HoT Wishlist: Necro Specialization

HoT Wishlist: Necro Specialization

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Posted by: Oberon Vex.1389

Oberon Vex.1389

Hello all! I know many of us are excited for the new xpac, and I for one am really hoping for some drastic changes to how Necro’s work in gw2. I REALLY liked the class in gw1 but was fairly disappointed with the result we got in GW2. That said, here’s a list of traits, abilities and effects that I would personally like to see implemented for the necro in the coming expac! Feel free to leave a comment with your own speculation/wishlists or modify my suggestions!

Class Mechanic: “Soul Furnace”

They’ve said the specializations will modify the current class mechanics, and though I have a love/hate relationship with the current life-force system, I can see a possible use for it. Instead of having a toggle-able state that acts as a secondary health bar, accumulated life force affects player skills and can be used as a resource system similar to adrenaline (with the caveat that life force does not drain out of combat, but is harder to acquire). Weapon skill damage is increased by 1% for every 10% life force accumulated. New utilities and heal skill interact with life force levels. Life force is lost on downed state.

Weapon: Greatsword

We’ve been told necro’s will be able to use the GS, which is awesome! Personally I’d like it to be a power-based weapon that can apply several non-damaging conditions.

1. Chain skill
1.1 “Slash” — Deal X dmg
1.2 “Shadow Slash” — Deal X dmg. Unblockable.
1.3 “Lifebane Strike” — Deal X dmg, deals increased damage if target is above 50% max hp.

2. “Necrosis” — Deal X dmg, Damage increased per unique condition on target. 5s CD

3. “Weaken Armor” — apply 5 stax of vulnerability for 8s. 15s CD

4. “Withering Aura” — Foes striking you are inflicted with Weakness for 2s. 8s Duration. 20s CD.

5. “Fearful Strike” — deal x damage, inflict 1s of fear. 25s CD.

Elite Skill: Dark Pact

Elite Corruption skill. For 5s, your weapon skills have no cool-down but every skill use applies 5 stax of vulnerability to self for 5s. Consumes all stored Life force.

Heal Skill: Soul Feast

Consumes all Life-Force. Gain a % of your max health that corresponds to amount of Life-Force consumed. 40s CD

Utilities

“Soul Bind”: Consume all Life force. Foes in target area are immobilized for 1s for every 20% life force you have accumulated. 240 radius. 900 range. 50s CD

“Soul Leech”: For the next 5s, whenever target foe attacks, steal X life. Life steal from this skill is increased by the % of life force you have accumulated. kitten CD

“Soul Barbs”: Consume all Life force. Apply a debuff to target for 1s per 10% life-force spent. Deal X dmg to target foe whenever a unique condition or boon is applied to target.

Traits

“Awaken the Blood” — Gain 4s of Regeneration whenever you are critically hit.

“Blood Bond” — When suffering from bleeding, apply 5s of regeneration to all nearby allies, 240 radius. 30s CD

“Contagion” — when downed, apply all conditions on self to up to 5 nearby enemies (900 radius). 90s CD.

“Blind Fury” — When you are suffering from blind, gain Fury for 5s. 30s CD

“Defile Defenses” — on dodgeroll, nearby enemies lose 25% of their Endurance.

“Demonic Flesh” — gain 0-200 vitality, depending on life force you have accumulated.

“Desecrate Boons” — when removing boons from enemies, deal X dmg. 15s CD.

“Aura of the Lich” — when downed, summon 5 jagged horror minions at player’s location. These minions last for 20s. 90s CD

“Gaze of Contempt” — when removing boons from enemies, daze foe for 1s per unique boon removed. kitten CD.

“Price of Failure” — When blind you apply is removed, inflict 5 stax of confusion for 5s.

“Spiteful Spirit” — Confusion you apply deals damage in AoE, 240 radius.

“Tainted Flesh” — when you are critically hit, apply 10s of poison to foe. kitten CD.

