Ideal: Updating some skills
Am I the only one that giggled when reading about a Flesh Wurm knocking people up?
Am I the only one that giggled when reading about a Flesh Wurm knocking people up?
*giggles…
E.A.D.
Hello, here are my thoughts.
Flesh Wurm active is one of our most popular and arguably the best escape mechanic. Its a long range teleport along with a stunbreak. I wouldn’t touch this skill because it is just too good.
Consume Corpse skill seems cool, but the idea of interacting with dead bodies seems to be abandoned for Necromancer design in GW2. I would love something like that or Corpse Explosion, but it seems much unlikely.
I have nothing to say about your Plague Signet idea other than I really like it. Maybe there should be a limit of the conditions copied? 3 seems a generous number.
Signet of Locust passive is used by many as good speed bonus so this idea wouldn’t be so good. The passive additionally can put you in combat when you don’t want to, maybe it can activate only on combat?
I like the idea for Spectral Grasp. It was a projectile skill that we never had the pleasure to take advantage of it being a projectile so its good to remove it.
Many people use Well of Darkness for its blind. Its one of our few non life force centric defensive skills, and its not like we ckittene the Dark field to blind people. Blasts are scarce for Necromancers, and one needs to sacrifise much to get the same blind uptime of the skill itself from the Dark fields. However, I agree with the idea that we need to have more access to Torment. We could see it in other skills maybe or even on Well of Darkness along with the blind, but blind is already limited for a Necro so removing it wouldn’t be good.
Have fun
Couple of ideals about certain skills.
*Bone minions – initial cast should be ground targeted. Why? Because it would make the skill more useful for the explosion (blast finisher) instead of waiting for minions to spawn and run to location.
This is fine, in fact doing this to all minions would be an interesting buff that I wouldn’t mind. Nothing huge, but lets the better MMs take small advantages.
Bone minions already active – skill should grant bone minions the swiftness buff and rush target, upon reaching target explode, if no target selected then explode at area bone minions are at. Note: when skill is activated both minions rush at same time. No more one at a time and not knowing which one detonates first.
First off, no thanks on them both blowing up, that is a point of play/counterplay that is very important, and second off no running either. Just change this so the minion that blows up is the one closest to the target instead of the one closest to you (note, you always know which one will blow up right now, its never random). Running greatly increases the enemies ability to counter them, which artificially makes the skill weaker, it also makes it less skill to land it. They are basically a mix of a mantra and the elementalist arcane blast.
*Flesh Wurm – new active, ground targeted, wurm tunnels (instantly) to new location and knocks up enemies in small area of effect.
Current Wurm skill is far too good to ruin like this.
*New skill (kinda) – Consume Corpse – ground target, teleport to corpse and heal.
The removal of corpse skills was a good one, lets let bad mechanics stay in GW1.
*Plague Signet – passive, copy your current conditions to 5 enemies around you (icd: 5 seconds). Does not transfer amount of stacks or current durations. Would grant one stack and/or 5 seconds of duration. Active – remains unchanged.
Plague signet is basically fine as is already.
*Signet of Locust – passive, steals health from up to 5 enemies around you every 10 seconds. Active – steals a larger amount of health from a single target.
The active needs to change off this, the passive is just fine, and in fact nearly required if you don’t have Traveler in some game modes.
*Spectral Grasp – no longer a projectile, A ghostly hand appears at target, after a 1 second delay the animation of the hand closes around the target and then pulls him towards caster.
Make it 3/4s and we’re talking.
*Well of Darkness – remove blind, change to Torment (stacks depend on length of time spent in the area of effect. Combo field of darkness and already having blind on the skill seems redundant to me. This way you can get more out it and if you need the blind you can still get it from the combo field.
No. WoD is again, just fine as is.
Thoughts?
You’re trying to change too many things that don’t need changing at all. Change for the sake of change is not good (don’t fix what isn’t broken).
Thoughts?
You’re trying to change too many things that don’t need changing at all. Change for the sake of change is not good (don’t fix what isn’t broken).
We really need a redesign for Signet of Undeath and Signet of Vampirism, they’re both broken in both passive and active effects.
We really need a redesign for Signet of Undeath and Signet of Vampirism, they’re both broken in both passive and active effects.
Indeed, I think there are enough mechanics that DO need fixing we should worry about those :P
You know what we need? Some projectile reflect to make us more useful in teams for dungeons or fractals. The only group utility we can really provide is some protection, a bit of healing, condition removal and some debuffs. Also, we’re kinda outclassed in condition removal compared to guardians.
I mean… Spectral wall giving projectile reflection sounds pretty cool to me
I’d like to thank everyone for their responses. Did not expect this many. Lol.
I laughed so hard when i re-read what i wrote about the flesh wurm and what you pointed out about knocking them up!
Ok, so i want to clarify that i am not making change for the sake of change. That statement bothers me alittle. I don’t disagree that certain skills might need more attention then others. But i do disagree that some you may think are fine, are not. These are only opinions clumped together on one page so as not to create multiple topics. Furthermore, if anything in are history has shown us is that change is important for growth.
I’ll start with well of darkness. My suggested change is targeting the fact that the necromancers combo fields aren’t used to their full effect. I’ll repeat myself, it is redundant to have a blind attached to a darkness field when it can be accessed by a blast finisher. Yes they are only a few blast finishers but i am sure it would not take long for people to build around the skill/combo field to make it the most effective.
