High Warlord Sikari's Wish Patchnotes (MM)

High Warlord Sikari's Wish Patchnotes (MM)

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Posted by: ronpierce.2760

ronpierce.2760

Edited to only be Minion Master specific, and cleaned it up a bit to reflect the communities concerns/suggestions/criticisms. This is what I’d now like to see for the minion master for the end of the month patch to bring them more inline and more viable for group fights.

Easy to read “My Necro Wishes Patch Notes” by Ron Pierce.

General:
- Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, Cooldown reduced from 30 seconds to 25. (AOE Cripple and LF gain remains 10 seconds)
- Warhorn 4, Wail of Doom, CD reduced to 25 seconds, cast time reduced from 1/2 to 1/4.
- Staff 1, Necrotic Grasp travels 20% faster.

Death Shroud: (This is to address Death Shroud being intended for being our main source of survivability, instead of handing out vigor/protection etc, I tried to look at simply improving DS’s base viability.)
- When out of combat, Death Shroud now regenerates to at least 25%. (So we can start out with the ability to use our class defenses.).
- You can now resurrect allies and stomp enemies in Death Shroud.
- You can now be healed while in Death Shroud from passive and external effects. (Still locks Heal slot button.)

Minions: (Most of this is an attempt to increase group viability, and requiring more attention to fighting an MM instead of AoE/win.)
- Flesh of the Master changed from “Increases minion health by 50%” to “Increases minion health by 50%, and 50% of direct healing done to the master also heals minions.”
- Blood Fiend’s base health increased by 20%.
- Training of the Master: "Increases all pet damage by 20% (down from 30%), and removes 1 condition from minions every 3 seconds. (To help with being condi AOEd down)
- Reduced cast time of minions from 1.5 seconds to 1 second.
- Reduced the cast and activation time from minion abilities. (This has been addressed already in the SOTG)
- Minions passively move 20% faster. (Thus still negatively affected uptime when crippled/chilled, but can actually land attacks better.)
- Minions regain health outside of combat. (So we can start fights on an even footing.)
- Moa Morph no longer kills all minions. They’re turned to mini moas for the duration.

Spite
- New trait “Jagged Nightmare”: "Whenever a minion dies it spawns a Jagged Horror, up to 3 at a time. Jagged Horrors no longer lose life over time.(Very interesting trait to cover the fact that none of the early spite traits have any place for MM, it feels lame picking any traits here)

Death Magic
- Necromantic Corruption Minions now gain Necromantic Corruption every (10) seconds, making their next attack remove a boon. (I only say this because that low of RNG is TERRIBLE for esport.)
- Shrouded Removal: Lose 2 conditions when you enter Death Shroud. (Just livening up a “eh” trait.)
- Greater Marks removed, staff radius becomes baseline, and the “Unblockable” portion moved to Staff Mastery.

Blood Magic
- Vamperic’s base healing increased by 50%, and now scales with healing. (Currently heals for 34 would be 52+very minor healing scaling)

Tell me what you think. I sent this to Jon, I’ve been having some conversations with him over the past few weeks. Hopefully some of this becomes a reality.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

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Posted by: ronpierce.2760

ronpierce.2760

Added some other fixes I’d like to see.

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Posted by: Bhawb.7408

Bhawb.7408

These changes aren’t happening. Most of them are completely OP.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: ronpierce.2760

ronpierce.2760

whats OP? Its no secret that DS is supposed to be our main source of survivability, but isn’t quite doing its job. Devs are currently looking for ways to improve it rather than give us vigor or protection. None of that is over the top, they’ve already said they’re thinking about allowing healing in DS, it removing CCs on entering? Thats not making it OP… Having a little LF when going into a fight? Its already like that had you won a prior fight. It just helps with front loaded fights. Not much is REALLY changing here?

Minions. They’re terrible in group pvp. They’re just a bit sturdier, thats the biggest thing I suggested. And even with making them surdier, you have the option of killing Blood fiend or doing damage to the MM to make us sacrifice it, then the pets are right back at square one.I suggested giving them some CC removal at the cost of 10% of the boost in damage so they can survive heavy aoe conditions just a little better. Hardly OP. As for the activation times, according to the State of the Game, they’re already looking into that. They also want to buff up some minion active abilities, and fix AI. That’s all I really suggested with them.