“Toxic Chill” — when applying poison to target, apply 3s chill. 15s CD.

“Well of the Profane” — enemies lose 1 boon per pulse of your wells.

Edit
Not sure what is wrong with the number ‘fourty-five’ followed by the letters C and D is… but that’s what the ‘kitten CD’ is, if anyone is curious.

(edited by Oberon Vex.1389)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Can’t comment on the rest of it, but I’m pretty confident we can see the auto-attack in game already, as Marjory uses it. 4-hit chain (hits 3 and 4 appear to be on the same skill), hit #3 chills. No other conditions applied.

As for my wishlist, it’s really just geared toward hopefully getting Orders again.

Now, future specializations, I have a couple ideas on.

For example, if we ever get a shield, I would like the #4 skill to be this:

Summon Bone Wall (minion)
1/4 second cast
10 second recharge
Summon a small bone wall in front of you. Bone walls disintegrate over time (untraited lifespan of 60 seconds). Bone walls do not attack or move and are treated as objects.

Entire point would be summoning something to body-block attacks. Obviously doesn’t work for piercing, AoE, or non-projectile ranged attacks, but I’d love to summon one to eat an Eviscerate or a Rapid Fire. Short cooldown means you can potentially have multiples up, letting you dance around them to soak up a ton of damage in a distinctly different manner from other professions.

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(edited by Drarnor Kunoram.5180)

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Posted by: CommunityScabies.2587

CommunityScabies.2587

The idea of gaining an Aura as a skill w/ greatsword seems foreign to me.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The idea of gaining an Aura as a skill w/ greatsword seems foreign to me.

Specializations also come with new utility skills.

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Posted by: RashanDale.3609

RashanDale.3609

The idea of gaining an Aura as a skill w/ greatsword seems foreign to me.

i read that as ‘gaining an Asura as a skill’ the first couple of time and was very confused.

Elite Skill: Dark Pact

Elite Corruption skill. For 5s, your weapon skills have no cool-down but every skill use applies 5 stax of vulnerability to self for 5s. Consumes all stored Life force.

you might need a new name for that. dark pact is already a thing. also, why vulnerability? i’d prefer bleeding, cause thats more similar to HP sacrifice.

“Soul Barbs”: Consume all Life force. Apply a debuff to target for 1s per 10% life-force spent. Deal X dmg to target foe whenever a unique condition or boon is applied to target.

Good one. How exactly do you intend ‘whenever a unique condition or boon is applied’ to work? does that mean that if a target is already bleeding, further bleed stacks wont trigger it? or that a single bleed-inflicting attack only triggers it once, no matter if it applies one or three bleedstacks?

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Posted by: JEFFARR.8163

JEFFARR.8163

Lol at dark path 5 sec no cd on wep skills
Spam me some #5 fear marks with terror
Gg wp

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Posted by: Oberon Vex.1389

Oberon Vex.1389

The idea of gaining an Aura as a skill w/ greatsword seems foreign to me.

“Withering Aura” is a skill from GW1, though perhaps it should function more like Locust Swarm and just passively inflict Weakness on nearby enemies, if it makes more sense than to use the “aura” terminology.

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Posted by: Oberon Vex.1389

Oberon Vex.1389

Lol at dark path 5 sec no cd on wep skills
Spam me some #5 fear marks with terror
Gg wp

There would be no access to dark path in this specialization because you no longer have deathshroud. And YES, there would be certain weapon sets that this would be a very strong skill on, but it is supposed to be an elite skill. This elite would give players a small timeframe in which to greatly change how a particular fight is going. Even then, necro’s are fairly uncommon in WvW because there isn’t a strong role for them (there are several better roamers and only one or two builds are worthwhile in a competitive zerg scenario). Something like this would make fighting a necro 1v1 a challenge.

