Just another Idea to help necro

Just another Idea to help necro

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Hey there,
looking at the incoming balance patch the next weeks I want to throw in the idea of a complete trait overhaul for necro. Why? Many necro builds are limited due to trait choices and few working combinations. It hurt my eyes at the last trait overhaul when they destroyed the Terrormancer and some bunker builds…

The goals:
-increase build diversity by bringing back power, bunker and fear necro,
-improve meta condi necro by putting signet-trait to curses

here would be my Idea of a better (not perfect!) trait system. tell me what u think =)

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Spite

Minors


apply vulnerability (1stack, 8s) and gain might (1stack, 5s) when hitting a foe under 75% health
(changed threshold, added might)


cast focus#5 on enemy when hitting him under 50% health, 25s cooldown per foe
(increased cooldown, added cooldown for each opponent)


gain 2 stacks of might for 10s when hitting a foe under 50% health, +10% might duration
(added might duration increase)

-

Majors


focus recharge -20%, 5% more damage against foes with no boons


chilling a foe applies vulnerability (5stacks, 10s)
(highter number of stacks)


gain fury 5s when you hit a foe under 75% health, cooldown 8s

-


axe#1 hits a radius 200 around the target, axe skills deal 10% more damage and have 20% reduced recharge
(added small area effect on auto)


remove two conditions and heal for 500 per condition removed when hitting a foe under 50% health, 10s cooldown
(more conditions removed, highter threshold, highter cooldown)


gain might (1stack, 5s) when might is applied to you, 1s cooldown

-


20% more damage agains foes under 50% health


cast axe#3 on entering and exiting shroud
(added effect on exiting shroud)


might also grants you 15 ferocity per stack

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Curses

Minors:


50%chance on crit: gain 1%lf & inflict 1 stack of poison 3s on crit, 1s cooldown
(highter chance on crit, added lifeforce gain, poison instead of bleed, no bleedduration)


shroud#2 converts 2 conditions on hit, +10% condition duration
(added condition duration)


13% precision converted to condition damage, +2% critchance for each condition on your foe

-

Majors


2s fear when stunned (no stunbreak) or going downstate, radius 600, 40s cooldown each


when your conditions meet the threshold (3) cast plague sending on your foe


applying blind to a foe also applies chill 3s
(removed cooldown)

-


fear deals damage (1200/tick@max condstat), fear duration is increased by 40%
(highter numbers, added 40% fear duration)


corruptionsrecharge -33%
(no second effect for using corruption because we already get the other one more frequently)


cast enfeeble on entering and exiting shroud, weakness 5s on crit, 10s cooldown
(added effect on exiting shroud)

-


signet recharge -20%, signets apply 3s of resistance&fury on use and convert 2 boons on hit
(removed might gain, added resistance&fury instead)


15% of condition damage heals you (in and out shroud)


increased condition damage by 150 while welding a scepter, scepter condi duration increased by 50%

-

(edited by DEATHsCLAW.1978)

Just another Idea to help necro

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

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

-

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)

-


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

-

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)

-


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)

-

(edited by DEATHsCLAW.1978)

Just another Idea to help necro

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Posted by: DEATHsCLAW.1978

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)

-

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?

Just another Idea to help necro

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Posted by: Zero.3871

Zero.3871

i like your well changes

Just another Idea to help necro

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Posted by: Wintermute.5408

Wintermute.5408

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.

Welcome to Rivendell, mister Anderson

Just another Idea to help necro

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Posted by: Cecilia.5179

Cecilia.5179

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.

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Just another Idea to help necro

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

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..