Life Blast
You left out the part where the skill does half damage if the target is 600-1200 range away.
It’s actually worse than that because the actual total cast time is 1.4 seconds. This means at minimum range the skill does the same DPS as a Ranger’s long range shot at 2000 range.
As to your suggestions, I think making it pierce by default makes sense. If nothing else, it makes it so the trait wording is the same for Death Shroud and Reaper Shroud since the RS#1 won’t benefit from piercing at all.
I say for #2, instead of reducing the cast time, they just remove the tiered damage and make it a 20% finisher. This way the skill does the same damage regardless of range and better suits a class that has no mobility and limited access to stability.
If you are going to do direct comparisons you could at least list damage coefficients.
Life Blast needs to have the same attack speed as Plague Blast, even if that would mean lowering its damage slightly. It would make all the Shroud 1 traits more potent on base necro. I’m especially looking at Dhuumfire, but it would benefit all the others too. It also needs to be a finisher, 20% is fine … 100% would be preferable.
You left out the part where the skill does half damage if the target is 600-1200 range away.
Yeah, you’re right, didnt mentioned that…ist the oppositte of rangers longbow #1^^
Life Blast needs to have the same attack speed as Plague Blast, even if that would mean lowering its damage slightly. It would make all the Shroud 1 traits more potent on base necro. I’m especially looking at Dhuumfire, but it would benefit all the others too. It also needs to be a finisher, 20% is fine … 100% would be preferable.
I also thought about that, but I think, this would be to hard with dhuumfire. That’s why I reduced it to 3/4s only, and IMO I think, thats enough.
Dhuumfire is another one, that needs some discussion for, but there’s also a thread about this, so I didnt mentioned that.
Life Blast has homing, something few projectiles have. The skill placement on its own has a lot of traits tied to it. From a single lifeblast it is possible to have it give you might, burn enemies, pierce, and apply vulnerability. Unlike the other 2 choices, all necromancers get life blast, so you can be a full melee-mid range person and still have ranged options.
1. Make it 100% projectil finisher (not my favourite)
no, this should definitely be done. regardless of what other buffs it should get.
Life blast is slow. And it’s not just any auto attack. it’s supposed to be something special, part of our class mechanic; so i think 100% is perfectly fine. Also, necro is in dire need of some finishers.
So this would be the best place to start.
Gunnar’s Hold
Why not including the 100% projectile finisher as the same with dhumfire trait while increasing its duration from 4secs to 5secs? that way we can stack more fire while on fire fields as a condi necro.
Why not including the 100% projectile finisher as the same with dhumfire trait while increasing its duration from 4secs to 5secs? that way we can stack more fire while on fire fields as a condi necro.
Isn’t that too situational? Necro has no fire fields to begin with.
The Dhuumfire thread
Why not including the 100% projectile finisher as the same with dhumfire trait while increasing its duration from 4secs to 5secs? that way we can stack more fire while on fire fields as a condi necro.
Isn’t that too situational? Necro has no fire fields to begin with.
But it would improve with partys and make more ppl use dhumfire wich now no one takes as its not worthy.
Why not including the 100% projectile finisher as the same with dhumfire trait while increasing its duration from 4secs to 5secs? that way we can stack more fire while on fire fields as a condi necro.
Isn’t that too situational? Necro has no fire fields to begin with.
But it would improve with partys and make more ppl use dhumfire wich now no one takes as its not worthy.
Well it’s still single target and that wouldn’t be a reaal reason to take necro but what about Shroud Knight?? 100% Whirl Finisher??
The Dhuumfire thread
Why not including the 100% projectile finisher as the same with dhumfire trait while increasing its duration from 4secs to 5secs? that way we can stack more fire while on fire fields as a condi necro.
Isn’t that too situational? Necro has no fire fields to begin with.
But it would improve with partys and make more ppl use dhumfire wich now no one takes as its not worthy.
Well it’s still single target and that wouldn’t be a reaal reason to take necro but what about Shroud Knight?? 100% Whirl Finisher??
Its not single target if you use the pierce skill and necro have epidemic
With shroud knight youre trading range for more power so i guess its a fair trade, but if youre talking about conflict of finishers i dont think you can pierce with a melee attack also so there seems that the traits are subject to be changed
Lb need to pierce baseline and a trait to reduce the cast time or after cast
also why not make dhuum fire like fire nova? but add burning also
Lb need to pierce baseline and a trait to reduce the cast time or after cast
also why not make dhuum fire like fire nova? but add burning also
You mean splash damage?
The Dhuumfire thread
Lb need to pierce baseline and a trait to reduce the cast time or after cast
also why not make dhuum fire like fire nova? but add burning alsoYou mean splash damage?
yeah make a splash and burn in aoe
yeah make a splash and burn in aoe
I like it!
yeah make a splash and burn in aoe
I like it!
What about Reaper? If traited for piercing this could get messy.
The Dhuumfire thread
Uhhh.
No.