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Posted by: Oberon Vex.1389

Oberon Vex.1389

Elite Skill: Dark Pact

Elite Corruption skill. For 5s, your weapon skills have no cool-down but every skill use applies 5 stax of vulnerability to self for 5s. Consumes all stored Life force.

you might need a new name for that. dark pact is already a thing. also, why vulnerability? i’d prefer bleeding, cause thats more similar to HP sacrifice.

“Soul Barbs”: Consume all Life force. Apply a debuff to target for 1s per 10% life-force spent. Deal X dmg to target foe whenever a unique condition or boon is applied to target.

Good one. How exactly do you intend ‘whenever a unique condition or boon is applied’ to work? does that mean that if a target is already bleeding, further bleed stacks wont trigger it? or that a single bleed-inflicting attack only triggers it once, no matter if it applies one or three bleedstacks?

I don’t know why they named dagger 2 that :/ The functionality is nothing like Dark Pact. I guess the animation has you ‘cutting your hand’ to cause it, but its pretty strange when compared to the original. I chose vulnerability over bleeding because while bleeding could make a health-cost per action (like the original), vulnerability has more of a risk to it. If you used 5 abilities, you would take 25% more damage from the opposing player, which is a judgement call you as a player would have to make — is the enemy a power spec? Will he be able to burst me because of this? It would make the skill more than just a tool to spam everything. Also, bleeding has a set duration and then you’d have to figure out who’s condi damage is used — the player could take no condi dmg and make the cost minimal, or if the enemy doesn’t use condi dmg. I suppose facing an enemy using a condi-build would have a similar effect, but it opens up more counterplay imo.

As for Soul Barbs, there is already at least one skill that deals with unique conditions on foe: Feast of Corruption. I suppose it would be easier to implement if the skill was described as “for the next X seconds, deal X dmg per second per unique condition and unique boon”. And yes, this skill would not deal more damage if the foe had five bleed stacks.

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Posted by: RashanDale.3609

RashanDale.3609

I don’t know why they named dagger 2 that :/ The functionality is nothing like Dark Pact. I guess the animation has you ‘cutting your hand’ to cause it, but its pretty strange when compared to the original.

The original? the original was a cheap, generic damage skill with life cost and your suggestion is not at all like it either.

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Posted by: Oberon Vex.1389

Oberon Vex.1389

I don’t know why they named dagger 2 that :/ The functionality is nothing like Dark Pact. I guess the animation has you ‘cutting your hand’ to cause it, but its pretty strange when compared to the original.

The original? the original was a cheap, generic damage skill with life cost and your suggestion is not at all like it either.

My suggestion allows for spammable damage at a cost of increased incoming damage. It may not be a copy of the original, but it does take the core effects/themes of the original. And by themes I mean: a pact between the player and a fictional entity to gain a powerful effect at the cost of ones health/safety.

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Posted by: Sublimatio.6981

Sublimatio.6981

Sorry Oberon but I really dislike most of your ideas. Especially greatsword bringing no block/evade/leap. Elite skill too op as others said. Some of the utility skills are ok, but the immobilise skill would have too long cd. Your trait ideas are mostly illogical, how for example would Well of Profane trait work with the Well of Corruption?
ANet clearly said they want to make specialisations bring something the profession didnt have at all before. Thats why I would rather see necro having leaps/blocks/evades/vigor/unique buffs to enhance dungeon meta (i like your soul barbs idea as long as it would work with each new condition stack added as well)

Btw. yes the elite skill is overpowered and you can’t defend it – i could cast well of power and transfer all my vulnearbility into long protection, gg
(not to mention we already have Dark Pact skill, it’s dagger 3. and we have spiteful spirit trait already. you need to think of other names)

(edited by Sublimatio.6981)

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Posted by: pretty fiendish.5421

pretty fiendish.5421

if we ever get a shield, I would like the #4 skill to be this:

Summon Bone Wall (minion)
1/4 second cast
10 second recharge
Summon a small bone wall in front of you. Bone walls disintegrate over time (untraited lifespan of 60 seconds). Bone walls do not attack or move and are treated as objects.

