Improving / fixing weaponskills.

Improving / fixing weaponskills.

in Necromancer

Posted by: Brujeria.7536

Brujeria.7536

Some random ideas that came to my mind past the couple weeks, these ideas would improve some aspects of the necromancer, each change individually as well as a whole. Feel free to discuss / critisize etc.

Baseline Changes: Mostly changes that should be attached to the weapons without the need of traits. Also ideas to improve the useability of Shroud


  • Shroud degenration reduced from 4% to 3 %
  • Marks now generate 3% Lifeforce
  • Marks can now be activated again to cause their trigger effect on demand
  • Lifeblast now pierces
  • Lifeblast damage, casttime and aftercast reduced by 50%
  • Lifeblast now has a chain skill with the same properties as the base lifeblast; this chain skill has an added effect based on the mainhand weapon:

Scepter: x stacks of poison for y
Axe : x stacks of vulnerability for y
Dagger: Siphon X life from targets hit
Staff : When hitting the selected target causes an 240 range explosion with 10% increased damage.

Weapon skills: My main intention here was to give the weapons a clearer identity. Many skills are rather situational or boring, lacking both flavour and strenght.


Dagger: A defensive bruiser weapon, factoring sustain and bunkering with strong trait synergy.

Skill 2: Basedamage and scaling with power increased slightly. Now applies retaliation (0,5s) per hit

Skill 3: added sequence skill upon successfull hit called “Unleash Pact” 1/4 second casttime. Unleashes a pact of leeching locusts from within your enemy, circleing them for y seconds dealing medium damage to the foe and to foes around it (range 240) each 1/2second. If you are within 600 range of the foe when the spell ends the locusts return to you healing you based on the landed hits

Skill 4: Now works on a “bullet” system. Max charges are 3, cooldown per charge is 7 seconds. Removed cast time, reduced number of conditions transfered per hit to 1. Has a 1.5 second internal cooldown before another charge may be fired. Generates 1% lifeforce for each successfull hit and 1% additional lifeforce when a condi is transfered.

Skill 5: Is now a blastfinisher and unblockable. Now applies x stacks of poison as well as bleeding. No longer applies unconditional weakness. Now corrupts only fury and might from targets hit into y seconds of weakness and x stacks torment for z seconds per boon corrupted.

Axe: This is the midrange powerweapon, based around vulnerability and boon corrupting.


Skill 1: Added a sequence skill, 1 sec cast time, xx% higher damage, aoe cleave corrupting a boon, dealing bonus damage when a boon is corrupted. [looks like the claws hitting the enemy from the first sequence skill, but they emerge circular from within the enemy tearing them apart]. Small whirl finisher at the target location.

Skill 2: Added a whirl finisher at the target location. Now extends all stacks of vulnerability on the target by 0.5 seconds per hit. Deals 1% extra damage per stack of vulnerability on the target.

Skill 3: Damage increased by xx%. Is now a blast finisher. Now corrupts protection first if possible. Now corrupts the boon always into vulnerability. When a boon is corrupted the target gets knocked back. [Possible increase of cast time]

Scepter: Is the condi weapon. It has recently gotten much better, but it still lacks some power and some identitiy.


Skill 2: Is now a lingering field, pulsing cripple and bleeding at creation and 2 seconds after, at the last pulse deals y stacks of torment and x second of immobilize.

Skill 3 is now a channeled skill 3 seconds duration hitting 6 times during that duration. Each successfull hit extends the duration of all conditions on the target caused by you by 0,5 seconds.

Warhorn: Is in a great spot as a controll weapon.


Skill 4: is now a blast finisher

Focus: Should be a burst and power based weapon, its current implementation has some unfitting boons on skill 4 and a huge DPS loss on skill 5.


Skill 4: Replaced regeneration with 3 seconds of fury and 1 second quickness. Skill now hits reliable, increased velocity by 50%

Skill 5: Reduced casttime to 3/4 seconds. Damage upon removing 3 boons increased by 20%. Now causes 1,5 seconds of fear when 3 boons are removed.

Staff: Is in a wonky spot without any good identity whatsoever. Its most likely a filler support weapon used when no other weapon makes the most sense in a build. I dont have any reasonable ideas to improve this.

Other notes:

Trait ideas:


- A fitting defensive trait that is based around channeling spells, as the necro got a lot of them already.

- A trait that combines boon corrupt with life siphon

- A trait that combines sustain or lifesteal with non damaging conditions

- A trait that creates and improves interaction with Retaliation

Improving / fixing weaponskills.

in Necromancer

Posted by: Rishnock.6230

Rishnock.6230

I like some of these ideas. They are well thought out. I also disagree with some of them.

I agree that a rework of weapons skills would make the profession more fun to play and fix some balance issues that kind of stare at us in the face. No finishers at all save for like staff skill 1 and 4 is completely obnoxious (4 requires an enemy to be there. You can’t help out coordinating with your teammates before the fight.)

The traits that do specific things to weapons are a little mundane. And as it stands, yes: These traits should probably just be default. It would allow for more colorful traits to be added.

The biggest thing I disagree with though, is the role of the focus. Right now it isn’t really clearly defined if it should be offensive or supportive. But I think it should lean towards the support side, with skill 4 giving regeneration as well as an instant heal to allies that it hits.

Also, I think skill 5 on warhorn should also give the effect to your allies. Maybe it’s because I like the support side, but really. Giving yourself swiftness and leaving your teammates behind seems like a selfish skill.

Improving / fixing weaponskills.

in Necromancer

Posted by: Canakun.8031

Canakun.8031

I like a lot of these ideas.
Not sure I like the huge overhaul to scepter 3, but it could work. Also the idea that scepter 2 should be a persisting field makes so much sense… I have to wonder why it wasn’t always like that.

Blast on horn would be nice.

I quite like where staff is tbh, it’s fun, though I understand it’s a bit bland.

Everything else I agree with entirely.

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