extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
I’m really hoping that the Anet devs will fill out the utility types. That means necros would get a spectral healing skill, a signet elite, and a well elite. I have a few suggestions for these and would also like to see other people’s ideas.
Spectral Incorporeality:
Heal and lose half of your current life force, heal more based on how much LF you lost. (30(24) second cd, 1/2 second cast). Become Incorporeal for 3(4.5) seconds, making all attacks miss (still can get stunned if you attack someone with static aura). Base heal is 5k, every 10% LF lost is 800 healing with no healing power (9k heal at full LF).
Well of Madness:
Copy boons on enemies to allies before removing those boons, copy conditions on allies to enemies before removing those conditions. Apply 3 stacks of confusion for 3 seconds, 3 stacks of torment for 3 seconds, 1 second of taunt or 1 second of fear to enemies in the area. 1 condition and boons per second. (60(48) second cd, 1 second cast, 5 second duration, ethereal field).
Signet of Slow:
Passive: Convert a condition on you into a boon every 5 seconds.
Active: Apply 3 seconds of slow to enemies, and increase their cooldowns by 20% (60 second cd). 600 radius, 1 second cast.
Criticism and other suggestions are appreciated
Signet of Souls
Passive: Gain 1% life force on hit. Lifeforce gained when at 100% heals you.
Active: Cast a Shadow/Soul Storm at the target location which deals AoE damage and applies Torment on hit. (Number of Impacts: 24, Number of Targets: 3, Damage: 1.2 per impact, Impact radius: 120, Area radius: 240, Torment: 4 seconds per hit). Cast 1 second, range 900, duration 6 seconds and cool down of 45 seconds.
The idea is to give as a competative AoE skill which competes with skills like Meteor Shower, Glyph of Storms and Ice Storm. Would actually majorly improve our PvE dps problem on power builds as well. Not really sure about the passive. Open to other suggestions.
(edited by spoj.9672)
Passive: Gain 1% life force on hit. Lifeforce gained when at 100% heals you.
A static amount like vamp aura or the actual LF% gain flat out converted to a HP% gain? Because the latter would be incredibly overpowered.
Static amount per 1% is what i had in mind. Of course percentage health would be op. I dont think anyone would suggest that. o.o
Signet of Souls
Passive: Gain 1% life force on hit. Lifeforce gained when at 100% heals you.
Active: Cast a Shadow/Soul Storm at the target location which deals AoE damage and applies Torment on hit. (Number of Impacts: 24, Number of Targets: 3, Damage: 1.2 per impact, Impact radius: 120, Area radius: 240, Torment: 4 seconds per hit). Cast 1 second, range 900, duration 6 seconds and cool down of 45 seconds.
The idea is to give as a competative AoE skill which competes with skills like Meteor Shower, Glyph of Storms and Ice Storm. Would actually majorly improve our PvE dps problem on power builds as well. Not really sure about the passive. Open to other suggestions.
Necromancer doesn’t need any skills or mechanics that would push Life Force’s current implementation further into snowballing and punish for using Shrouds. ArenaNet tried similar concept with vanilla Berserker’s Power trait and it was awful.
I’d certainly welcome Soul Swap mechanic as active part of Undeath or Spite Signet, however, replacing existing ones.
Signet of Souls
Passive: Gain 1% life force on hit. Lifeforce gained when at 100% heals you.
Active: Cast a Shadow/Soul Storm at the target location which deals AoE damage and applies Torment on hit. (Number of Impacts: 24, Number of Targets: 3, Damage: 1.2 per impact, Impact radius: 120, Area radius: 240, Torment: 4 seconds per hit). Cast 1 second, range 900, duration 6 seconds and cool down of 45 seconds.
The idea is to give as a competative AoE skill which competes with skills like Meteor Shower, Glyph of Storms and Ice Storm. Would actually majorly improve our PvE dps problem on power builds as well. Not really sure about the passive. Open to other suggestions.
I’m too tired to come up with a good passive right now, but I had an idea of something along the lines of “(Life Force gain from skills is improved.) Striking an enemy with a (non-auto attack) skill that grants life force deals additional damage and inflicts a damaging condition.” The condition and amount of stacks afflicted would depend on the skill; the non-auto attack part is there so it wouldn’t end up getting ridiculous, but it might as well be tweaked to work a bit differently/weaker on AAs.
Pretty rough idea and can probably be refined quite a bit, but yeah.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.