Entire point would be summoning something to body-block attacks. Obviously doesn’t work for piercing, AoE, or non-projectile ranged attacks, but I’d love to summon one to eat an Eviscerate or a Rapid Fire. Short cooldown means you can potentially have multiples up, letting you dance around them to soak up a ton of damage in a distinctly different manner from other professions.

I really like the idea of this! It fits with the vision ANET have of Necro as being all about attrition/standing your ground, and it gives something interesting and unique to play around with.

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Posted by: TheDevice.2751

TheDevice.2751

if we ever get a shield, I would like the #4 skill to be this:

Summon Bone Wall (minion)
1/4 second cast
10 second recharge
Summon a small bone wall in front of you. Bone walls disintegrate over time (untraited lifespan of 60 seconds). Bone walls do not attack or move and are treated as objects.

Entire point would be summoning something to body-block attacks. Obviously doesn’t work for piercing, AoE, or non-projectile ranged attacks, but I’d love to summon one to eat an Eviscerate or a Rapid Fire. Short cooldown means you can potentially have multiples up, letting you dance around them to soak up a ton of damage in a distinctly different manner from other professions.

I really like the idea of this! It fits with the vision ANET have of Necro as being all about attrition/standing your ground, and it gives something interesting and unique to play around with.

Sadly, it would never fly if there is no secondary active for the wall at least is sincerely doubt it would. Just because it would be cool to have 30 walls up at a time not counting your fellow necromancers or your enemies necromancers shouldn’t mean it should happen. I mean there are some pretty sensible reasons why we can’t have entire armies of minions per necromancer.

I think if you added 2 things to your wall it would be great.

1. The initial summon dealt aoe damage (power).

2. Add a secondary active which allowed you to re-place your wall in another location, causing aoe damage.

Edit: if they disintegrated as fast as a jagged horror then you might have something there. Could work actually.

(edited by TheDevice.2751)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Part of the reason for the lack of secondary skill is because the wall has timed life, much like jagged horrors. There is, in fact, a cap to how many you can have (5 untraited with my current example, assuming they don’t take damage to die faster). Also, since the walls have no ability to damage or disable enemy players, it’s again less problematic.

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Posted by: Dadnir.5038

Dadnir.5038

Totally against OP.

Necromancer’s need utility and traits that actually help the necro’s party in their fight. So, if we got utility, it’d better something usefull instead of a root, a life leeching and a personal damage modifier.

If we can expect something like marjory with blade enchanted with soul, We’d better be able to buff our companion’s weapon to. Although… “Price of failure” would NEVER make it to release, understand that confusion would be a bit to much of an addition to the necromancer (even if we already have access to it with combo). We’d better have a bit more access to torment than confusion.

Let’s imagine that Necromancer gain the specialisation “communer” from the communing attribute from ritualist (GW1). By that they gain access to some weapon spells like :
Sundering weapon : For X s allies attack ignore 10% ennemy armor
Shelter : channeling skill. Prevent player in a X radius to lose more then 10% of their HP from a single attack.
Armor of unfeeling : you are immune against critical damage for [duration]. Gain protection for [duration].

Edit : Corrected Sundering weapon I forgot the 10% thingy.

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

(edited by Dadnir.5038)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Let’s imagine that Necromancer gain the specialisation “communer” from the communing attribute from ritualist (GW1). By that they gain access to some weapon spells like :
Sundering weapon : For X s allies attack ignore ennemy armor

Would be broken as hell. You realize the number on your tooltips would be multiplied by 2600, right? That little 100 damage per strike on Locust Swarm is now a nasty 260k hit without critting.

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Posted by: Brahmincorle.1264

Brahmincorle.1264

Anything that have at least decent DPS, group support on par with other classes and more interesting skill rotation than current 111111111 spam (power necro).

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Posted by: Sevenrin.3947

Sevenrin.3947

Not really a fan of the first one, but decent ideas.

