Improving Necro

Improving Necro

in Necromancer

Posted by: misterman.1530

misterman.1530

  1. New skill: Spectral Leap – range 1200 3s invisibility 20s refresh time
  2. Change downed Fear: lower cast to 1/2 sec and make it hit multiple targets and make it unblockable.

Seriously. We need something. We have no blocks, no invisibility, no ports (unless you count the backwards Spectral Walk one, or the Wurm teleport – which I don’t).

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Posted by: DTATL.9641

DTATL.9641

While necro is slow and our teleports are a bit sucky, mobility aint what we need. Sure mobility would be nice but it wouldn’t solve much. The other classes has so much more mobility that getting a leap, teleport,superspeed wouldn’t do much. What we need is defence in some way that’s actually scaleable. If you teleport away they will just teleport after you right away and kill you.

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Posted by: Muchacho.2390

Muchacho.2390

You spectral leap skill is op as hell. It is essentially a superior blink in every respect. No chance we would ever get something like that.

If Anet would ever want us have better mobility, they should look at fleshworm and reduce its casttime.

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Posted by: Svarty.8019

Svarty.8019

Warhorn:
-Problems-

  • Necro/reaper access to swiftness is limited to (aside from Spectral Walk and the underwater thing (what did the Romans ever do for us, eh?)) an ability that puts them in combat (Warhorn #5), negating the purpose of swiftness.
  • Necro’s most prominent blast finisher is an proximity mine (Staff #4) (they also have a flesh wurm, and the bone minion that can blast, but those are niche skills) meaning enemy has to be close to trigger it. It doesn’t get used to combo with other classes as often as LOTS of other classes get to use their blasts.

-Proposed Solutions-

  • Make #5 (Locust Swarm) a blast finisher : #5 Becomes Blast finisher & Swiftness.
  • Move locusts from #5 to #4 (Wail of Doom) : #4 Becomes Locusts & Interrupt.
  • Swap the names of #4 and #5 skills on Warhorn.

I know these are not the best solutions, but I hope they provide food for thought.
[edited: thanks for the corrections, Muchacho]

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

(edited by Svarty.8019)

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Posted by: Muchacho.2390

Muchacho.2390

Warhorn:
-Problems-

  1. Necro/reaper access to swiftness is limited to an ability that puts them in combat, negating the purpose of swiftness.
  2. Necro’s ONE blast finisher is an proximity mine (Staff #4), meaning enemy has to be close to trigger it. It doesn’t get used to combo with other classes.

You do know that this is wrong, dont you?

Spectral walk also gives swiftness, you just dont want to take it becasuse its not a good skill currently.

Also we have more then ONE blast finisher. We have one on fleshworm and 1 per bone minion (technially we also have frozen abyss but that an underwater skill). But then again you probably dont want to take minions just for a blast finisher.

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

A few of my ideas are as follows:

Well Of Darkness
__________________________________________________________________

  • Cooldown increased to 60 seconds
  • Pulsing Blind and combo field removed
  • Duration, cast time and radius remain unchanged

New mechanics

Well Of Darkness now functions similarly to a Smokescales “Smoke Cloud.” As long as you are standing inside the well, all incoming attacks will miss. This does not effect other allied players.

Vampiric Rituals increases the radius and duration of Well Of Darkness instead of adding siphons and Protection.

Unyielding Blast
__________________________________________________________________

Shroud skill 1 now has an explosive PBAoE effect that can knock targets back once every 3 seconds. This effect is represented by a dark cloud quickly emanating outwards from the source.

Speed Of Shadows
__________________________________________________________________

  • Movement speed increase has been removed

New mechanic

As long as your target is effected with a movement impairing condition (Cripple, Immobilize, Chill) and you are in Shroud, you gain 1 second of Super Speed at 2 second intervals.

Soul Comprehension
__________________________________________________________________

Gain 2% Life Force for every condition applied to you.

Signet Of Undeath
__________________________________________________________________

  • Active skill no longer revives fallen allies
  • Cast time reduced to 3/4 second
  • Recharge reduced to 50 seconds

New mechanic

Activating this Signet will sacrifice 15% of your Life Force to convert it to health.

Plague
__________________________________________________________________

New ability

“Petrifying Plague” Add Slow to your Plague

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: LionChain.7694

LionChain.7694

-More Stability: We’re probably the slowest class, not just in terms of mobility, but also in terms of skill cast/aftercast delays. And it’s so easy for necros to be interrupted multiple times in a row by classes like thieves while casting, because we have very little stab options to protect us from CC’s.

