk now lasts 16 seconds instead of 8.

Spectral Wall: now additionally reflects projectiles.

Spectral Grasp: now additionally steals 4 boons, its own cooldown reduced to 20 from 30, this can be additionally reduced by spectral attunement.

Spectral Armor: Now additionally gains stability for 6 seconds, cooldown now reduced from 90 to 45, this can additionally be reduced by spectral attunement.

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Posted by: Daecollo.9578

Daecollo.9578

So after that TL;DR, what do you guys think of that?

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