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Posted by: Dadnir.5038

Dadnir.5038

Thought I’d add my wish on the wishlist instead of critizing.

First of all, this assume that the specialization won’t be tied to one and only weapon (that’s my bigest fear here). Second, for specialization, I assume that with mastery point we can enhance the new mechanism.

Class mechanism :
The specialization will replace death shroud on F1 by a mechanism that pour LF in our weapon, giving it an “aura” for the duration of the LF decay. We will then have 4 way to develop this aura depending on how we’ve build our basic traits. We will be able to spend up to 3 point on these aura depending on how we build in the base build.
- aura of pain
- corrupted aura
- aura of the undying
- Bloody aura
Let’s say we’ve got someone who play a 4-2-1-6-1 build. He got 3 points to spend. he will be able to spend up to 2 point on aura of pain, up to 1 point in corrupted aura, 0 point in aura of the undying or 3 point in bloody aura. He can choose to to mix this point or go to a full spec aura.
For exemple :
Aura of pain
1 point : attack ignore 10% of enemy armor
2 point : add [value] damage each time you hit a foe
3 point : share weapon aura with ally in [radius]

Corrupted aura
1 point : each hit apply 2s torment
2 point :
3 point : grant you and party member in [area] +[value] condition damage

Aura of the undying
1 point : grant 50% more endurance regeneration
2 point : reduce damage taken by 10%
3 point : reduce condition duration on you by 10%

Bloody aura
1 point : add a small regeneration effect (I think that Ele number would be fine)
2 point : share the regeneration to up to 5 allies in radius
3 point : share healing granted from leeching effect gained from the blood magic trait line.

Utility
well : “well of ruin” foe in the area trip for each tick. Short duration long CD (like well of darkness for exemple
corruption : “Soul barb” does damage for each enchantment on your foe. Self cripple
spectral : “Shelter” channeling skill. Prevent player in a X radius to lose more then 10% of their HP from a single attack.
minion : “Animated dead ent” create a stationary minion that root foes periodically. (summon bone wall could be pretty good to)
Signet : “signet of lost soul” passive = grant ferocity. Active = Can only be used while health pool under 30%, recharge your 2 other utility CD.

Elite
Order of apostasy : Enchants all party members (duration). These party members remove one enchantment when they deal physical damage.

Traits
I think one trait per trait line will be already a lot. Assuming that all trait using the “swap to deathshroud mechanism” will no become “when you use your specialisation mechanism…”
other then that I clearly see coming a GS trait with a 20% CD reduction.

greatsword
1 – Auto attack will be pretty much the same as ranger GS auto except that the last stike won’t be a dodge but a 1s chill.
2 – “Fetid ground” necromancer will plant it’s GS in the ground rooting him for the time of a channeled skill that will probably do damage at the level of guardin GS2 (without projectiles but with a poison effect)
3 – here I would like something that grant us a bit of movment
4 – should be a defensive skill

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

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Posted by: Bhawb.7408

Bhawb.7408

Just so everyone knows, Warriors are getting a second burst skill. So we know that their profession mechanic isn’t being changed in a massive way.

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Posted by: Dravyn.4671

Dravyn.4671

My biggest wish for Greatsword is that necros don’t get yet another stupid ‘spinning top’ attack, like….well, like every single other class that melees with a greatsword.

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Posted by: ODB.6891

ODB.6891

My biggest wish for Greatsword is that necros don’t get yet another stupid ‘spinning top’ attack, like….well, like every single other class that melees with a greatsword.

You do realize the reason Greatswords are good for melee is their ability to hit multiple targets in melee range? That being said, there is guaranteed to be at least one 360 degree strike…to hit enemies all around you. I’m pretty sure that most proponents of Necromancer Greatsword are looking for some serious melee cleaving. It would be a huge disappointment if that was not included. As well as an evade/leap mobility move.

