(edited by Ruufio.1496)
Dream Patch Notes - Present For You, Anet
Bone Fiend crippling on every attack is too much. It means permanent crippling just from him/Flesh Golem, and once you factor in player CC as well, it ends up impossible to avoid minion damage without stealth.
Some of these are possibly good, I just don’t know what they could cause well enough to say.
Rending claws desperately needs a cleave effect. We really need some melee multi-target abilities other than wells to fall back on in power builds.
I agree that it needs cleave. I think we all know that Arenanet will never in a million years agree though, because it wasn’t their idea for the Necromancer.
Is it bad that none of these changes would do anything beneficial for any of the 5+ builds I play?
That said, the %health things proccing from Life Force in DS would be nice, though maybe a bit too nice (With the speed at which Life Force can be generated, it’d mean stuff like Decaying Swarm could proc a lot (Locust Swarm + Vital Persistance = Life Force essentially doesn’t decay over time))
There’s two kinds of people… The quick and the dead”
I doubt it was in theyr idea to have moa form kill all your minions and turn you into a victim either but whatever.
Lets wait for the next patch notes,this one had a little love but just barely enough to say they are doing something.
If you see a gear above my head……run
If you see me Offline,its totaly not a trap
Spectral Wall now blocks projectiles.
Thief blind and mesmer wall both do this.
I use wall when going zerker dagger and it works wonders in melee (thieves ,warr)
This would force that annoying ranger to come close and die
A possibility or OP dream??? what do u think
No on the Life blast change adding poison means they would have to severely nerf it’s base damage which would effectively kill any power build. No thank you, I hate conditions, and like my minions and builds to be power focused.
If you want a condition attached to LB than let their be a trait that applies it, but doing it on the base ability is a very bad idea. The same holds true with all of your minion ideas, not a single one works for anything but condition builds. Posion on Flesh wurm hit is just a bad idea they would have to nerf the damage severely. ((this is why I hate ideas that come from people who don’t play every spec, and look at how condition plus damage abilities are done))
Reaper’s precision at 50 percent would be seriously OP for dagger users.
2 seconds of poison would be overpowered on Life Blast?
Lol’d.
But, I mean, hey. I don’t even use a condition build so what do I care if Death Shroud sucks for them.
I did all of the work for you, Anet. Now, all you have to do is the coding.
This is such a rage-inducing sentence I can’t bring myself to care about the rest of the thread.
It’s pretty obvious, and nobody’s impressed.
Good thing you aren’t a dev.
I’m 100% sure the devs will read my thread after that sentence, though.
Biggest issue I see with these suggestions is that they don’t actually make us better at what we were supposed to do, outlasting our enemies.
Sure more damage = they die faster, but I still feel that the biggest issue with Necros is that since we have DS, the devs decided that any other form of mitigation would be OP.
They were wrong, so very wrong. Face-tanking is always the worst possible option in this game, combat is active, not passive.
Leave us with the extra HP and give us mobility, now we can attrition people to death.
2 seconds of poison would be overpowered on Life Blast?
Lol’d.
But, I mean, hey. I don’t even use a condition build so what do I care if Death Shroud sucks for them.
It’s would be overpowered if it hit for 5k (completely possible in a build) pierced, stacked in vulnerability, might, and hit them for a poison which is the second highest damage condition.
I’d rather have something like this:
Reanimator: This trait has been replaced by Undying Vigor granting 5 s of vigor on a critical hit every 5 s (similar to guardians).
Just my 2 cents
Yes, add a critical hit based ability on a tree that is almost never taken by crit builds…
Lets see… I would love if they added a usable elite skill for the necromancer that is actually usable and not changing the bars or being a minion….
Nightmare:
Sends out a Nightmare(wraith/ghost we have spectral skills why not) in front of the Necromancer clearing a path for him and his allies feeding off the fear of its enemies.
Now how would this work.
It would send a “shadow” in front of you like the “warrior whirlwind” fearing the first 5 targets it hits for (1-2 sec) and providing stability for the Necromancer based on how many targets are hit. Also the damage should be low but the CD should be low too. 60 sec? All of the allies hit with it get stability for 5-10 sec? Also this provides the Necromancer “fear based class” some utility without sacrificing the rest of his spells for 20-30 sec. Just some thoughts I had. If anyone would like to add something more. Feel free.
I don’t want to be rude but are crit builds the only ones to benefit from “on crit” abilities? Everyone spec’ing into the Death Magic trait line does not have a good crit chance? Or that a crit build with points in the death magic trait line isn’t a viable spec? What’s your point?
I don’t want to be rude but are crit builds the only ones to benefit from “on crit” abilities? Everyone spec’ing into the Death Magic trait line does not have a good crit chance? Or that a crit build with points in the death magic trait line isn’t a viable spec? What’s your point?
1) Yes. If you have 4% crit chance (the base), you are not going to use on crit effects.
2) No, but it doesn’t synergize with the main goals of that tree: minions, staff, and defensive tools, none of which necessarily inspire crit builds.
3) It is certainly possible to make a defensive crit build that goes into this tree. I use a rabid glassy necro in PvE that has 20 into Death Magic and pretty high crit chance.
My point is that you would be adding a crit chance (a very, very strong one) into a build that will very rarely be taken by PvP crit builds, and doesn’t make any sense with everything else in that trait line.
Not all these changes are bad, but a lot of them make no sense or are laughably overpowered.
These abilities are added:
http://wiki.guildwars.com/wiki/Insidious_Parasite
http://wiki.guildwars.com/wiki/Death_Nova
http://wiki.guildwars.com/wiki/Well_of_Silence
http://wiki.guildwars.com/wiki/Dark_Bond
http://wiki.guildwars.com/wiki/Spiteful_Spirit
http://wiki.guildwars.com/wiki/Plague_Signet
(Crowley icon included)
Some decent ideas, but these buffs would be way too much altogether. Some of the suggestions are flat-out unnecessary as well.
@Bhawb
I see your point from a s/tpvp point of view but in a pve/wvw setting such a trait in a defensive tree wouldn’t be a problem at all (albeit, not ideal). Anyway, let’s just change the activation trigger from “on crit” to “on heal”, “on ds”, or “on taking damage” with corresponding changes to the buff duration and cd.
It would be nice (or even needed) for necromancers to have a vigor buff and I think replacing jagged horror is a good way to implement it. Imho, the vigor buff is a “defensive tool” that would fit that trait line very well.
Unfortunately, vigor will never be something we get access to. Necromancer’s are not meant to have in-combat mobility, it would break our balance if we did. We are naturally tanky, far more so than the classes you see that need to use vigor to dodge everywhere (like elementalist’s). It makes things harder in certain parts of the game, but its just a reality of the way we are balanced; if we got vigor, they’d have to nerf our ability to face-tank.