In traits, the new trait might be a little strong, but jagged horrors aren’t exactly sturdy or scary damage. I doubt you’d notice much of a difference realistically. I tried to tone down some RNG, and merged 2 lackluster/uninteresting traits to reduce the amount of manditory traits and made the hp boost a little higher (my not be needed if they did the blood fiend thing). As for Vamperic, they already said they don’t like how little it heals. Most Siphons healing is pretty poor. They’re already discussing letting it scale with healing power or just heal for more, so thats nothing new. As far as MM goes thats all I really suggested. Most of which is already on the table…

Other than that I tried to clean up wells manditory traits a bit, same as MM (this obviously isnt ALL affecting just 1 build), because I also had some suggestions for Soul Reaping to make some of those skills a little better, all in all, I don’t think what I said really is over the top. The main goal here was "Sacrifice some MM damage to boost the team survivability of minions, while giving a trick to killed them, being kill the Blood fiend, making gameplay less brainless, and letting MMs fight in a team setting. Then some small suggestions to make DS do its job a little better. I really don’t think I went too over the top. o.O

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Draehl.2681

Draehl.2681

I have a smaller list. Mostly what I feel are reasonable, but just within the context that I play a tanky/power build so I’m not looking at it from a condition or MM perspective…

-Projectile speed of all Necromancer skills increased significantly. Notable skills include Dark Path, Necrotic Grasp, Spectral Grasp.
-Lifesteal scales off healing and power. Power increases damage of the lifesteal (thus indirectly increasing the healing) but at a very low ratio. Healing increases just the healing received, but at a higher ratio.
-Signet of Spite active reworked to sacrifice health to gain a reasonably long duration quickness.
-Players can be healed in Death Shroud, but at a 50% rate of what they would receive normally. (Alluded to by the devs already re: healing in DS)
-Warhorn #4 (Wail of Doom) replaced/reworked into “Call of Doom” which fears nearby enemies towards the Necromancer.
-Life Blast does increased damage the closer you are to the enemy. (Alluded to by the devs already)

(edited by Draehl.2681)

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Posted by: ronpierce.2760

ronpierce.2760

I have a smaller list. Mostly what I feel are reasonable, but just within the context that I play a tanky/power build so I’m not looking at it from a condition or MM perspective…

-Projectile speed of all Necromancer skills increased significantly. Notable skills include Dark Park, Necrotic Grasp, Spectral Grasp.
-Lifesteal scales off healing and power. Power increases damage of the lifesteal (thus indirectly increasing the healing) but at a very low ratio. Healing increases just the healing received, but at a higher ratio.
-Signet of Spite active reworked to sacrifice health to gain a reasonably long duration quickness.
-Players can be healed in Death Shroud, but at a 50% rate of what they would receive normally. (Alluded to by the devs already re: healing in DS)
-Warhorn #4 (Wail of Doom) replaced/reworked into “Call of Doom” which fears nearby enemies towards the Necromancer.
-Life Blast does increased damage the closer you are to the enemy. (Alluded to by the devs already)

Most of that wouldn’t effect me, but no real objections. One thing I heard and really liked the idea of was Life Blast being morphed based on weapon choice. I really like this as I mainly use a dagger. LB would be way more useful to me with a dagger-style damage flow.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Draehl.2681

Draehl.2681

Yeah… for example…

-Dagger- LB does more damage the closer you are.
-Axe- Life Blast Fires much more quickly (takes advantage of reaper’s might/unyielding blast/oncrit effects)
-Scepter- Life Blast applies poison and/or bleeding.
-Staff- Life Blast restores life force on hit.

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Posted by: ronpierce.2760

ronpierce.2760

Yeah that’d be wonderful. And daggers be faster but slightly less hard hits while staff hits harder but is slower, just so weapon types feel consistent.

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Posted by: Slagburst.5304

Slagburst.5304

I would rather see entering Death Shroud to be a stun breaker. Instead of warping life blast to do different crap based on weapons, make it simple and act like our underwater life blast by transferring one condition on you to your target. Those 2 things are not Over powered and would give us a chance to hold our own via melee when trapped with only a little bit of Lifeforce.

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Posted by: Bhawb.7408

Bhawb.7408

whats OP?

Quite a few of your suggestions. Lets just pick one out to show off: “- Flesh of the master and Minion Master is now just “Minion Master”, which increases Minion HP by 100% and reduces the cooldown by 20% for minions. (To lighten the amount of mandatory MM traits)”

Now for 10 trait points, I can make my minions have more HP than I do. With this trait, and your proposed changes, Blood Fiend would be sitting around 30k HP, if I remember his HP correctly. Most other minions would be sitting close to or above 20k, and this is with only 10 point investment. Oh, and they have 20% CDR as well, so when they do finally die they still come up 20% faster with, again, almost no stat investment.

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Posted by: ronpierce.2760

ronpierce.2760

Perhapse the added HP bonus would be a bit much, but then again, I had already said I wouldn’t suggest both the blood fiend healing minions and the HP boost together (Maybe I only said that in my long explanation to Jon, my bad) but also it was intended as a 20 point talent as well, not 10.