(edited by ODB.6891)

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Posted by: RashanDale.3609

RashanDale.3609

You do realize the reason Greatswords are good for melee is their ability to hit multiple targets in melee range? That being said, there is guaranteed to be at least one 360 degree strike…to hit enemies all around you. I’m pretty sure that most proponents of Necromancer Greatsword are looking for some serious melee cleaving. It would be a huge disappointment if that was not included. As well as an evade/leap mobility move.

cleave is nice and but i dotn want one of those spinning attacks either. why is that, in your opinion, required for a cleaving weapon? i dont get it.

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Posted by: ODB.6891

ODB.6891

I’d be terrible at coming up with abilities for our new specialization, but the things I would be looking/hoping for would be an alternative/modification for Deathshroud, alternative/modification for life force, party support by way of something other than conditions, in-combat mobility, and some furious melee cleaving…with a nice survival mechanic.

I’m a fan of the aura approach…like the light aura they added to leap finishers when jumping into a light field. I could see something like that working nicely with our life force. Instead of it being a finisher, maybe have it be activated by our class mechanic for specific party wide effects…just like Dadnir suggested above. One effect could be like aegis, one effect could be a medium heal + life leach, another could be an increased damage dealt %, etc. The effect would be like a dark guardian…similar to virtues…but mechanically different enough to be unique. We would get that much neeeded “block” ability…in place of neutered Deathshroud…and some decent versatility/party support. They could technically avoid loading us up with boons by going this aura route….win win. Without Deathshroud kitten blocking us, we could actually benefit from party/self heals and other benefits. There would also be no need to have us stranded without in-combat mobility without Deathshroud hanging around our necks like an anchor. I’m loving the options specialization are presenting us with…I just hope ANET takes full advantage of it.

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Posted by: ODB.6891

ODB.6891

You do realize the reason Greatswords are good for melee is their ability to hit multiple targets in melee range? That being said, there is guaranteed to be at least one 360 degree strike…to hit enemies all around you. I’m pretty sure that most proponents of Necromancer Greatsword are looking for some serious melee cleaving. It would be a huge disappointment if that was not included. As well as an evade/leap mobility move.

cleave is nice and but i dotn want one of those spinning attacks either. why is that, in your opinion, required for a cleaving weapon? i dont get it.

Not for a cleaving weapon…but for a greatsword. If not…what’s the point of not just using a 1h sword like mesmer blurred frenzy? We all see what they do with warrior 100 blades…leaves you exposed to getting gibbed in melee..no defenses while that is in progress. They seem much more forgiving of that type of move with a 1h sword than a GS. I’m not saying they need to clone guard GS #2, but there needs to be a burst aoe cleave move on a melee GS.

(edited by ODB.6891)

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Posted by: RashanDale.3609

RashanDale.3609

You do realize the reason Greatswords are good for melee is their ability to hit multiple targets in melee range? That being said, there is guaranteed to be at least one 360 degree strike…to hit enemies all around you. I’m pretty sure that most proponents of Necromancer Greatsword are looking for some serious melee cleaving. It would be a huge disappointment if that was not included. As well as an evade/leap mobility move.

cleave is nice and but i dotn want one of those spinning attacks either. why is that, in your opinion, required for a cleaving weapon? i dont get it.

Not for a cleaving weapon…but for a greatsword. If not…what’s the point of not just using a 1h sword like mesmer blurred frenzy? We all see what they do with warrior 100 blades…leaves you exposed to getting gibbed in melee..no defenses while that is in progress. They seem much more forgiving of that type of move with a 1h sword than a GS. I’m not saying they need to clone guard GS #2, but there needs to be a burst aoe cleave move on a melee GS.

i dont really understand what youre trying to say or why those are reasons a spin-around-360-move is required. there are plenty of ways to make you less exposed without making you spin around.

burst aoe cleave is fine by me. just dont want to see another stupid looking spin-around-move, and thats what this was all about. at least thats how i understood it. my apologies if im missing something here.