-Blast Finishers: Necro Mark 4 should be a blast finisher on cast, not on trigger. I know that logically, it makes sense for it to blast when it’s triggered, but that’s not really practical in some combat situations, like in WvW, where your zerg is prebuffing might and other boons, and there aren’t any enemies in your immediate area to trigger the 4 mark. Also warhorn 4 should be a blast finisher. I understand we have blast finishers on other skills, but they’re on skills that necros generally don’t use because they’re either not good or not AS good as other skills or just not nearly as important as other skills they need, which makes the whole thing silly and pointless.

-Reaper shroud improvements: I have some thoughts on this…generally, I don’t think damage is an issue with reaper shroud…I think that’s fine as is, but I think the functionality and overall utility of reaper shroud could be improved. For example, I think it’d be interesting if reaper shroud 4 destroyed (not reflected) projectiles while the reaper was spinning. Reaper shroud 3 should pump out more stability and also the fear duration should be longer the closer the target(s) are to the necro. And reaper shroud 2 should count as an evade; it also needs to have much, much better accuracy and ability to stay with the target until it hits its final blind at the end of cast (the way it is now, it’s too easy for people to just sidestep away from reaper shroud 2 after they’ve been initially hit, so that by the time the blind triggers, they’re completely outside the blind radius, meaning they don’t get any boons corrupted). Reaper shroud 2 should also allow us to break out of immobilizations.

-Plague Signet needs to be buffed so that it’s unblockable.

-Last but not least, Sustain: It’s not that necros don’t have good sustain or a lot of sustain…a full life force bar can be a pretty strong form of sustain in this game. But the problem is that life force is basically our only form of sustain. Allow me to clarify…

Take a class like warrior…warriors/berserkers not only have lots of sustain, but their sustain is split up into different sources…they have their shield block, they have like three different sources of passive healing (not counting sigils, runes, food, etc), they have two sources of Endure Pain, two sources of resistance and like at least a few sources of protection from CC’s (stability/stun break). So even if they use up their Endure Pain, they can then rely on their shield block, and after that, they can rely on their passive Endure Pain. Once they used Berserker Stance, they can then rely on their heal signet for a second burst of resistance, etc, etc.

Now, take a look at necros. Once our reaper shroud is on CD, or once we run out of life force (which happens often, especially in team fights), that’s really it for us. We don’t have any blocks, or any invulns, or any extra evades on weapon skills…almost all our sustain is centralized within the necro’s life force pool. Sure, we have some damage reduction with Rise or even Spectral Armor, but it’s really not enough. And yes, we have multiple condi xfers/clears, but since we only have two dodges to protect us from bursts outside of reaper shroud, once we use up those condi clears (which, again, in team fights where condis are flying everywhere, we go through those pretty quickly), that’s it for us.

I think it’d be an interesting thing if reaper/death shroud was reworked so that our life force pool was cut back, but then we balanced that out by adding sustain options like blocks, invulns, extra evades, resistance, etc. to our weapon, heal, utility and elite skills, so that our sustain was more spread out to different sources. That way, we wouldn’t have to mostly rely on life force for our sustain and our sustain wouldn’t be so centralized.

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Posted by: Brigg.3961

Brigg.3961

Warhorn:
-Proposed Solutions-

  • Make #5 (Locust Swarm) a blast finisher : #5 Becomes Blast finisher & Swiftness.
  • Move locusts from #5 to #4 (Wail of Doom) : #4 Becomes Locusts & Interrupt.
  • Swap the names of #4 and #5 skills on Warhorn.

I would LOVE this. Another suggestion I have would be for focus… change the number 4 from a really bad bouncing projectile to a tether that pulses chill on the bad guy and regeneration on us. I wouldn’t mind if it pulled them or not, but we need another source of keeping the Olympic runners from kiting us so easily.

On that note, nerf drood staff 3 to the same garbage level that ele ride the lightning went to… 600 range like reaper shroud 2

HoD [STRM]
All classes, level 80
Dropbear Massacre, Necro Main

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Posted by: caerulean.4837

caerulean.4837

Totally agree with everything said here! On the topic of mobility, I would much rather wurm and the wurm teleport be changed to instant cast than a whole new movement skill added. It’d still be a little slower to cast than other blinks due to having two parts, but it’d be a whole lot more functional on the move than it is right now.