Ideas for a unique and effective Necro.

Ideas for a unique and effective Necro.

in Necromancer

Posted by: Azgarn.2145

Azgarn.2145

1st – I want to say I love playing my necro. Always have.
2nd – This is a pvp focused thread.

Lets face it… things could be adjusted more to make quality of play better and make this class actually be the most effective at hindering and locking down enemies. The thing we lack is the ability to prevent most classes from just running away or catching up to enemies. The condition meta is being pushed so hard that anyone that pvps without plenty of condi protection is either new to the game or just does not care about how they play. So condi’s being focused at hindering/lockdown can only be so effective. Also, teleports can’t be stopped by conditions. Thieves, mesmers, eles, and guardians have teleports and warriors can be temporarily immune to conditions. Ok, enough rambling on about stuff you all already know. Here are my ideas.

Controlling Enemy Abilities

- Dark Path -
3 Targets – Enemies are teleported to your location (900 range/.75s cast/60s cd?) and chilled for 3 seconds.

This increases a necro’s ability to keep enemies from escaping combat and gives them a unique ability that will make them distinctly different from other classes. I like the reverse teleport concept for necros, although I’m sure people will scream OP OP OP. Given that necros have few hard CC beyond fears, it’s really not that bad. Especially when mesmers have Moa. And, every time a mesmer farts, they apply 3 aoe conditions and aoe daze/stun.

- Feast of Corruption -
Added effect: Applies 1 stack of torment for 8s.

New trait – Curse of the Nimble (60s cd)
Targets affected by Torment also receive “Atrophy”
New Effect – Atrophy – Unique to Necromancers – Non Removable
For 10s, the affected targets cannot use movement abilities or leaps. 60s cd.

Now for the defensive side of necros. It’s silly that necros only have one source of Stability that only happens with DS and can only be acquired by going 30 deep in Soul Reaping. Even mesmers get the stability mantra, to add on to their near infinite stun breaks, teleports, and stealth. And no necro vigor? Every class needs vigor. In fact, until just recently most classes had easy access to permanent vigor.

So my solution is add 5s vigor on Chillblains (staff 3) and add stability to either Spectral Wall or Reaper’s mark. And/or add 8s player stability to Charge (flesh golem).

Coll Ôhmsford
[IB]
“For a few to be immortal, many must die.”

(edited by Azgarn.2145)

Ideas for a unique and effective Necro.

in Necromancer

Posted by: Spicyhash.7605

Spicyhash.7605

well of power though!

when someone is running away from me, i can usually use spectral grasp and then immobilize with dagger 3. maybe a spectral wall if i am on a condi build, but that is pretty much it. also, unless you’re close to a tower and have plague form equipped, you are SOL in terms of escaping. the lack of mobility goes both ways.

CD

Ideas for a unique and effective Necro.

in Necromancer

Posted by: Azgarn.2145

Azgarn.2145

well of power though!

when someone is running away from me, i can usually use spectral grasp and then immobilize with dagger 3. maybe a spectral wall if i am on a condi build, but that is pretty much it. also, unless you’re close to a tower and have plague form equipped, you are SOL in terms of escaping. the lack of mobility goes both ways.

I stand corrected. Well of Power gives 1s of stability. Not very substantial.
Also, I’m catering to the idea that necros are meant to not have mobility or escape mechanics. This is more about keeping others in the fight with you and controlling them. And your technique will work for one target, if you are power built. These changes would be more universal.

Coll Ôhmsford
[IB]
“For a few to be immortal, many must die.”