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Posted by: Dadnir.5038

Dadnir.5038

In fact, looking at the fact that necromancer starve for any kind of combo finisher, a spin would be more then welcome… Especially because whirlwind finshers are the one that synergize the best with our kitten dark field…

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

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Posted by: ODB.6891

ODB.6891

You do realize the reason Greatswords are good for melee is their ability to hit multiple targets in melee range? That being said, there is guaranteed to be at least one 360 degree strike…to hit enemies all around you. I’m pretty sure that most proponents of Necromancer Greatsword are looking for some serious melee cleaving. It would be a huge disappointment if that was not included. As well as an evade/leap mobility move.

cleave is nice and but i dotn want one of those spinning attacks either. why is that, in your opinion, required for a cleaving weapon? i dont get it.

Not for a cleaving weapon…but for a greatsword. If not…what’s the point of not just using a 1h sword like mesmer blurred frenzy? We all see what they do with warrior 100 blades…leaves you exposed to getting gibbed in melee..no defenses while that is in progress. They seem much more forgiving of that type of move with a 1h sword than a GS. I’m not saying they need to clone guard GS #2, but there needs to be a burst aoe cleave move on a melee GS.

i dont really understand what youre trying to say or why those are reasons a spin-around-360-move is required. there are plenty of ways to make you less exposed without making you spin around.

burst aoe cleave is fine by me. just dont want to see another stupid looking spin-around-move, and thats what this was all about. at least thats how i understood it. my apologies if im missing something here.

No apologies needed. I’m just saying…there are a limited number of sword/GS burst aoe, melee, mechanics they have in the game so far. There’s the cone area like 100 blades and blurrred frenzy, warrior GS #3 (whirlwind attack), there’s Guard GS #2 (whirling Wrath), there’s guard GS #5 (symbol of wrath), there’s Guard GS #2 (leap of faith). I may have missed some from classes I don’t play. Of the ones I mentioned here, the ones that are truly melee range burst are either cones or spinning. I’m either not giving ANET enough credit for coming up with a new mechanic this time around…or just expecting them to recycle an existing mechanic to accomplish this aoe melee burst with a GS. I’m all for them coming up with a new mechanic…I’d love to see something unique in the game. Something like a giant GS strike like Gajeel in the anime fairy tail, or Komamura’s bankai in bleach….that would be pretty hot. I’m just saying…going by their pattern…I’m just wanting functionality (significant aoe melee cleave) and not expecting too much by way of thinking out of the box implementation.

(edited by ODB.6891)

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Posted by: ODB.6891

ODB.6891

In fact, looking at the fact that necromancer starve for any kind of combo finisher, a spin would be more then welcome… Especially because whirlwind finshers are the one that synergize the best with our kitten dark field…

also this ^, but by all means…give us a decent blast finisher too.

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Posted by: RashanDale.3609

RashanDale.3609

No apologies needed. I’m just saying…there are a limited number of sword/GS burst aoe, melee, mechanics they have in the game so far. There’s the cone area like 100 blades and blurrred frenzy, warrior GS #3 (whirlwind attack), there’s Guard GS #2 (whirling Wrath), there’s guard GS #5 (symbol of wrath), there’s Guard GS #2 (leap of faith). I may have missed some from classes I don’t play. Of the ones I mentioned here, the ones that are truly melee range burst are either cones or spinning. I’m either not giving ANET enough credit for coming up with a new mechanic this time around…or just expecting them to recycle an existing mechanic to accomplish this aoe melee burst with a GS. I’m all for them coming up with a new mechanic…I’d love to see something unique in the game. Something like a giant GS strike like Gajeel in the anime fairy tail, or Komamura’s bankai in bleach….that would be pretty hot. I’m just saying…going by their pattern…I’m just wanting functionality (significant aoe melee cleave) and not expecting too much by way of thinking out of the box implementation.

I dont know any of those anime, but i see your point about the true melee bursts now.