Edit: I’ll fix a few things to reflect what I explained to Jon and so it doesn’t sound like I want to be a godmode, this is a list of possible changes that would help the class, not that I expect them all to be put in. However, as it stands minions do need help surviving, even if they have 18-22k HP with just the 50% hp increase now, they die with out much effort.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

(edited by ronpierce.2760)

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Posted by: SharadSun.3089

SharadSun.3089

Heyah Sikari =) it’s Faolain, from [tTG].

I approve these wishes. #necro2013

Faolain Mag Aoidh / Diarmuidh
Leader of Thunderguard
Tarnished Coast Representative, Mist League

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Posted by: Dadnir.5038

Dadnir.5038

I’m also thinking that a lot of your wishes are to OP… (for exemple : 3s stability every 10s is already OP why do you ask for 1 more second? Blood healing suggestions : too much, why don’t you just ask for a healing power squaling?… etc.)

But, I’d have a simple wish that could be add to your wish list if you don’t mind.

Switching down axe training from grandmaster to master trait. I think it could really help axe.

Oh! and I don’t really understand your “shadow fiend wish” You want it to do the same as flesh wurm? Anyway, even if this was the case I won’t use it, This minion is way to noisy.

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

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Posted by: Blaine Tog.8304

Blaine Tog.8304

General:
- Axes deal more damage, and gain 1% LF on hit with auto attack.
- Warhorn 5, Locus Swarm, Swiftness lasts 25 seconds, Cooldown reduced from 30 seconds to 20. (AOE Cripple and LF gain remains 10 seconds)

- Staff 1, Necrotic Grasp cast time reduced to 1/2 (From 3/4), and travels 20% faster.
(I personally use dagger, but dagger is in a good spot currently.)

Axe may need a bit more damage but it doesn’t need that much extra LF generation. Increase #2’s gain a bit, maaaaybe, and call it good. I’m not convinced it even needs that, to be honest. Warhorn doesn’t need to give permaswiftness by itself with no investment in swiftness/boon duration. And the Staff autoattack is actually fine except for its poor travel speed and tracking. While those could possibly stand to be tuned up a bit, drop its cast time and it suddenly has absurd DPS in niche scenarios. Heck, I just bought a second set of armor for my Necro so I could try out D/F direct-damage and my Staff autos are hitting pretty obscenely hard at very high range even though I’m being lazy and still using my old condition damage staff.

Death Shroud: (This is to address Death Shroud being intended for being our main source of survivability, instead of handing out vigor/protection etc, I tried to look at simply improving DS’s base viability.)

- You can now resurrect allies and stomp enemies in Death Shroud.

- You can now be healed while in Death Shroud from passive and external effects. (Still locks Heal slot button.)*

Those suggestions make sense. The others, less so. That said, the Necro should clearly start with at least 50% LF in PvP matches, and I wouldn’t say no to #2 traveling a bit faster and not hitting targets in the way.

Minions: (Most of this is an attempt to increase group viability, and requiring more attention to fighting an MM instead of AoE/win.)

It might make sense for the minions to take less damage from AoE attacks, but we shouldn’t straight-up buff their health.

The Shadow Field change also sounds cumbersome and unwieldy. If the cast time and wind-up animation on the current implementation were merely reduced to 0 or 1/4 sec (to allow for instant or near-instant blinds), that alone would improve the skill immensely.

Death Magic
- Necromantic Corruption Minions now gain Necromantic Corruption every (10) seconds, making their next attack remove a boon. (I only say this because that low of RNG is TERRIBLE for esport.)

It’s not very low at all if you’re going full MM, though. With a Blood Fiend, Bone Fiend, a Jagged Horror, two Bone Minions, a Shadow Fiend, and a Flesh Golem, that’s seven creatures who each get their proc chance. If we assume they all have the same attack speed, that 10% chance becomes a ~52% chance per interval that they’ll remove a boon from your target (~47% without the jagged horror). Changing it to a charge that accrues over time just means you’ll strip six boons of your foe as soon as you engage them, thus destroying whatever opening boons your opponent tossed onto themselves.

- Staff Mastery and Greater Marks merged. (Trying to make staff’s traits less bloated/more interesting so Necros can take less mandatory feeling traits. Personally I feel like the radius should be baseline.)

Yeah, the staff is borderline unuseable without the size increase from Greater Marks. I don’t want to put points into Death Magic for every build, but there’s no real way around it.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

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Posted by: ronpierce.2760

ronpierce.2760

General:
- Axes deal more damage, and gain 1% LF on hit with auto attack.
- Warhorn 5, Locus Swarm, Swiftness lasts 25 seconds, Cooldown reduced from 30 seconds to 20. (AOE Cripple and LF gain remains 10 seconds)

- Staff 1, Necrotic Grasp cast time reduced to 1/2 (From 3/4), and travels 20% faster.
(I personally use dagger, but dagger is in a good spot currently.)

