If you could change just one thing
Spiteful Talisman Fix.
Look around the forum and practically 90% is about proposed changes, most of them which make real good sense and have been repeatedly listed ad naseum already.
Honestly, probably the appearance of minions. I’d actually consider using them if they looked more like the GW1 versions.
In the realm of the possible, I’d change Flesh Wurm so that the caster and minion swapped locations before the poison/blast finisher went off. Making us sacrifice it to teleport is fine, but the way it’s set up right now makes it difficult or dangerous to use the blast and the poison. DS already gives us a teleport that goes toward enemies, Flesh Wurm should go away from them.
Axe #1 as a frontal cleave or give it 900 range with #2 also.
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.
remove the AOE limit but only to necromancers so we can finally be OP
Also an addition to epidemic, while we also spread conditions to enemies we should also be able to target an ally and spread all his boons onto allies.
(edited by Brando.1374)
1 thing………power necros now can be perma lich form instead of ds f2 skill
AoE… we need decent AoE in dungeons.
Staff auto attack speed
DS interaction with weapons (if you dont use Lifeblast with a staff you’re gimping your shots by a lot) and healing.
Panhauramix Guardian/Pistoleros Engineer/ Orbite Thief
Gates of Madness – Leader of Homicide Volontaire [HV]
Go back and review everything that was done right with the necro in GW1 then return and apply those lessons to the necro in GW2.
Yeah, yeah, I know…there’s no hexes in GW2, blah, blah, blah. Figure out a way to make it work. Not hexes specifically, but the “feel” of the class as a whole and how it plays in-game rather than on paper or theorycrafting. Return us to our rightful throne of being the masters of attrition; drawing on the power of death and life; lords of the undead with a variety of ways to manipulate those minions to our benefit; turning our enemies’ attacks against them; rending the very souls of our opponents; the reapers who – like death itself – slowly but inexorably come to claim all in the end.
The class that other players look at and say, “Oh, kitten! A Necro! I need to keep my distance or I’m dead!” rather than, “Oh, look! A Necro! I’ll just mess around with it for LULZ then run away/reset the fight if things don’t go my way.” At no time should any other class think that getting within 600 range or less of a Necro is a good idea. If they do, then they should be in for a world of hurt.
Too much to ask? Fine. Make life siphon scale with…something. Damage dealt, healing power, attack power…something…anything. More to the point, give us better sustain/survivability if we’re going to be labeled the “attrition” class. Provide the class this missing piece and I think just about everything else would fall into place.
The first two minor traits of Death Magic.
At least one of them becomes something to do with endurance generation, be it vigor or just increased endurance speed if certain conditions are met, and those conditions are not related to minions.
Edit:
Allow healing of our health pool while in DS. Or at least allow me to use the F button while in DS. I want to cloak up to healed downed allies darn it.
I change my answer. This this this
It’s pretty obvious, and nobody’s impressed.
(edited by Softspoken.2410)
Allow healing of our health pool while in DS. Or at least allow me to use the F button while in DS. I want to cloak up to healed downed allies darn it.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Dagger cleave, and I’ll change to power build in a heartbeat.
Devs Balance Team
Devs Balance Team
kitten someone beat me to it.
it’s like this team had no knowledge of previous lessons learned in balancing MMO’s over the last 15 years.
reasonable cooldowns and things not going on full cooldown on a miss/LoS issue/ interrupt
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
the animation of the scepter #1.
Staff 1 being able to hit players.
Make dagger autoattack do AOE damage, or decrease the cooldown on Utilities
Engineer and Elementalist in progress…
Necromancer class.
More ways to gain boons like stability.
Cast times. They make me feel like my character’s mentally challenged. im looking at you ds #2
or
A reasonable way to get stability. This is pretty much for the same reason as my first change; hard to get anything done when you spend more time flat on your kitten than on your feet.
Death Shroud 5. Press it, skulls fall, the entire WvW map dies.
Edit. You cannot use Hit after 5. Cats. Cats are nice.
Ziffy Snidehide, Zadie Hawkkin, Zannie Oakley, Zuulja
[ODIN],[NaCl] – Tarnished Coast
Re-work the traits, combine some, put some in more appropriate lines and remove re-animator. I purposely stay out of that line so i don’t get the jagged horror.
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
The Necromancer. Rework him from the ground up, and this time Focus on the idea that that your making a NECROMANCER class.
The clunkiness of every weapon on the necromancer ever (does this even make sense?). They don’t need giant explosions and blinding flashes, but I wish these weapons felt like they were made with each other in mind.
Makonne – Hybrid Regen Ranger
Remove everything to do with minions and replace them with stuff that actually works
KnT Blackgate
Replace Reanimator with a vigor boon.
Buff axe slightly to make it worthwhile.
Rearrange the trait trees so that they make sense.
Make minions look like undead, not tentacle monsters.
(edited by danbuter.2314)
Add life force generation out of combat. I’m thinking about 3 percent a second.
The sound of staff attack….
For real, a frontal cleave on dagger
Skritt Happens
I play a damage hybrid build (condition and burst damage) and while the scepter/dagger are fine, the axe/focus attacks are just lacking very minor. Overall I think they work and it’s valuable to use them, and that’s why I do.
But 900 range for all 3 of the axe’s attacks would be very nice because I think the necromancer using the axe and scepter is more like a wand, to cast magic, rather than slash up close and personally. So an increase of 300 range from 600 to 900 (matching the focus, offhand dagger and scepters range).
And also, rending claws (axe 1 ability) is just lacking in power. 9 second vulnerability is good but even if the power of the attack were increased by 5-15% I think that would be sufficient. The dagger is a lot more powerful, and it needs to stay that way because of the daggers lack of range. But it’s almost not even viable to auto attack with the axe, just from a tiny lack of damage.
Axe auto is one of the highest dps ranged autos in the game. The problem is that it doesn’t really count as ranged :P
Death Shroud would be made more integral to the class and be better able to mesh with whatever build you are using. Whether this would come from passive effects or being able to customize DS skills I really wouldn’t care.