Good idea? Bad idea?

Good idea? Bad idea?

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Posted by: Xaragon.3520

Xaragon.3520

As everyone knows one of the necromancer ’ s biggest problems is a lack of stability and and a lack of damage resist.

This is a really simple solution and perhaps it maybe too powerful a change but I will try and convince you otherwise.

Add 2 secs of stability and damage immunity to death shroud on use. Remove the talent foot in the grave and the other talent thst reduces the cool down on death shroud.

Now before dismissing this as overpowered think about it for a second.

Theoretically every 10 seconds you have access to 2 seconds of damage immunity however it never really works this way does it? The good players will be using when needed to avoid that burst. The mesmerising shatters the hundred blades ect ect.

It won’t benefit the builds that like to stay in death shroud, only those that flash in and flash out.

I don’t think you should have to take one specific trait line to gain stability.

What do you think?

The 2nd problem necromancer has is a lack of mobility. They are not going to give us teleports or dash ’ s or anything like that.

They seem interested in making it hard for things to get away from us.

There are a couple of ways to do this.

1. Add a pull to deathshroud 1. Nothing over the top something small like 300 yards, so if someone is 1200 away 4 life blasts could pull him into you.

This would force your opponent to use a multitude of tricks to try and get away. Dodges, teleports, ect ect.

I would like to see a pull added to Wells similar the life blast idea in the fact it pulls to the middle of the well.

This could be pulsating or a on use.

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Posted by: Akrasia.5469

Akrasia.5469

Your first idea would be great for us but it is so OP we could never get it. 2sec Invun every 10 seconds is really powerful. Invun skill cooldowns are all 50+ seconds. A block and stability and let us trait a reduced recharge might be possible

I like the DS1 pull but traited only as some people want to stay back. Also it won’t work with Reaper Shroud because of the melee range. I’d love to see a pull on Warhorn 4. Daze and pull cone.

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Posted by: Dadnir.5038

Dadnir.5038

More stability would be good for QoL but I don’t see stability as an issue since the change that occured on stability itself.

Add 2 secs of stability and damage immunity to death shroud on use. Remove the talent foot in the grave and the other talent thst reduces the cool down on death shroud.

Traits are here to give new dimension in your game experience. Making things like these baseline would be fool. So, it’s just a no for this idea I don’t want to see pointless trait inclued In game because “great traits should be baseline”. ATM FiG is in a place that make him an healthy choice on whether you want to chose some defensive ability or not.

Beside your idea of 2 second damage immunity make spectrals even more OP when cleverly used.

For your second idea, the answer is really simple. The only thing they gotta do is making dark path a teleport skill with a cast time instead of a lame slow projectile skill with a cast time. Just removing the projectile thingy would make dark path incredibly better and probably releviate a lot of our feeling that we lack tools to catch up to our opponent.

No core profession should be balanced around an optional elite specialization.

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Posted by: Rirgul.5302

Rirgul.5302

Dark path could work how GS3 on warrior and FGS works where it’s a line from us that we aim and then use the skill. Change it so that we are the projectile that moves across the ground. This would mean that they can keep the rest of the skill the same.

A bit more thematic then a teleport – a rushing of darkness chasing down the prey.

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Posted by: Marthkus.4615

Marthkus.4615

I’d rather have more combo finishers.

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Posted by: Xaragon.3520

Xaragon.3520

More stability would be good for QoL but I don’t see stability as an issue since the change that occured on stability itself.

Add 2 secs of stability and damage immunity to death shroud on use. Remove the talent foot in the grave and the other talent thst reduces the cool down on death shroud.

Traits are here to give new dimension in your game experience. Making things like these baseline would be fool. So, it’s just a no for this idea I don’t want to see pointless trait inclued In game because “great traits should be baseline”. ATM FiG is in a place that make him an healthy choice on whether you want to chose some defensive ability or not.

Beside your idea of 2 second damage immunity make spectrals even more OP when cleverly used.

For your second idea, the answer is really simple. The only thing they gotta do is making dark path a teleport skill with a cast time instead of a lame slow projectile skill with a cast time. Just removing the projectile thingy would make dark path incredibly better and probably releviate a lot of our feeling that we lack tools to catch up to our opponent.

Yeah I see it differently then you do which is fine, I don’t think we as a class should have to spec into a grandmaster trait to gain stability.

Yeah I would love a teleport but from everything I have read in the past I don’t think it’s something that is going to happen.

(edited by Xaragon.3520)

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Posted by: Xaragon.3520

Xaragon.3520

Your first idea would be great for us but it is so OP we could never get it. 2sec Invun every 10 seconds is really powerful. Invun skill cooldowns are all 50+ seconds. A block and stability and let us trait a reduced recharge might be possible

I like the DS1 pull but traited only as some people want to stay back. Also it won’t work with Reaper Shroud because of the melee range. I’d love to see a pull on Warhorn 4. Daze and pull cone.

Yeah perhaps a block is a better option.

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Posted by: Akrasia.5469

Akrasia.5469

Dark path could work how GS3 on warrior and FGS works where it’s a line from us that we aim and then use the skill. Change it so that we are the projectile that moves across the ground. This would mean that they can keep the rest of the skill the same.

A bit more thematic then a teleport – a rushing of darkness chasing down the prey.

The thing they have to do for dark path is just make it inescapable. Make it a homing missile that never misses and keeps hunting the target even if they port or dodge it. NO HIDING BEHIND ROCKS OR TREES. No matter how slow it is eventually it will hit and often with a surprise.. though it will be a slight learning curve for necros using it but I think it will be awesome like that.

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Posted by: Esorono.1039

Esorono.1039

Your first idea would be great for us but it is so OP we could never get it. 2sec Invun every 10 seconds is really powerful. Invun skill cooldowns are all 50+ seconds. A block and stability and let us trait a reduced recharge might be possible

I like the DS1 pull but traited only as some people want to stay back. Also it won’t work with Reaper Shroud because of the melee range. I’d love to see a pull on Warhorn 4. Daze and pull cone.

I wouldn’t say it is op, it just seems like that because necromancers aren’t used to having anything decent. Mesmers have a 2 second distortion with a 12 second (or 9 1/2 with traits) on top of a good amount of damage. Not quite the same as invulnerability, but pretty close. With it on Necromancer’s death shroud, it means that now you have to use death shroud, or leave it an unable to use it again for ten seconds, and it would need to take up a trait slot. If Necromancers had other forms of mitigation, it might be op, but since that would be Necromancer’s only true invulnerability, it’s not overwhelming.

Playable Tengu please!