Axe may need a bit more damage but it doesn’t need that much extra LF generation. Increase #2’s gain a bit, maaaaybe, and call it good. I’m not convinced it even needs that, to be honest. Warhorn doesn’t need to give permaswiftness by itself with no investment in swiftness/boon duration. And the Staff autoattack is actually fine except for its poor travel speed and tracking. While those could possibly stand to be tuned up a bit, drop its cast time and it suddenly has absurd DPS in niche scenarios. Heck, I just bought a second set of armor for my Necro so I could try out D/F direct-damage and my Staff autos are hitting pretty obscenely hard at very high range even though I’m being lazy and still using my old condition damage staff.

Death Shroud: (This is to address Death Shroud being intended for being our main source of survivability, instead of handing out vigor/protection etc, I tried to look at simply improving DS’s base viability.)

- You can now resurrect allies and stomp enemies in Death Shroud.

- You can now be healed while in Death Shroud from passive and external effects. (Still locks Heal slot button.)*

Those suggestions make sense. The others, less so. That said, the Necro should clearly start with at least 50% LF in PvP matches, and I wouldn’t say no to #2 traveling a bit faster and not hitting targets in the way.

Minions: (Most of this is an attempt to increase group viability, and requiring more attention to fighting an MM instead of AoE/win.)

It might make sense for the minions to take less damage from AoE attacks, but we shouldn’t straight-up buff their health.

The Shadow Field change also sounds cumbersome and unwieldy. If the cast time and wind-up animation on the current implementation were merely reduced to 0 or 1/4 sec (to allow for instant or near-instant blinds), that alone would improve the skill immensely.

Death Magic
- Necromantic Corruption Minions now gain Necromantic Corruption every (10) seconds, making their next attack remove a boon. (I only say this because that low of RNG is TERRIBLE for esport.)

It’s not very low at all if you’re going full MM, though. With a Blood Fiend, Bone Fiend, a Jagged Horror, two Bone Minions, a Shadow Fiend, and a Flesh Golem, that’s seven creatures who each get their proc chance. If we assume they all have the same attack speed, that 10% chance becomes a ~52% chance per interval that they’ll remove a boon from your target (~47% without the jagged horror). Changing it to a charge that accrues over time just means you’ll strip six boons of your foe as soon as you engage them, thus destroying whatever opening boons your opponent tossed onto themselves.

- Staff Mastery and Greater Marks merged. (Trying to make staff’s traits less bloated/more interesting so Necros can take less mandatory feeling traits. Personally I feel like the radius should be baseline.)

Yeah, the staff is borderline unuseable without the size increase from Greater Marks. I don’t want to put points into Death Magic for every build, but there’s no real way around it.

First off, you pointed out one thing that I did by mistake, I actually meant to have Swiftness last 20 seconds and the CD be 25 seconds* So instead of lasting 5 seconds longer than the CD it’d actually last less time, entirely my bad.

As far as axe, I don’t use it, that’s just the general complaint I hear about it, so I figured it’d help them since other weapons can gain 2-4% LF per hit on auto attack.

For minions:
After I edited the thing, I’m not asking for a buff. I just simply merged two currently existing traits to lessen the amount of mandatory MM traits there are. So that said, I’m not asking for a minion HP buff. I do feel like Blood fiend healing pets with their attack would help with aoe, and provide an interesting way to fighting/dealing with Necros. I cant say I am unchanged on that.

And to dadnir: " Blood healing suggestions : too much, why don’t you just ask for a healing power squaling?… etc."

Currently Vampiric heals for 34 without the 50% increase trait. It’s incredibly trivial, and has actually been stated by the Devs thakittens garbage, the word “double” something SOUNDS harsh and clueless, but if you know the numbers, its really not. When you’re getting hit by 1-4k hits, doubling vampiric wouldn’t break anything. you just might eventually notice it.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: ronpierce.2760

ronpierce.2760

I removed the Cast time reduction on staff, I can agree it might be a little over the top, My biggest concern was to get more hits, but a speed boost to the projectile may just do the trick.

I removed DS CD reduction, but I still like the idea of becoming a death shadow to release CCs would be nice since we have no real access to stability. Also removed the proposed additional second to DS stability trait. I feel it’d help with stomps, but I could agree it may become too mandatory and too easily accessed stability. Also fixed a typing error, so that my suggestion is Warhorns 5 being 20 seconds of swift, 25 second CD, not 25 second swift and 20 second CD.

