June 20th what id like to see

June 20th what id like to see

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

So just to start things off, i really don’t find necro’s to be as bad as most people claim it to be I feel verry powerfull and i love my class… been playing it sence launch (i have an 80 war and tbh i play my necro more lol) so keep your QQs and your super impossible wish list to your self lol.

Realistically i just want to post a couple of ideas (and hope the devs take note) I also want to discuss how some of you have built around some of the traits and ability’s we have struggled with.

Ok here it is.
I really want to love my MM and honestly i don’t think they need anything crazy. I don’t find pathing to be “too much” of a problem, a fix would be nice but the devs have said there working on it so w/e. what we need is some freedom in our traits.

The most realistic would be to combine Staff Mastery and Greater Marks into one trait. Other classes have -cool down + dmg or -cool down + ability traits for weapons why should we have to waste 2 traits just to make our staff work right.

The 2nd and a bit less probable is to combine Flesh of the master +50% minion health and Training of the master +30% minion dmg into one trait… this may be too powerful but considering how pets are atm i don’t think its OP to ask for.

The last thing really hindering minions is the fact that they die too fast to be useful in dungeons. We could fix this easy by simply giving them Resistance to AoE dmg i mean realistically -50% AoE dmg or even -70% wouldn’t break the game, its not like your pets will be tanking Dungeons and in solo PvE there is not that much AoE dmg. Also this would not really effect PvP because, 1 no one runs MM and, 2 You wouldn’t really focus the pets with AoE dmg…

Just some thoughts on what i would like too see obviously geared towards me wanting to play a viable MM I would also like to see the Axe become a better all around weapon because i see a lot of potential in it.

BTW if there is a better place to post this so the devs actually may read it ill just move it so let me know =P

June 20th what id like to see

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Posted by: Sebyos.4089

Sebyos.4089

Good ideas. I would add Cleave on Axe#1 to be golden and make aoe deal 100% damage in pvp.

But anyway I don’t see the point of these changes and all the fuss about them. The PvE in this game is horrible and very centered around specific needs and until they fix that, the only change that would matter would be putting crits with crit damage in the same line.

80 Norn Necromancer Max : JC, WS, TL, AT.
100% World completion.

June 20th what id like to see

in Necromancer

Posted by: Osiris Shadow.5890

Osiris Shadow.5890

Most Necromancers I see in tPvP roll with a Minion Master build. Plus, if these changes do go through, more people might want to roll a MM, making your “no one runs it” pointless.

June 20th what id like to see

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Posted by: ronpierce.2760

ronpierce.2760

Most Necromancers I see in tPvP roll with a Minion Master build. Plus, if these changes do go through, more people might want to roll a MM, making your “no one runs it” pointless.

Most necros are MM in tPVP? I thought MM wasn’t viable in tPVP

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

June 20th what id like to see

in Necromancer

Posted by: tattoohead.3217

tattoohead.3217

Most Necromancers I see in tPvP roll with a Minion Master build. Plus, if these changes do go through, more people might want to roll a MM, making your “no one runs it” pointless.

Most necros are MM in tPVP? I thought MM wasn’t viable in tPVP

Its not… or at least not as Viable as other rolls you can play. in tPvP having control over conditions gives necros an edge. however the point about having MM buffed and more people playing it is a good point… but should PvE be kitten just because of that?

June 20th what id like to see

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Posted by: Chesire.9043

Chesire.9043

Why June 20th? I figured it would be more like the 24th or 26th. Did I miss something?

June 20th what id like to see

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Posted by: ronpierce.2760

ronpierce.2760

Most Necromancers I see in tPvP roll with a Minion Master build. Plus, if these changes do go through, more people might want to roll a MM, making your “no one runs it” pointless.

Most necros are MM in tPVP? I thought MM wasn’t viable in tPVP

Its not… or at least not as Viable as other rolls you can play. in tPvP having control over conditions gives necros an edge. however the point about having MM buffed and more people playing it is a good point… but should PvE be kitten just because of that?

I don’t see what the problem would be with more MMs in tPVP neither… I’d love if MM could do PvE, and WvW while becoming viable in tPVP. If you look at it right now based on this, (imo) one of the best aspects of GW1 necros, being minions, isn’t even viable in anything. It isn’t very good in tPVP. Can’t do team fights. It’s not useful in PvE beyond a little bit solo, and can’t do WvW. All its good at is SOME 1v1 fights, while having some of the worst hard counters. (Aoe/Condis/General cleave/Teleports and STealth that mess with Ai). I don’t think buffing them would be a bad thing in really any scenario.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

June 20th what id like to see

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Posted by: galandor.1059

galandor.1059

If they made Staff Mastery and Greater Marks into one ability I would gizz all over myself since I have both in my build already.

