(edited by DEATHsCLAW.1978)
Just another Idea to help necro
Death magic
Minors
remove 1 condition each 3seconds while in shroud, apply 3s resistance to allies radius 600 when you enter shroud
(added resistance for allies)
grant 5s of protection to allies in radius 600 on entering and exiting shroud
using a shroud skill grants a stacking 40 toughness and 3% boon duration buff for 15s, max.5 stacks
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Majors
take 10% less damage from poisoned foes
gain lifeforce 3% whenever you grant protection to yourself, 2s cooldown
minions have 50% increased health and have 25% increased damage. Gain 50 toughness for each minion you control.
(added damage increase)
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gain stability (1stack, 3s) and reflect projectiles while using a skill which has a cast time of more than 2s (would affect dagger#2, axe#2, signet of undeath, eliteshout)
gain a power and condition damage equal to 7% of your toughness, effect doubled while in shroud
(added condition damage buff)
minions take conditions from you and transfer it on a successful attack, 10s cooldown per minion. cast time for minions is reduced by 50%
(removed increased damage, added cast time reduction)
-
regenerate health (200/second) while in shroud. shroud activates if you would take a lethal blow if you have at least 10% lifeforce, 30s cooldown
(highter healing)
applying a condition grants a stacking 30 toughness and -3% incoming condition damage buff for 8s, max.10 stacks
(highter conditiondamage reduction)
minions explode in a cloud of poison when they die. summon a jagged horror when you kill an enemy
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Blood Magic
Minors
leave mark of blood when you dodge,
(no cooldown)
minions and you siphon life to you
allies do not bleed out. gain healing power based on your current health
-
Majors
create well of blood when you start reviving someone. revive speed is increased by 10%
warhorn skills duration increase by 50% and reduced recharge by 20%
cast lesser signet of vampirism on your opponent if he has 2 or more stacks of bleeding
(threshold down to 2)
-
heal allies in radius 360 when you enter and exit shroud
(added effect on enter)
allies in 600 radius siphon health on hits
move 25% faster while wielding a dagger, reduced recharge by 20%, dagger#2 heals allies radius 360 for same amount as it heals you
(added change to recharge and dagger#2)
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draw conditions from nearby allies while in shroud, gain lifeforce for each condition drawn
shroud#4 partly revives allies and transfers them to your position, radius 600
recharge on wells -20%, casting a well grants you 5s of protection and each well pulses a boon and leeches life each second (500/500)
well of blood: resistance 1s
well of darkness: protection 2-3s
well of power: stability 3s
well of suffering: 2 stacks might 10s
well of corruption: fury 2-3s
(5 instead of 3s of protection, bigger siphon numbers, added boons)
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(edited by DEATHsCLAW.1978)
Soul Reaping (Vital Persistance made baseline so base-degeneration is 2% per second)
Minors
using a shroud skill grants might (1stack, 10s) and inflict vulnerability on hit (1stack, 10s)
(moved spots, added effect to any shroud skill, added vulnerability)
gain spectral armor @50% health, 50s cooldown
15% highter LF base, shroudskill recharge -20%
(removed dmg boost)
-
Majors
3% lf on marks
shroud cooldown -30%, gain 3s of superspeed and grant 5s of fury radius 600 when entering and exiting shroud
raw and condition damage +0.2% for each percent of lf you have built
-
spectral skills last 50% longer, grant 5% lf on use and have 20% reduced recharge
pulse 3stacks of vulnerability for 4s each second while in shroud, radius 600
(quicker interval)
take 33% less damage while in shroud
-
deathshroud#1 applies 2stacks of Burning on hit, reapershroud#1 applies 1 stack of Burning on hit, duration 3s each
(now split between RS and DS)
critchance while in shroud +50%
gain 3s of stability every 3s you remain in shroud
(pulsing stability)
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Reaper
Minors
access to reapershroud&GS
fear applies chill 3s, chill duration +20%, take -10% damage from chilled foes
chilled foes deal less damage to you, gain 8s might and 1% lifeforce when striking a chilled foe, 1s cooldown
Majors
cause a chilling nova if you critically hit a chilled enemy
less affected by negative movement conditions, effect doubled while in RS. increased movementspeed while in reapershroud by 33%
reduced recharge of shouts. shouts siphon health
-
critchance +2% for each stack vulnerability on foe
take -15% damage from foes in radius 300 to you
GS-recharge -20%, GS#1 reflects and GS#4 blocks projectiles
(added projectile hate)
-
apply torment (2stacks, 6s) if you chill a foe
(changed to torment instead of bleed)
Reapershroud attack speed +20%
(changed to 20%)
in shroud: heal for 300 for each boon applied to you, 1s cooldown
out of shroud: gain 1%lf for each boon you apply to allies, limited to 2%per action
(highter numbers, added limitations)
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I know necro needs other stuff (weaponimprovements, blocks,..) too, but I think this would be a step in the right direction..
what do you think?
i like your well changes
Your quickening thirst idea is nice, but kinda missed on dagger offhand.
I don’t like your deathly chill solution, becouse torment sucks. Granted, I don’t like current iteration either, but more bleed stacks out of it would fix the issue.
Soul eater would basically be crying for nerf if it ever happens. There’s already projectile hate in form of CPC, and if power necros want it so much – just change self-weakness it applies into something else.
You also miss the issue with GS entirely. There were some people asking for Soul Eater to increase speed of GS2 – which would actually make it useful outside of PVE, and give PVE power necros damage they lack.
Did you know that we already take less damage while in shroud? Couple that with the trait, protection, and rise, and we might be invulnerable.
Also, our issue with having nothing to prevent people from blowing us up at the beginning of every fight isn’t really adressed here. I made a suggestion involving retaliation and curses that will probably make people think twice about trying to kill us first.
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate
Also, our issue with having nothing to prevent people from blowing us up at the beginning of every fight isn’t really adressed here. I made a suggestion involving retaliation and curses that will probably make people think twice about trying to kill us first.
retaliation wont really help there.. we need active defenses like blocks and ivuls but including that in traits will cry for a nerf instantly. this is only a trait system overhaul to increase build diversity, the active defenses should be on weapons and some skills. spectral walk and armor would be interesting if they granted a short evade frame..