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Posted by: vlad.3467

vlad.3467

hit 80 couple of days ago, almost with exotic equipment and I play kinda hybrid power/MM with 30 in spite (axe oriented, when needed, staff oriented for zergs in WvW) death magic 20 and vampiric 20. Weapons stats – Strong, armor stats – pow/vit/tough and knight jewels. I might have change it in the future though.
As for ron pierce have written, my opinion is that some of his ideas id like to see implemented, but they are sort of OP.
But reading it gave me some thoughts on improving MM necro.
1. We need at least vigor – simple as that, i think we are low on boons when traited to MM.
2. Improve minion AI and make minions at least little worthy in WvW – that condi removal was good idea + healing out of combat. Change bone fiend utility skill, i dont find it usefull, or make the cast time faster with 3 secs immob.
2. Shadow fiend – skill can do 1 or 2 sec fear or confusion as well (my suggestion). It fits with the concept of shadow fiend.
3. Swiftness – only two skills that provide it with long CDs. I agree with making CDs shorter or add trait or skills that provide swiftness. There is also trait with daggers which improves speed now, but so hard for non D/D MMs to be fast to somehow help them to escape from a skitmish. Wurm skill and spectral walk are hard to use in WvW in order to escape. In sPvP Wurm is actually usefull.
4. I play Axe focus/ and D/D in sPVP and Axe/F and Staff in WvW, but id love to play dagger/WH in WvW. At least the ranged aspect and chill from focus are forcing me to stay with A/F + Axe skill 2 too. Just cant decide here how to make D/WH more attractive for me.
5. Siphon health – i think the most debated aspect of necros vampiric trait lines. It should scale with healing power or power in my opinion. As healing power is defensive stat, siphons shouldnt scale much with it i think. With power – we just need to find balanced scaling.

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Posted by: vlad.3467

vlad.3467

almost forgot – speed boost to projectiles would be usefull – mainly staff skill 1 and focus skill 4.

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Posted by: Lalangamena.3694

Lalangamena.3694

wishful thinking, seriously OP changes.

I would be more than happy only with the following:

— Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, OR Cooldown reduced from 30 seconds to 25. (before trait)


Staff 1, Necrotic Grasp travels 20% faster.

Death Shroud:
— entrance to Death Shroud now removes all Cripple, Chill, and Immobilize effects.
—retaliation and stability duration on traits spiteful spirit (spite V) and foot in grave (soul reaping XI) increased by 1 second.

MM-General
Minions regain health outside of combat. (So we can start fights on an even footing.)
minions pathing is fixed, (minions can jump or walk around objects to reach their target..)

Spite
- New trait “Jagged Nightmare”: " Jagged Horrors no longer lose life over time. (can have up to three jagged horrors at the same time)

Death Magic
- Staff Mastery and Greater Marks merged.

Curses
- Focused Rituals changed to Ritual Mastery: Wells Recharge 20% Faster and are Ground Targeted.

these are enough IMHO to improve vastly the playing experience of the Necromancer.

(edited by Lalangamena.3694)

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Posted by: ronpierce.2760

ronpierce.2760

wishful thinking, seriously OP changes.

I would be more than happy only with the following:

— Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, OR Cooldown reduced from 30 seconds to 25. (before trait)


Staff 1, Necrotic Grasp travels 20% faster.

Death Shroud:
— entrance to Death Shroud now removes all Cripple, Chill, and Immobilize effects.
—retaliation and stability duration on traits spiteful spirit (spite V) and foot in grave (soul reaping XI) increased by 1 second.

MM-General
Minions regain health outside of combat. (So we can start fights on an even footing.)
minions pathing is fixed, (minions can jump or walk around objects to reach their target..)

Spite
- New trait “Jagged Nightmare”: " Jagged Horrors no longer lose life over time. (can have up to three jagged horrors at the same time)

Death Magic
- Staff Mastery and Greater Marks merged.

Curses
- Focused Rituals changed to Ritual Mastery: Wells Recharge 20% Faster and are Ground Targeted.

these are enough IMHO to improve vastly the playing experience of the Necromancer.

That still doesn’t address MM’s complete loss in any team/aoe fight… Which is a huge deal, its one of the main reasons no one runs MM in tPVP, outside of 1v1 you have terrible mobility and can’t be useful in group fights because your minions don’t last.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Takks.9567

Takks.9567

Even with the health buff trait, minions are about as durable as a wet paper bag in so many situations they become a total joke for anything more challenging than solo questing.