In fact, looking at the fact that necromancer starve for any kind of combo finisher, a spin would be more then welcome… Especially because whirlwind finshers are the one that synergize the best with our kitten dark field…

agreed, whirl finishers would be nice. but they could start by giving that to enfeebling blood first. that one is whirly enough to warrant that. maybe life transfer too.

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Posted by: Dravyn.4671

Dravyn.4671

My biggest wish for Greatsword is that necros don’t get yet another stupid ‘spinning top’ attack, like….well, like every single other class that melees with a greatsword.

You do realize the reason Greatswords are good for melee is their ability to hit multiple targets in melee range? That being said, there is guaranteed to be at least one 360 degree strike…to hit enemies all around you. I’m pretty sure that most proponents of Necromancer Greatsword are looking for some serious melee cleaving. It would be a huge disappointment if that was not included. As well as an evade/leap mobility move.

Plenty of ways to do a 360 degree attack without that ridiculous “spin in place” animation.

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Posted by: Bhawb.7408

Bhawb.7408

Actually, Necro has no proper whirls right now. A swirling effect is not what makes a whirl finisher, whirls are literally when the character spins around in a circle, just like leaping requires a character to leap, and projectiles require projectiles.

A whirl finisher without the person whirling around like an idiot just doesn’t fit the current system.

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Posted by: Bellamy.9860

Bellamy.9860

No whirl finisher and also no proper projectile finisher(why are dagger4 and focus1 no projectiles :/ )
I would like to see them adding some weight to Necro gs. Most of necros (power-)weapons are fast and multi hits, so some slower weapon would be a good mix up.
Also some DarkSouls-like, weighted greatsword smashes would be more than welcome. Maybe a sexy overhead smash that sends a dark projectile forward. hmmm.

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Posted by: Bhawb.7408

Bhawb.7408

Well, we do technically have projectile finishers, but yes we have a few skills that could qualify for blast or projectile but don’t currently have them, but not whirl or leap.

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Posted by: ODB.6891

ODB.6891

My biggest wish for Greatsword is that necros don’t get yet another stupid ‘spinning top’ attack, like….well, like every single other class that melees with a greatsword.

You do realize the reason Greatswords are good for melee is their ability to hit multiple targets in melee range? That being said, there is guaranteed to be at least one 360 degree strike…to hit enemies all around you. I’m pretty sure that most proponents of Necromancer Greatsword are looking for some serious melee cleaving. It would be a huge disappointment if that was not included. As well as an evade/leap mobility move.

Plenty of ways to do a 360 degree attack without that ridiculous “spin in place” animation.

Read subsequent comments. I would be happy for them to come up with something original to the game…but that is not very likely.

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Posted by: RashanDale.3609

RashanDale.3609

A whirl finisher without the person whirling around like an idiot just doesn’t fit the current system.

and why is that so? in my opinion, with enfeebling shroud theres enough whirling going on to warrant a finisher. warrior’s axe#2 is also just one single spin.

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Posted by: Bhawb.7408

Bhawb.7408

They involve the person making a whirling motion. Axe 2 I guess could qualify, since it is basically a ranged version of some whirl skills,. Enfeebling blood I’d say is just as fitting for a blast as it is for a whirl. Neither one fits super well, but if we need to force the issue for them to ever give us a finisher then so be it.

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Posted by: RashanDale.3609

RashanDale.3609

They involve the person making a whirling motion. Axe 2 I guess could qualify, since it is basically a ranged version of some whirl skills,. Enfeebling blood I’d say is just as fitting for a blast as it is for a whirl. Neither one fits super well, but if we need to force the issue for them to ever give us a finisher then so be it.

All SO FAR involve a person with a whirling motion. but nowhere is it stated that it has to be that way. to me, as long as it whirls, in can be a finisher.
But Enfeebling is definitely more whirly than blasty, so that fit a little bit better.

Im also not a big fan of slapping blast on everything in general, just because it’s the best finisher.

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