Engineer:Warrior:Necromancer – Rank 39

June 20th what id like to see

in Necromancer

Posted by: Draehl.2681

Draehl.2681

I’m not too picky, but do have a few on my wishlist…

-Lifesteal improvements/scaling.
-Death Shroud being more useful, Life Blast/Transfer doing more damage.
-Signets somewhat reworked to be more viable in a power build.
-Offhands slightly buffed/tweaked.

June 20th what id like to see

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Posted by: ronpierce.2760

ronpierce.2760

If they made Staff Mastery and Greater Marks into one ability I would gizz all over myself since I have both in my build already.

Yeah, I’d be happy too. Greater marks is stupid as is.. Should be baseline… No one wants to spec a certain way to have a Viable use of a weapon. It’s pathetic.

Also I believe this patch will be june 25th as per when the “Coming Soon” is dated on the Dragon Bash page for Sky Pirates.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

June 20th what id like to see

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Posted by: galandor.1059

galandor.1059

Honestly if they made both into 1 ability idk what I would do with my build, I would have 1 extra slot and no idea what to take. I would be like a kid in a candy store looking at a wall of candy.

Engineer:Warrior:Necromancer – Rank 39

June 20th what id like to see

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Posted by: tattoohead.3217

tattoohead.3217

If they made Staff Mastery and Greater Marks into one ability I would gizz all over myself since I have both in my build already.

Yeah, I’d be happy too. Greater marks is stupid as is.. Should be baseline… No one wants to spec a certain way to have a Viable use of a weapon. It’s pathetic.

Also I believe this patch will be june 25th as per when the “Coming Soon” is dated on the Dragon Bash page for Sky Pirates.

I may be wrong on the date, i have been hearing the 20th. Either way coming soon lol.

I would also like Minions to regenerate health, but ahh how we dream.

June 20th what id like to see

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Posted by: tattoohead.3217

tattoohead.3217

Honestly if they made both into 1 ability idk what I would do with my build, I would have 1 extra slot and no idea what to take. I would be like a kid in a candy store looking at a wall of candy.

Take Minion Master -20% minion recharge… or putt some into another tree for some Def

June 20th what id like to see

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Posted by: DriV.6203

DriV.6203

AXE:
Rending claws #1 damage has been increased by 25%.
Ghostly claws #2 hit counts has been increased from 8 to 10.
Ghostly claws #2 recharge increased from 8 to 10 seconds.
Ghostly claws #2 now give 1% life force for every succesful strike on foe.
Rending claws #1 & Ghostly claws #2 now have 90 radius.
Unholly feast #3 is now a blast finnisher.

DAGGER:
Life siphon #2 hit counts increased from 9 to 10 and lower channeling time from 3½ to 3 seconds.
Dark pact #3 now doesn’t have bloody effect while casting.
Deadly Swarm speed increased by 15%.

STAFF:
Necrotic grasp #1 speed increased by 20%.
Necrotic grasp #1 range fixed to be 1200 as tooltip claims. (was ~1100)
Chillblains #3 has ¼ cast time.
Mark of blood #2, Chillblains #3, Putrid Mark #4, Reaper’s Mark #5 now have 180 radius.
Putrid Mark #4 blast finnisher will trigger immediately when cast on combo field.

SCEPTER:
Blood Curse and Rendering curse bleeding increased from 5 to 6 seconds.

WARHORN:
Wail of Doom #4 recharge lower from 30 to 25 seconds.
Wail of Doom #4 is now a blast finnisher.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

June 20th what id like to see

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Posted by: DriV.6203

DriV.6203

///TRAITS///

SPITE
Axe mastery is now a Master (VII) spite trait.
Signet master has been combined with Signet power trait.
Spiteful Spirit internal cooldown reduced from 15 to 7 seconds.
Reaper’s might increase might duration from 15 to 20 second from Life Blast.
Reaper’s might is now a Master (IX) Spite trait.
Training of the master is now a Adept (VI) Spite trait.

CURSES
Lingering curse has been combined with Hemophillia trait.
Lingering curse moved to 20 Curses (VI).
Terror and Master of Terror combined and moved to 30 (XI) Curses.
Master of terror increased effect from 50 to 100%. This make Terror tick two times now.
Terror does not increase damage if a foe has another condition any more.
Furious demise internal cooldown reduced from 15 to 7 seconds.
Furious demise effect lower from 5 to 4 seconds.
Weakening Shroud internal cooldown reduced from 15 to 7 seconds.
New trait “Parasitic Corruption” is now a 20 (X) trait. You are healed everytime you apply condition.
Focused Ritual is now a Adept (VI) Curses trait.
Master of Corruption is now a Adept (II) Curses trait.