They need to regen health out of combat, take 50-70% less damage from AoE. The AI really needs some attention too, especially Flesh Golem, but I know that’s probably wishful thinking as the whole minion M.O. seems to be “broken as intended”

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Posted by: Invictus.1503

Invictus.1503

My wish list is much shorter:
- Axe now has cleave
- Minions attack rotation is sped up (so they attack sooner when entering combat)
- A source of burning (said to be coming)
- A source of fear in the form of a Utility skill (so I don’t have to use Staff just to get a fear outside of DS)
-“Reanimater” merged into another trait and “protection of the horde” replaced with something useful – My suggestion is to merge “reanimater” with “Minion Master” trait and give 2 jagged horrors instead of 1.

It’s better to keep your mouth shut and appear stupid than to open it and remove all doubt.

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Posted by: Blaine Tog.8304

Blaine Tog.8304

My wish list is much shorter:
- Axe now has cleave
- Minions attack rotation is sped up (so they attack sooner when entering combat)
- A source of burning (said to be coming)
- A source of fear in the form of a Utility skill (so I don’t have to use Staff just to get a fear outside of DS)
-“Reanimater” merged into another trait and “protection of the horde” replaced with something useful – My suggestion is to merge “reanimater” with “Minion Master” trait and give 2 jagged horrors instead of 1.

I love all of these suggestions. Axe gaining cleave would be just perfect.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I’ll be honest, since I’ve changed it, as it is now, I don’t think any of this would really make us OP. Clearly we wouldn’t be able to benefit from all of these changes at once depending on build (IE wells and well healing wouldn’t buff a minion master). The minion changes really only help keep them in the fight a little longer, though there are some condensing of traits, which still wouldn’t make an overpowered impact. I’ve even suggested a nerf to minion damage (via the Training trait) to subset some already WELL needed pet survivability. Additionally, I just gave suggestions for improvements on poor traits the Devs already want to work on, and gave a suggestion for Death Shroud, being that since we don’t have means of vigor, mass protection uptime or Stability, every 10 seconds we could just have our stun break be our class mechanic. If you ask me, it doesn’t sound that farfetched since we have little stun breaks otherwise, low mobility and lack protective boons. You also have to have LF in order to access it, so you likely won’t always be able to use it on CD as is.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

Okay, I removed the CC-breaker on DS in my request due to people fearing it’d be too powerful (though in my honest opinion no more OP than thief sword 2.), cleaned it up a bit. Lets restart the discussion now, this is much more inline with a reasonable future for the MM, and would be a great way to spice them up some.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

wishful thinking, seriously OP changes.

I would be more than happy only with the following:

— Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, OR Cooldown reduced from 30 seconds to 25. (before trait)


Staff 1, Necrotic Grasp travels 20% faster.

Death Shroud:
— entrance to Death Shroud now removes all Cripple, Chill, and Immobilize effects.
—retaliation and stability duration on traits spiteful spirit (spite V) and foot in grave (soul reaping XI) increased by 1 second.

MM-General
Minions regain health outside of combat. (So we can start fights on an even footing.)
minions pathing is fixed, (minions can jump or walk around objects to reach their target..)

Spite
- New trait “Jagged Nightmare”: " Jagged Horrors no longer lose life over time. (can have up to three jagged horrors at the same time)

Death Magic
- Staff Mastery and Greater Marks merged.

Curses
- Focused Rituals changed to Ritual Mastery: Wells Recharge 20% Faster and are Ground Targeted.

these are enough IMHO to improve vastly the playing experience of the Necromancer.

^ this, honestly we can fix most of the issues with necros with just a couple of trait fixes.

1st for MM builds Training of the Master and Flesh of the Master should be combined and moved to a 30 pt Death Magic skill, And Staff Mastery + Greater Marks combo (for the love of god yes please) i really want to love my staff but taking 2 traits to make it sub useful is BS. Then an all over -30% or -50% AoE dmg done to minions would make them more viable in real content. also if we combined some of the traits it would open up a spot for us to take the Minion Master trait for -20% cooldown (instead of having to waste it on Greater Marks)

2nd for PVT necros IMHO death shroud is pretty OP (if you know how to use it) in pvp i lol at eles and guardians the only fix i can see not being OP is allowing us to get healing while in DS. Also fix the axe plz just give it a little dmg boost on its auto attack or let it stack bleed as well as vuln or something.

3rd for condition… there is no hope your… ok but not great and its not just necros its conditions in general so no flaming or QQs

TBH i would love to play MM and i do in solo PvE (and sometimes for fun in WvW) but in dungeon’s and real PvP the pets just die sooooooo fast and there really dumb. Hell give us a bar that controls our pets like ranger has.

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

wishful thinking, seriously OP changes.

I would be more than happy only with the following:

— Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, OR Cooldown reduced from 30 seconds to 25. (before trait)


Staff 1, Necrotic Grasp travels 20% faster.