Signet of locust was a shot in the dark for those wanna be vampires. I am not a fan of the cliche but from what i read vampire builds are hurting. This seemed like a good skill to address some issues with that build. I also think the 25% movement speed should be moved to the trait tree and the movement trait with the daggers and death shroud only should be completely removed/changed. Which is why i would change the passive.
Consume corpse was added because i know how important and few ways necromancers have towards mobility/escape. In my mind i thought it would be cool, for instance, if our minions were considered corpses. Therefore we could still teleport to them (ie wurm) but it could be used alittle more often in a fight, depending on minions or dead npc mobs. Or something like targeting the flesh golem using his charge then consume corpse to him creating a distance for escape/mobility. Maybe instead of gaining health you can gain a certain buff based on the corpse you tele too. I don’t see it being a bad mechanic.
I’ll touch on why i think the other changes would be good later. At work :P
Thank you for the responses/debate!
Furthermore, if anything in are history has shown us is that change is important for growth.
Change is important, when it matters. But simply changing skills, especially for example Flesh Wurm which is at least heavily considered in literally every meta tPvP build, makes no sense.
I’ll start with well of darkness. My suggested change is targeting the fact that the necromancers combo fields aren’t used to their full effect. I’ll repeat myself, it is redundant to have a blind attached to a darkness field when it can be accessed by a blast finisher. Yes they are only a few blast finishers but i am sure it would not take long for people to build around the skill/combo field to make it the most effective.
Then just don’t use blast finishers on the field, which shouldn’t be an issue because you’ll never have finishers anyway. The only time this might be an issue is with Putrid Mark, and that isn’t enough to entirely gut a skill and replace its very useful functionality.
Signet of locust was a shot in the dark for those wanna be vampires. I am not a fan of the cliche but from what i read vampire builds are hurting. This seemed like a good skill to address some issues with that build. I also think the 25% movement speed should be moved to the trait tree and the movement trait with the daggers and death shroud only should be completely removed/changed. Which is why i would change the passive.
Vampire builds need a hell of a lot more help than a single signet that isn’t commonly used on those builds anyway. If a signet is currently only taken for its passive, then you don’t change its passive. Same with the other way round.
Consume corpse was added because i know how important and few ways necromancers have towards mobility/escape. In my mind i thought it would be cool, for instance, if our minions were considered corpses. Therefore we could still teleport to them (ie wurm) but it could be used alittle more often in a fight, depending on minions or dead npc mobs. Or something like targeting the flesh golem using his charge then consume corpse to him creating a distance for escape/mobility. Maybe instead of gaining health you can gain a certain buff based on the corpse you tele too. I don’t see it being a bad mechanic.
Corpse requirements and on-death are bad mechanics in general. Unfortunately we’re already stuck with on-death, lets not bring corpses back into the game. We will never get mobility either, because we’re not supposed to.
Well of Darkness provides AoE blind every second for its whole duration. For fast attacks that blind may not be enough so that you can try to blast or leap (lol). I agree that I would like to see something more interesting for this skill, but at the moment this skill is our most prominent source of blind – and therefore active defence – aside from Plague.
All in all your ideas are cool but the skills you intend to change are backbones of most Necromancers. I hope at some point we will get new and interesting skills.
“Change is important, when it matters.”
When i hear that i am reminded of an old man rocking in his chair happy with what he has and not truly wanting anything to change or has convinced himself that nothing will ever change.
Change matters now, not later. You should always be looking forward.
You say “Then just don’t use blast finishers on the field, which shouldn’t be an issue because you’ll never have finishers anyway.” Isn’t that sad? I think Anet should give Necros more options to combo their skills.
“If a signet is currently only taken for its passive, then you don’t change its passive. Same with the other way round.” I disagree with this thought. Signets were made to give the player a hard choice. If this signet is only good for its passive then my earlier statement holds more weight. It should be removed and placed with in the trait system. Because the player will then never use its active hence making it a waste of space on an already limited utility skill slot.
I’ll yield on the second portion of the bone minion ideal. Glad you liked the ground target option for the initial cast. I am a fan of minion master. Its the reason i made a necro. Always made me sad when i sat on top the walls of a tower and my minions couldn’t do much but sit and watch.
I get it that flesh wurm is important to tpvp. I use it just as much. But i also feel that the minion is actually wasted and the active portion of the flesh wurm skill would be better off being its own new skill. That would mean that the active on wurm would need to be changed if a new skill were to become the new “mobility” skill.
I am also glad you liked the spectral grasp ideal. Another thing that always bothered me when playing. Watching my ghostly hand fly towards the enemy. Then that enemy (whether aware or not) simply moving back two steps and the hand misses. So annoying!
“We will never get mobility either, because we’re not supposed to.” Yes i read the class description. We are meant to face tank alot of crap. I will yield on the corpse requirement as it would probably be to situational of a skill. But the ideal was to replace the active on wurm so the wurm could actually be a “minion.” Therefore, a skill was needed to replace the loss of the flesh wurm’s active and make certain necromancers happy. Ie. Consume Corpse.
“All in all your ideas are cool but the skills you intend to change are backbones of most Necromancers. I hope at some point we will get new and interesting skills.”
Thank you for thinking the ideals are cool. I understand they are “backbone” skills to some. But to others they are not. They are simply my opinions on how to make them a better backbone skill. New skills would be cool, but i think making the one’s we have better comes first.
Good talks!