DEAD MAGIC
Staff Mastery has been combined with Spitefull Marks trait.
Greater mark has been combined with Soul Marks trait, but loose their increased Marks radius effect.
Reanimator has been combined with Protection of the Horde and moved from minor trait to Adept (III) Dead magic trait.
Minion Master has been combined with Flesh of the Master.
Minion Master is now a Master (X) Dead magic trait.
Necromatic corruption has been combined with Death Nova.
5 point minor trait is now Shrouded Removal.
10 point minor trait is now Spiteful Vigor.

BLOOD MAGIC
Dagger mastery has been combined with Quickening thirst trait effects.
Dagger mastery has been moved to 20 Blood magic (X).
Transfusion has been combined with Deathly Invigoration. Deathly Invigoration base healing increased from 267 to 1500(1.0). Transfusion base healing increased from 292 to 300(0.14).
Transfusion moved to 20 (IX) Blood Magic.
Vampiric Master recreated. Minions siphon health and transfer it to master, if master has a full health, they siphon health for themselfs.
Vampiric and Vampiric Precision combinated and recreated. It is now called “Taste of Blood”. You Siphon health whenever you hit a foe. If that hit is critical you steal additional health. Base steal from hit is increased from 25 to 30(0.05) and critical steal bonus is increased from 31 to 40(0.08).
Taste of Blood is now a Master(X) trait.
Ritual Mastery has been combined with Vampiric Rituals. Vampiric Rituals health has been decreased from 42 to 20(0.05).

SOUL REAPING
Foot in the Grave internal cooldown reduced from 15 to 7 second.
Spectral Mastery has been combined with Spectral Attunement.
Vital Persistence has been combined with Death Shiver trait.
Vital Persistence moved to Master (X) Soul Reaping.
Near to Dead has been combined with Foot in the Grave trait.
Near to Dead effect has been reduced from 50 to 30%.
Speed of the shadows has been combined with Path of the Midnight and renamed to “Shadow master”
Shadow master moved to Master (IX) Soul Reaping trait.

There are other Blind traits spots that can be used for another new trait ideas. Reason why i combined so many trait is the fact, that they are itself so weak and inferior to other class traits. It is now absolutely necessary to combine some other class traits so they will be more balanced with these. I understand that now a lot of traits seems to be alot OP. It is partly, because a lot of necromancers get uset to those weak a non-synergy traits.

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

June 20th what id like to see

in Necromancer

Posted by: DriV.6203

DriV.6203

///UTILITY SKILLS///
Rigor Mortis recharge decreased from 50 to 35 second.
Putrit Explosion cast time decreased from 1 to ½.
Blood is power bleeding reduced from 30 second to 15 second, but has now 4 bleed stacks.
Corrupt boon will not poison necromancer if it is unsuccessful.
Consume conditions is now a corruption skill.
Decrease the time for generation 1% life force form Signed of Undead from 3 to 2 second.
Spectral Armor recharge decreased from 90 to 70 second.
Spectral Wall’s Ethereal field now have 9 second base duration.
Spectral Walk recharge reduced from 60 to 40 second and swiftnes from 30 to 20 second.
Signet of locust scale increased to 0.4 for every point in healing power.
Signet of locust radius increased from 480 to 600.
Plague signet now transfer 1 condition every 3 seconds from up to 5 allies.
Signet of Spite recreated. Active effect does not apply conditions, but it give you 50% more LF increase for 10 seconds.
Signet of Spite recharge lowed from 90 to 75 second.
Well of Power recharge reduced from 60 to 50 second.
Well of Darknes recharge reduced form 60 to 50 second.

I realy do not know what to do with Signet of Spite. I do not want active effects to apply conditions, because it has absolutely no synergy with passive in game now.

///OTHER///
Minions heal out of combat.
Minions have new behaving options above your utility slot.
Minions AI improved and their react time is faster and more smooth.
You can be healed while you are in Death Shroud.
You can take(10%) lifeforce from dead life forms while you are in Death Shroud.

What do you think?

Drivi | Necro Raiders [NR]
Gandara
http://www.necroraiders.net/en/

June 20th what id like to see

in Necromancer

Posted by: Brujeria.7536

Brujeria.7536

Potential “leaked” notes from reddit.. pretty interesting. the only thing im really missing is a buff to life siphon. no idea if they are true or not but have a look.