Death Shroud:
— entrance to Death Shroud now removes all Cripple, Chill, and Immobilize effects.
—retaliation and stability duration on traits spiteful spirit (spite V) and foot in grave (soul reaping XI) increased by 1 second.

MM-General
Minions regain health outside of combat. (So we can start fights on an even footing.)
minions pathing is fixed, (minions can jump or walk around objects to reach their target..)

Spite
- New trait “Jagged Nightmare”: " Jagged Horrors no longer lose life over time. (can have up to three jagged horrors at the same time)

Death Magic
- Staff Mastery and Greater Marks merged.

Curses
- Focused Rituals changed to Ritual Mastery: Wells Recharge 20% Faster and are Ground Targeted.

these are enough IMHO to improve vastly the playing experience of the Necromancer.

^ this, honestly we can fix most of the issues with necros with just a couple of trait fixes.

1st for MM builds Training of the Master and Flesh of the Master should be combined and moved to a 30 pt Death Magic skill, And Staff Mastery + Greater Marks combo (for the love of god yes please) i really want to love my staff but taking 2 traits to make it sub useful is BS. Then an all over -30% or -50% AoE dmg done to minions would make them more viable in real content. also if we combined some of the traits it would open up a spot for us to take the Minion Master trait for -20% cooldown (instead of having to waste it on Greater Marks)

2nd for PVT necros IMHO death shroud is pretty OP (if you know how to use it) in pvp i lol at eles and guardians the only fix i can see not being OP is allowing us to get healing while in DS. Also fix the axe plz just give it a little dmg boost on its auto attack or let it stack bleed as well as vuln or something.

3rd for condition… there is no hope your… ok but not great and its not just necros its conditions in general so no flaming or QQs

TBH i would love to play MM and i do in solo PvE (and sometimes for fun in WvW) but in dungeon’s and real PvP the pets just die sooooooo fast and there really dumb. Hell give us a bar that controls our pets like ranger has.

A lot of what you said is what I suggested, and apparently was too “op” to ask for. :S

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: Sarrs.4831

Sarrs.4831

I have ideas!

-Reanimator tied into Minion Master to create;
Minion Master(Adept Major): Minion skills recharge 20% faster, and whenever you kill a foe, you will spawn a Jagged Horror. 30s CD.
Protection of the Horde tied into Flesh of the Master to create;
Flesh of the Master(Master Major): Minions have 50% more health, and you gain +20 toughness for each minion under your control.

Greater Marks is the new Adept Minor.
Staff Mastery is the new Mastery Minor.

Add a couple new traits to fill the holes and done.

Nalhadia – Kaineng

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I just want the two staff things to be merged, but also, I doubt they’d specifically call upon a specific weapon for a minor. I’m not sure they do that.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: Sarrs.4831

Sarrs.4831

I just want the two staff things to be merged, but also, I doubt they’d specifically call upon a specific weapon for a minor. I’m not sure they do that.

What’s more specific; a weapon that just about every necromancer has equipped, or a school of skills that are for the most part restricted to a specific build?

Nalhadia – Kaineng

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

I just want the two staff things to be merged, but also, I doubt they’d specifically call upon a specific weapon for a minor. I’m not sure they do that.

What’s more specific; a weapon that just about every necromancer has equipped, or a school of skills that are for the most part restricted to a specific build?

I didn’t say I agree with what’s there now. I run MM and I still hate both. x.X

When we get a crappy kitten pet 30 sec cd after kill for 5 points then for 15 we get a little more armor, and a ranger gets 50% more endur regen for a 5 point I want to seriously question balance designers.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

wishful thinking, seriously OP changes.

I would be more than happy only with the following:

— Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, OR Cooldown reduced from 30 seconds to 25. (before trait)


Staff 1, Necrotic Grasp travels 20% faster.

Death Shroud:
— entrance to Death Shroud now removes all Cripple, Chill, and Immobilize effects.
—retaliation and stability duration on traits spiteful spirit (spite V) and foot in grave (soul reaping XI) increased by 1 second.

MM-General
Minions regain health outside of combat. (So we can start fights on an even footing.)
minions pathing is fixed, (minions can jump or walk around objects to reach their target..)

Spite
- New trait “Jagged Nightmare”: " Jagged Horrors no longer lose life over time. (can have up to three jagged horrors at the same time)

Death Magic
- Staff Mastery and Greater Marks merged.

Curses
- Focused Rituals changed to Ritual Mastery: Wells Recharge 20% Faster and are Ground Targeted.

these are enough IMHO to improve vastly the playing experience of the Necromancer.

^ this, honestly we can fix most of the issues with necros with just a couple of trait fixes.

