Fixes changes to necro snaring

Fixes changes to necro snaring

in Necromancer

Posted by: lordhelmos.7623

lordhelmos.7623

Just some simple suggestions to improve necro snaring/entrapment skills that feel clunky and unresponsive:

1.) Spectral Grasp (Utility)
-Improve the projectile speed and accuracy of this ability. The hand moves so slow that runners will always outrange it. Sometimes it flies at odd angles and misses because it lobs in a slow arc. In my opinion, it should work more like death grip from WoW. If the necro is an attrition class and relies on keeping an enemy in a long and painful encounter, they should have the best pull and not the worst. Into the void, binding blade, and scorpion wire are all superior to this. I’m shocked at the times where grasp actually does work.

2.) Dark Path (Death Shroud)
-Change to an instant teleport without a projectile component.

3.) Dark Pact (Dagger 3)
-Add a secondary chained attack to this ability that allows the necro to teleport to the immobilized target and strike them for life force.

4.) Spectral Armor (Utility)
Now grants stability along with protection. This would also affect the Soul Reaping trait.

5.) Shadow Fiend & Haunt
The shadow fiend now blinds in an AoE with haunt and leaves a darkness combo field behind for 3 seconds.

As an attrition class, the logic behind this is that necros should have reliable tools for forcing enemies into combat. Right now combat is very easy to escape from in PvP, more so in WvW. The most overpowered builds are those with the most mobility and houdini acts (thief, bunker ele).

I think these small changes will help even the playing field and bring some of the escapists more into balance by giving necros better tools to force enemies into encounters and keep them there.

Fixes changes to necro snaring

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Posted by: Bhawb.7408

Bhawb.7408

3) I would say yes to the jump, but I think letting it give LF would be too much (just seeing as the current “balance” of the weapon does not have any LF gain from 3). I’m also not sure how necessary it would be, seeing as you can do this with DS 2 already, although I like the idea.
5) I thought Haunt already had AoE? (I rarely use him)

I do wonder why they originally changed Dark Path from a teleport to a projectile jump, because it would likely be the reason why they wouldn’t change it back. But overall I think I would agree to these, we should have more reliable ways to stick to people.

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Fixes changes to necro snaring

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Posted by: Bull Zooker.1672

Bull Zooker.1672

I would LOVE to see spectral armor give stability. arenet?!

Grandad Fester / Unruly Pigeon – Necromancer by trade

Fixes changes to necro snaring

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Posted by: Phoebe Ascension.8437

Phoebe Ascension.8437

Arenanet, I beg you to give Spectral armor Stability. I’ve thought a lot about it. And I think it’s right to do. You are scared to lower the cooldown Anet. For balance reasons obviously (otherwise you would have lowered it already, is my Guess). I can live with that. However in wvw, were stability is incredible important, Necro’s are one of the few professions to fall far behind, because we don’t have it. Well we have it, but it only works for power builds (Soul reaping is crit damage trait line). I have a condition build, and it’s simply not possible to sacrafice 30 trait points for the stability. The elites also grant it, but sometimes i gotta drop early out of it to heal, wich means I loose the Stability, and they are on a long cooldown.

We are not asking for spammable/overpowered Stability. But Necromancer is meant to ‘kill slow, survive long’. And having no stability, really ruins it in wvw. 5 Enemies (that know what they do), can completely control a necromancer, without giving him a chance to escape. Stability with a skill like Spectral armor (and the trait), would fix it. Elementalist get is also (and they already have way more ‘anti crowd control’ mechanics, so one long cooldown counter to crowd control, is the least Anet can give to necromancers.

Dark path instant, please yes! Now it’s useless. If i want to use it, it’s to close a gap. Most of time ppl are running away then. And if they do, dark path is useless because it’s to slow.

Legendary weapons can be hidden now!
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.

Fixes changes to necro snaring

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Posted by: Bull Zooker.1672

Bull Zooker.1672

I feel that as a necro (I love necro btw) that our mobility is VERY limited, in WvW this is our big down fall because if we get caught with our pants down we’re in trouble and very unlikely to escape if needed. I know we have the wurm and spectral walk etc but I dont want to sacrifice a utility slot for a skill I dont want to use (wurm – when you’re being cc’da cast time is not want u need!) so I feel that spectral armor with stability would be a step in the right direction. being an attrition class and all I would’ve thought stability was a given.

Grandad Fester / Unruly Pigeon – Necromancer by trade