Necromancer

Putrid Curse: Increased Poison duration from 2s to 4s.
Necrotic Bite: Increased Life force gain from 4 to 6.
Corrupt Boon: Reduced the maximum amount of boons converted to 5.
Spectral Wall: Normalized the amount of protection gained to 7s for allies. Replaced the Vulnerability with a 1s fear when enemies try to cross the wall. Added 4% life force gain on hit.
Wail of Doom: Added an unblockable skill fact.
Well of Power: This ability now breaks stuns. Added 1s of stability. Cooldown reduced to 50 seconds.
Well of Corruption: Reduced cooldown to 40 seconds.
Well of Darkness: Reduced cooldown to 50 seconds.
Well of Suffering: Reduced cooldown to 35 seconds.
Unholy Feast: This ability now removes 1 boon from each target hit.
Spectral Armor: Reduced the recharge to 60s.
Signet of Spite: Now applies 2 stacks of bleeding for 10s, blind for 5s, Cripple for 10s, Poison for 10s, 5 stacks of vulnerability for 10s, and weakness for 10s. Recharge reduced to 60s.
Death Shroud: No longer removes the Spectral Armor buff.
Death Shroud: No longer removes the Spectral Walk buff.
Signet of Undeath: Increased cast time to 3s.
Locust Swarm: Increased the radius to 210. Increased animation size to better reflect it’s attack area.
Grim Specter: This ability can now be cast while moving.
Rigor Mortis: This ability is now instant.
Necrotic Grasp: Increased projectile velocity by 10%.
Consume Conditions: This skill now consumes Torment.
Putrid Mark: This ability will now transfer Blind to enemies it strikes, instead of missing.
Deathly Swarm: Increased projectile velocity by 30%.
Crimson Tide – Bleed duration 5s – 6s
Deadly catch – Cripple duration 3s – 6 s
Wicked spiral – Vuln duration 6s – 10s per hit
Deadly feast: Duration of feast, 6s – 8s
Death shroud: New ability #5 – Dark Binding: You tether all enemies within a 600 range, constantly dealing Torment to them over time. At the end of the cast, Dark Binding immobilizes all affected enemies still within the radius.
Underwater life blast: Decreased cast time and reduced aftercast
Bone Fiend and Shadow Fiend now regenerate outside of combat.
Ghastly Claws: Increased Life Force gain from 8 to 10.
Feast of Corruption: Increased Life Force gain from 2/condition to 3/condition.
Necrotic Grasp: Increased Life Force gain from 3 to 4.
Shadow Fiend Haunt: Blind Duration increased to 5s.
Plague: Reduced weakness duration to 1 second.
Well of Corruption: Reduced the duration of weakness when corrupting might to 5 seconds.
Corrupt Boon: Reduced the duration of weakness when corrupting might to 5 seconds.
Feast: Reduced weakness duration to 3 seconds.
Enfeebling Blood: Reduced weakness duration to 6 seconds.
Dark Path: Fixed a bug where the chill duration did not match the tooltip..
Reaper’s Touch: Fixed a bug so that it now applies the Vulnerability before the damage. Updated the tooltip to state the correct amount of Vulnerability.
Doom: This ability now lists the damage it deals to enemy targets.
Grim Specter: This skill is now unblockable.

Blood Magic
Dagger Mastery: This trait now grants a 20% recharge reduction.
Curses
Withering Precision: You apply 5 seconds of weakness on critical hits. This effect can only occur once every 20 seconds.

Death Magic
Death Shiver: Vulnerability applied every 3 seconds while in Death Shroud has been increased to 3 stacks for 10 seconds, up from 1 stack.
Death Nova: Minions now deal damage when death nova triggers.

Soul Reaping
Speed of Shadows: This trait now increases movement speed by 25% while in death shroud.
Decaying Swarm: This trait has been removed.
Near to Death: This trait has been moved to the Master tier.
New Grandmaster trait – Deathly Perception: You have a 50% greater critical chance while in Death Shroud.

Spite
Signet Power: This trait has been merged with Signet Mastery.
Signet Mastery: This trait now recharges signets 20% faster and grants 3 stacks of might for 10 seconds on signet use.
Axe Training: This trait has been moved to the Master tier.
New Grandmaster trait – Dhuumfire: Inflict burning to opponents for 4 seconds on critical hit. This effect can only occur once every 10 seconds.

source http://www.reddit.com/r/Guildwars2/comments/1gr1nh/skill_traits_patch_notesleakedunconfirmed/ http://pastebin.com/2rrFg9pS