1st for MM builds Training of the Master and Flesh of the Master should be combined and moved to a 30 pt Death Magic skill, And Staff Mastery + Greater Marks combo (for the love of god yes please) i really want to love my staff but taking 2 traits to make it sub useful is BS. Then an all over -30% or -50% AoE dmg done to minions would make them more viable in real content. also if we combined some of the traits it would open up a spot for us to take the Minion Master trait for -20% cooldown (instead of having to waste it on Greater Marks)

2nd for PVT necros IMHO death shroud is pretty OP (if you know how to use it) in pvp i lol at eles and guardians the only fix i can see not being OP is allowing us to get healing while in DS. Also fix the axe plz just give it a little dmg boost on its auto attack or let it stack bleed as well as vuln or something.

3rd for condition… there is no hope your… ok but not great and its not just necros its conditions in general so no flaming or QQs

TBH i would love to play MM and i do in solo PvE (and sometimes for fun in WvW) but in dungeon’s and real PvP the pets just die sooooooo fast and there really dumb. Hell give us a bar that controls our pets like ranger has.

A lot of what you said is what I suggested, and apparently was too “op” to ask for. :S

lolz i understand where your coming from, i think it looks OP because of all of the ideas putt together, those were just the ones i really agree with.

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: ronpierce.2760

ronpierce.2760

wishful thinking, seriously OP changes.

I would be more than happy only with the following:

— Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, OR Cooldown reduced from 30 seconds to 25. (before trait)


Staff 1, Necrotic Grasp travels 20% faster.

Death Shroud:
— entrance to Death Shroud now removes all Cripple, Chill, and Immobilize effects.
—retaliation and stability duration on traits spiteful spirit (spite V) and foot in grave (soul reaping XI) increased by 1 second.

MM-General
Minions regain health outside of combat. (So we can start fights on an even footing.)
minions pathing is fixed, (minions can jump or walk around objects to reach their target..)

Spite
- New trait “Jagged Nightmare”: " Jagged Horrors no longer lose life over time. (can have up to three jagged horrors at the same time)

Death Magic
- Staff Mastery and Greater Marks merged.

Curses
- Focused Rituals changed to Ritual Mastery: Wells Recharge 20% Faster and are Ground Targeted.

these are enough IMHO to improve vastly the playing experience of the Necromancer.

^ this, honestly we can fix most of the issues with necros with just a couple of trait fixes.

1st for MM builds Training of the Master and Flesh of the Master should be combined and moved to a 30 pt Death Magic skill, And Staff Mastery + Greater Marks combo (for the love of god yes please) i really want to love my staff but taking 2 traits to make it sub useful is BS. Then an all over -30% or -50% AoE dmg done to minions would make them more viable in real content. also if we combined some of the traits it would open up a spot for us to take the Minion Master trait for -20% cooldown (instead of having to waste it on Greater Marks)

2nd for PVT necros IMHO death shroud is pretty OP (if you know how to use it) in pvp i lol at eles and guardians the only fix i can see not being OP is allowing us to get healing while in DS. Also fix the axe plz just give it a little dmg boost on its auto attack or let it stack bleed as well as vuln or something.

3rd for condition… there is no hope your… ok but not great and its not just necros its conditions in general so no flaming or QQs

TBH i would love to play MM and i do in solo PvE (and sometimes for fun in WvW) but in dungeon’s and real PvP the pets just die sooooooo fast and there really dumb. Hell give us a bar that controls our pets like ranger has.

A lot of what you said is what I suggested, and apparently was too “op” to ask for. :S

lolz i understand where your coming from, i think it looks OP because of all of the ideas putt together, those were just the ones i really agree with.

Yeah it probably looks scary because theres a lot but what it can be boiled down to is:
Buffs:
Minions survive aoe better.
Slight better minion AI.
Some clutter some traits merged.
Slight weapon changes.

Fixes: (in my eyes)
DS can be healed in (Currently it just makes regen/Our healing minion/Leech traits/Leech Sigils not work right and its just crappy design).
DS can be stomped/Rezed with, it doesn’t even provide stability, I don’t see the issue… It’s less clunky.
Pets can regen out of combat. So we can start on a good foot when we fight, just like anyone else does… We shouldn’t be punished for winning our last fight.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

High Warlord Sikari's Wish Patchnotes (MM)

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Pets can regen out of combat. So we can start on a good foot when we fight, just like anyone else does… We shouldn’t be punished for winning our last fight.

didn’t have that but i have alwase wondered if it was a bug that they didn’t because flesh golem does.

Realistically they wont fix anything meaningful if all we got was the staff fix (has been discussed by devs) i would be happy it would allow me to pick up Minion Master as a trait in my build.