Ideas for improving skills.

Ideas for improving skills.

in Necromancer

Posted by: Nilkemia.8507

Nilkemia.8507

Just some thoughts on how some skills/utilities could be altered to work better.

Weapon skills:

- Unholy Feast (Axe #3) is changed to a blast finisher.

- Feast of Corruption (Scepter #3)also steals health based on how many conditions the target has.

- Dagger #1 combo cleaves up to 3 targets.

- Life Siphon (Dagger #2) additionally siphons health from enemies within a radius of your target as well. If nothing is targeted, it siphons health from enemies near you within that radius.

- Enfeebling Blood (Dagger #5) is changed to a blast finisher.

- Wail of Doom (Warhorn #4) inflicts fear instead of daze.

Edit: Staff marks could have a second ability where you can “detonate” the marks in addition to just placing them like traps. Detonation effects could differ from when they are “triggered”. The marks would still trigger like normal if an enemy touches one or you set it on them, but you could just place a mark under you and then there would be the option to detonate them (Like the Flesh Wurm’s Necrotic Traversal)

- Mark of Blood when detonated grants vigor and regeneration, in exchange for not dealing damage or bleeding (which will be its trigger effect)

- Chilblains’s detonation effect could grant frost armor and protection.

- Still thinking on detonation effects for Putrid Mark and Reaper’s Mark. :s

Utilities:

- Well of Blood changed from a Light field to a Water field.

- Well of Power additionally grants 1 second of stability per pulse to allies standing within it.

- Well of Suffering additionally inflicts two stacks of Torment per pulse.

- Spectral Wall additionally absorbs incoming projectiles.

- Reduce the activation time of Signet of Undeath from 3 seconds to 1 and a half seconds.

- Plague additionally inflicts Torment per pulse.

I’d like some feedback on whether these are good ideas or not, why, and what improvements others would consider making.

(edited by Nilkemia.8507)

Ideas for improving skills.

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Posted by: Goldenrevolver.4371

Goldenrevolver.4371

hey im sorry but most of youre suggestions are ridiculously op.
-you want to give thiefs and necros dagger 3-target cleave like eg a sword/greatsword?
-aoe life siphon?
-wail of doom: just no
-the staff detonates are a nice idea but youre combinations are broken
-frost armor and protection (43% dmg reduction!) on a 16(20) sec cd aoe…
-vigor (and regen) for the vigorless class (would be nice but…)
-well of blood water field? no if then dark field too but light is ok
now it begins:
-pulsing stability like the guardian for 6 pulses on a 40(50) sec cd! (see at guard to compare)
-suffering:2!!!!! stacks torment(!!!!) and vuln and massive dmg for 7 pulses on a 28(35) sec cd are you kidding me its already rly good
-spetral wall fears and is a thief absorb wall at the same time for 7 1/5 (6) sec. on a 36(35) sec cd. i know its not reflect but our spectral traits are too good for that
-signet of undeath: it was so low then they nerfed it because it stomped in pvp (maybe pve version only?)
-plague:unkillable poisining bleeding blinding tormenting crippling dooooooom…ok imo plagua power that needs to go and it needs better condi power but that would make your existing condis before plague op

and yes we need blast finisher

so overall im quite happy youre not in the balance team but we need changes
anet needs to be careful cause we can get over the top very fast (dumbfire)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Ideas for improving skills.

in Necromancer

Posted by: Nilkemia.8507

Nilkemia.8507

Okay, revised changes based on feedback. On a side note, the changes I’m suggesting are mostly based from my thoughts from using these in PvE.

- Unholy Feast (Axe#3) becomes a blast finisher.

I feel like this skill’s animation looks like a blast. And necromancers could used more blast finishers.

- Dagger #1 combo cleaves 2 targets.

I realized that 3 targets was a bit much for a dagger, so 2 it is. I thought most other cleaving weapons could hit 3 to 5 (depending on the weapon/skill) at a time, but I checked back on a few and it’s 3 for almost (if not all) of them. So 2 it is.

- Life Siphon (Dagger#2) additionally steals health from up to 2 other enemies within a 200 range radius around your target. If no enemies are targeted, it steals health from up to 3 enemies within a 300 range radius around you.

I feel that the single target channel for this skill is just too weak. The 600 range also means enemies can close in easily and hit you, and dodging or turning away from them interrupts it. Also, if you accidentally use it with nothing targeted, it’s useless.

- Feast of Corruption (Scepter#3) additionally steals health from the target based on how many conditions the target has.

Just something to make this skill more useful. I find that there are better ways to gain life force than from this skill alone, so adding a slight life-steal might make it more worth using.

- Enfeebling Blood (Side Dagger#5) is either: A) changed to a blast finisher, additionally inflicts 2 stacks of Torment lasting 10 seconds, or C) gets a reduced cast time.

- Wail of Doom (Warhorn#4) could inflict 2 seconds of fear instead of daze, but would no longer be unblockable. It just seems more fit to be inflict fear instead of daze (The death shroud fear skill is called Doom, for example).

Staff marks could have a second “detonation” ability as I mentioned before when placed. They would still trigger automatically when crossed or placed under a foe, but otherwise could be used for more support, at the tradeoff of not using them for damage. The detonation affects up to 5 allies within the radius of the detonated mark.

- Mark of Blood gives regeneration and vigor when detonated.

- Chilblains gives frost armor when detonated.

- Putrid Mark converts up to 3 conditions to boons when detonated. This ability will not be a blast finisher like its trigger effect.

- Reaper’s Mark grants 2 seconds of stability when detonated.

Now for utilities.

- Well of Blood is changed to a water field. It makes more sense (blood is partly water), and a water field would be more useful for us than a light field or another dark field.

- Well of Corruption additionally inflicts 2 stacks of Torment (2 seconds) per pulse. This well has a longer recharge time and does less damage than Well of Suffering, hopefully balancing out.

- Signet of Undeath gets its cast time changed to 2 seconds. A 3 second activation is too long to be useful anywhere.

Plague gains a fourth skill, Plague of Torment (inflicts 1 stack of Torment for 1 second per pulse), and additionally siphons health from any foes within its radius.

I plan on giving ideas for changes to traits later, as well as making a thread like this for other professions as well.

Thanks for reading, please leave feedback, and I hope this thread can give ideas for improving the profession.