Life Blast’s coefficients are ridiculous (excuse my 6-9k autos), and the class itself given life force is quite strong. It’s not part of a competitive PvP meta almost exclusively due to lack of stability and starting with 0 LF. MM necro can benefit from dead minions as a means of an early starting pool, and unless it gets lucky towards the start for some LF gains near team fights and not focused, it’s mostly just sub-optial being locked out of its primary offense/defense. More power damage or baseline projectile finishers being 100% (uh, burn guard/celestial ele WAY over-synergizes here) is just unnecessary.
Starting at 20-30% LF in sPvP would probably bump the class into competitive viability, more access to stability would definitely push this class into one of, if not the best.
The answer isn’t damage. Necros have a ton of it coming from LB. Reaper’s DPS is likely going to be lower during shroud. The answer is a bit more starting potential so that it’s not just able to be shut down immediately and made kind of pointless if the opponents aren’t either hard-countered or unskilled.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
yeah make a splash and burn in aoe
I like it!
What about Reaper? If traited for piercing this could get messy.
pierce is a wasted trait for reaper right now any way the skill cleaves
the skill can be adjust to apply only burning when in rs would help both rs or shroud the speed buff can be apply but have to be less while in rs
(edited by Brokensunday.4098)
Uhhh.
No.
Life Blast’s coefficients are ridiculous (excuse my 6-9k autos), and the class itself given life force is quite strong. It’s not part of a competitive PvP meta almost exclusively due to lack of stability and starting with 0 LF. MM necro can benefit from dead minions as a means of an early starting pool, and unless it gets lucky towards the start for some LF gains near team fights and not focused, it’s mostly just sub-optial being locked out of its primary offense/defense. More power damage or baseline projectile finishers being 100% (uh, burn guard/celestial ele WAY over-synergizes here) is just unnecessary.
Starting at 20-30% LF in sPvP would probably bump the class into competitive viability, more access to stability would definitely push this class into one of, if not the best.
The answer isn’t damage. Necros have a ton of it coming from LB. Reaper’s DPS is likely going to be lower during shroud. The answer is a bit more starting potential so that it’s not just able to be shut down immediately and made kind of pointless if the opponents aren’t either hard-countered or unskilled.
the problem is not lf i can manage to fight well i got some nice tricks to get my lf up quick so for me is not a problem is true necro lacks stability this is one of the main problems any way lb hits like a wet noodle while in condi any way if you inprove lb it will help us being more helpfull necros lack blast have only 1 that i remember so why not improve the class none of the suggestions here are in any way overpowered
=] cya in game
yeah make a splash and burn in aoe
I like it!
What about Reaper? If traited for piercing this could get messy.
I like it, too. I think it might be cool to have a delayed effect like Ele fire underwater. That would be pretty decent for comboing damage for bursts.
As for the pierce, just make the explosion originate at the first target hit.
yeah make a splash and burn in aoe
I like it!
What about Reaper? If traited for piercing this could get messy.
I like it, too. I think it might be cool to have a delayed effect like Ele fire underwater. That would be pretty decent for comboing damage for bursts.
As for the pierce, just make the explosion originate at the first target hit.
How would that work it’s a cleaving attack there is no real first hit but since it’s melee it could be appropriate. So a delayed burn and damage explosion per foe hit if I get it right?
The Dhuumfire thread
yeah make a splash and burn in aoe
I like it!
What about Reaper? If traited for piercing this could get messy.
I like it, too. I think it might be cool to have a delayed effect like Ele fire underwater. That would be pretty decent for comboing damage for bursts.
As for the pierce, just make the explosion originate at the first target hit.
How would that work it’s a cleaving attack there is no real first hit but since it’s melee it could be appropriate. So a delayed burn and damage explosion per foe hit if I get it right?
can be still like one fire nova but make it the size of the 3 enemy that were hit and apply apply burning to each foe you hit
Uhhh.
No.
Life Blast’s coefficients are ridiculous (excuse my 6-9k autos), and the class itself given life force is quite strong. It’s not part of a competitive PvP meta almost exclusively due to lack of stability and starting with 0 LF. MM necro can benefit from dead minions as a means of an early starting pool, and unless it gets lucky towards the start for some LF gains near team fights and not focused, it’s mostly just sub-optial being locked out of its primary offense/defense. More power damage or baseline projectile finishers being 100% (uh, burn guard/celestial ele WAY over-synergizes here) is just unnecessary.
Starting at 20-30% LF in sPvP would probably bump the class into competitive viability, more access to stability would definitely push this class into one of, if not the best.
The answer isn’t damage. Necros have a ton of it coming from LB. Reaper’s DPS is likely going to be lower during shroud. The answer is a bit more starting potential so that it’s not just able to be shut down immediately and made kind of pointless if the opponents aren’t either hard-countered or unskilled.
It does the same damage at min range as Ranger longbow does at max range. That’s hardly ridiculous. It also doesn’t have the luxury of rapid fire to follow it up with. It also needs 3 traits to bring it up to a level that isn’t a complete disappointment.
So while life blast may not necessarily need to be changed, raw DPS potential really is a legitimate problem for the class.