Just some ideas I had

Just some ideas I had

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

There has been a number of threads where I’ve posted an idea building off an OP. All of those ideas I’ve now compiled in to a list and felt like sharing.

They range from adjustments, buffs and to complete overhauls.

I don’t expect people to like these ideas necessarily. They’re just ideas for things I would personally like to see. Both with what I would like and what I think would be good for the profession as a whole in mind.

Anyway, here they are:

New elites


Signet Of Trauma
Conditions removed: 2
Interval: 8s
Recharge: 40
Activation time: Instant
Passive: Periodically remove and preserve conditions up to a maximum of 3.
Active: Your next attack applies your preserved conditions.


Well Of Summoning
Recharge: 80
Activation time: 1/4
Summon skeletal hands to periodically knockdown and immobilize foes.
Immobilize (3s)
Pulse: 2s
Duration: 8s
Radius: 240
Combo Field: Lightning
Range: 900


Signet Of Trauma would be nice in tandem with Corruption skills. You would be able to cast a Corruption, have the signet remove the conditions passively, then later on get a bigger burst with a single attack. Eg. Blood Is Power w/ Master Of Corruption -> Signet Of Trauma removes the Bleed x2 and Torment x2 -> Activate Signet Of Trauma during the final attack in the scepter auto attack chain -> final scepter auto now does: 1 Corrupted boon, Bleed, Poison, Bleed x2 and Torment x2.

Well Of Summoning would be really nice both defensively and offensively. Either you could use it for kiting multiple people or you could use it to lock people down. First they get knocked down, then they get immobilized = great for keeping people still while we wind up one of our tremendously long cast time skills (Executioner’s Scythe) + with a leap like Death’s Charge = also dazes them from Lightning Field.

Utility and trait changes/overhauls


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 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 affected 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.


Unholy Martyr

  • Renamed to “Unholy Blood.
  • Completely overhauled

Every stack of Bleed you apply increases your Healing Power and outgoing Healing Power. Bleeds that are applied to you have a percentage of their damage converted to Life Force.

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

(edited by SpellOfIniquity.1780)

Just some ideas I had

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Torch skills


-Mainhand-

Visceral Ignition (auto attack)
Ignite your foes from inside with magical flames (non-projectile).
Activation time: 1/2
Number of targets: 3
Range: 900

Plaguewind
Chill, cripple and slow your foe with an expanding aura of cold effecting all who touch it.
Activation time: 3/4
Recharge: 10
Number of targets: 5
Radius: 240
Range: 900
Chilled (5s)
Crippled (8s)
Slowed (4s)

Ghost Of Winter
Set yourself ablaze gaining Frost Aura (Chill foes that strike you, -10% incoming damage). When this skill ends, it explodes, granting the effect to nearby allies.
Activation time: 3/4
Recharge: 15
Number of targets: 5
Radius: 360
Frost Aura duration: 8s

-Offhand-

Fear Of Death
Slide forward, leaving behind a trail of ice that freezes foes on impact and burns foes that pass through. Fear foes at the destination in an AOE.
Recharge: 20
Number of targets on impact: 3
Number of targets at destination: 5
Duration: 6
Evade: 1s
Freeze (3s)
Burn (3s)
Fear (2s)

Tormented Earth
Thrust your torch in to the ground creating a pulsing area of Torment. Foes in this area feed you Life Force.
Activation time: 1/2
Recharge: 25
Number of targets affected by conditions: 5
Number of targets that feed Life Force: 3
Duration: 8s
Radius: 240
Combo field: Fire
Life Force per pulse: 4%
Torment per pulse: 2 (4s)


I would imagine the mainhand Torch to have relatively high physical damage while the offhand has none on either skill, only effects and conditions.

I also imagine the look of the flame to be a blue-ish green instead of orange to fit the cold/undead theme.

Some of these skills sound a bit OP but so do a lot of skills already in game. It’s always different in practice than it sounds on paper!

I tried to keep the theme of the skills in line with Necromancer while giving it a bit more defensive and mobility options. I think the Torch would be very much a tank weapon for it’s effects but one that would hit like a train if you decided to go full offensive with your stats.


And that’s all!

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

(edited by SpellOfIniquity.1780)

Just some ideas I had

in Necromancer

Posted by: Anchoku.8142

Anchoku.8142

Any suggestions for off-hand dagger improvements and a set of sand trap utilities?

Just some ideas I had

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Any suggestions for off-hand dagger improvements and a set of sand trap utilities?

I really like Deathly Swarm to be honest. Ever since the velocity increase I’ve found it to be in a good spot.

As for Enfeebling Blood – It’s a slow skill that’s difficult to properly land on moving targets (speaking from a PvP/WvW perspective). Weakening Shroud is quite effective however so I think it might be beneficial to do the following;

Have the skill function the same as Weakening Shroud in that the ground target is removed and it becomes a source AOE. Increase the Weakness duration, have it convert 2 boons instead of 1, reduce the cast time/change the animation to a quick self-stabbing gesture, and maybe do something like this -

If the skill hits someone, it functions as normal. If it does not hit anyone, there’s a 3 second delay before it explodes and does AOE damage + boon conversion to Weakness x2. That way it can work with either condition builds or power builds.

Clarification: if it hits a target, it Bleeds, Weakens and converts 2 boons. If it does not hit a target, it charges for 3 seconds before exploding something like “Chilled To The Bone!” and does moderate – high AOE damage + converting any 2 boons to Weakness.

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

Just some ideas I had

in Necromancer

Posted by: Anchoku.8142

Anchoku.8142

I would like some life force generation on off-hand dagger. Master of Corruption is difficult to use without it and scepter is the only choice for a condition build.