"Life Force as Health" Rework

"Life Force as Health" Rework

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Posted by: Allarius.5670

Allarius.5670

I’ve read some suggestions about reworking Death Shroud to remove “life force as health” to accommodate a plethora of different ideas (from receiving heals in Death Shroud, to more active defensive options, etc.). What do you think this would actually look like in a balanced, practical form while still maintaining that Necro flair and identity?

With Life Force no longer restrained to “second health bar” I liked the idea of using it as a resource for more than just entering and maintaining Death Shroud, much like the profession description suggests.

Also, Jagged Horrors could be used as another resource in and around traits that effect minions, alleviating the need to go full minion master.

I also like the idea of forgoing actual damage in siphoning traits (generally your hits are doing damage anyways) … allowing for what would hopefully be an easier time balancing a “heal on hit” effect.

In the posts below I gathered some ideas I saw floating around the forums with a few that came to mind. Feel free to post feed back, but mostly I’m interested in additional ideas you might come up with for skills, traits, or whatever.

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Posted by: Allarius.5670

Allarius.5670


Death Shroud – Tap into your accumulated Life Force to enter a Spectral State and gain access to new skills, depleting Life Force over time.
Note: Death Shroud no longer uses Life Force in place of Health and now operates like a conjured weapon, replacing skills 1-5 but allowing access to skills 6-10.

Spectral Skills: (Recharge reduction baseline)
Spectral Armor – Lose Life Force in place of Health when you take damage. Duration: 6 sec. Breaks Stun.
Spectral Walk – Create a shadowy tether and become spectral, losing Life Force when struck. You may return to your initial position by using Spectral Recall.
Spectral Wall – Use Life Force to create a Spectral Wall that protects allies and fears foes. Costs Life Force.
Spectral Grasp – Use Life Force to pull your foe through the Veil to you, chilling them. Costs Life Force. 1 sec cast, teleports foe to you. Unblockable.

Necrotic Grasp is a 100% Projectile Finisher.

All Wells gain a one time chain skill while the Well is active: Sacrifice Life Force (or Health, or Both?) to increase the duration of the Well. The cooldown starts when the well is cast.

Trait Changes:


Spiteful Renewal (Minor) – As anticipated.
Death’s Embrace (Minor) – As anticipated, w/o the cooldown and 1x Vulnerability (5s) per hit.
Siphoned Power (Minor) – As anticipated, w/o the cooldown and 1x Might (5s) per hit.
—————
Spiteful Talisman (Adept) – As anticipated.
Reaper’s Might (Adept) – As anticipated, Life Blast and Plague Blast are now 100% projectile finishers. 20% blast finishers with Unyielding Blast.
Bitter Chill (Adept) – As anticipated.
—————
Chill of Death (Master) – As anticipated.
Death Shiver (Master) – Gain Life Force whenever you Chill a foe.
Axe Training (Master) – As anticipated, increase the range of Rending Claws and Ghastly Claws by 300.
—————
Signet Mastery (Grand Master) – As anticipated.
Close to Death (Grand Master) – As anticipated.
Spiteful Spirit (Grand Master) – As anticipated, w/o the cooldown.


All Minors as anticipated.
—————
Weakening Shroud (Adept) – As anticipated, w/o the cooldown.
Chilling Darkness (Adept) – As anticipated.
Master of Corruption (Adept)- Dark Path and Spectral Grasp convert boons into conditions. Reduces Corruption recharge.
—————
Path of Midnight (Master) – Blind nearby enemies when entering and exiting Death Shroud.
Plague Touch (Master) – Transfer conditions to nearby enemies when entering Death Shroud.
Banshee’s Wail (Master) – As anticipated.
—————
Terror (Grand Master) – As anticipated.
Necrotic Corruption (Grand Master) – As anticipated. Summon a Jagged Horror whenever you corrupt or remove a boon.
Lingering Curse (Grand Master) – As anticipated.

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Posted by: Allarius.5670

Allarius.5670


Armored Shroud (minor) – As anticipated.
Soul Comprehension (minor) – As anticipated.
Beyond the Veil (minor) – Whenever you leave Death Shroud summon a Jagged Horror and grant nearby allies Protection.
—————
Flesh of the Master (Adept) – As anticipated.
Shrouded Removal (Adept) – Consume a condition when entering Death Shroud.
Putrid Defense (Adept) – As anticipated.
—————
Greater Marks (Master) – As anticipated.
Reaper’s Protection (Master) – As anticipated.
Deadly Strength (Mater) – As anticipated.
—————
Death Nova (Grand Master) – As anticipated
Veil Walker (Grand Master) – Activate Spectral Walk when entering Death Shroud. Activate Spectral Recall within 8 sec by exiting Death Shroud.
Unholy Sanctuary (Grand Master) – Gain Spectral Armor while in Death Shroud. Activate Death Shroud when suffering a lethal blow if you possess sufficient Life Force.


Full of Life (Minor) – As anticipated.
Vampiric (Minor) – Heal whenever you hit an enemy. Heal double on critical hits.
Blood to Power (Minor) – As anticipated.
—————
Ritual of Life (Adept) – As anticipated.
Spilled Blood (Adept) – Create a Well of Blood when you take falling damage. Falling damage is reduced.
Mark of Evasion (Adept) – As anticipated.
—————
Quickening Thirst (Master) – As anticipated.
Deathly Invigoration (Master) – Gain Vigor when entering Death Shroud.
Deathly Rejuvenation (Master) – Heal nearby allies when entering Death Shroud.
—————
Parasitic Contagion (Grand Master) – Gain a percentage of your condition damage as health.
Unholy Conduit (Grand Master) – Pull conditions to yourself from nearby allies when in Death Shroud, gaining Life Force. Life Blast transfers conditions to foes.
Blood Rituals (Grand Master) – Wells heal allies over time and grant protection to allies when cast. Reduces cooldown of wells.


Gluttony (Minor) – As anticipated.
Reaper (Minor) – Gain Life Force whenever you hit an enemy.
Strength of Undeath (Minor) – As anticipated.
—————
Vital Persistence (Adept) – As anticipated.
Unyielding Blast (Adept) – Life Blast and Plague Blast affect nearby foes and are no longer projectiles.
Soul Marks (Adept) – As anticipated.
—————
Reaper’s Call (Master) – Cast Spectral Grasp in place of Dark Path.
Speed of Shadows (Master) – Dark Path loses its projectile and becomes ground targeted.
Master of Terror (Master) – When you inflict Fear also inflict Immobolize.
—————
Foot in the Grave (Grand Master) – As anticipated.
Death Perception (Grand Master) – As anticipated.
Dhuum Fire (Grand Master) – As anticipated.

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Posted by: ronpierce.2760

ronpierce.2760

I’d rather have their planned trait than Death nova. That new trait is 25% damage and like the only thing thats going to keep them alive a little longer against the mess of AOE spam.

Or, as I had said before…
Make the damage baseline (incentive for other builds to use a minion once in a while).

And make Necrotic Corruption:
Minions pull a condition from the master (1 per 10 seconds per minion) and transfer conditions to enemies when they hit them. When a minion dies it becomes a poison field for 4 seconds (2 pulses). And remove the initial burst of damage.

Still my favorite way to handle it so we have weakness on demand from putrid explosion, less passive damage from enemies just killing your pets, and they retain the condition return which is critical to their survival.

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

(edited by ronpierce.2760)

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Posted by: Malchior.1928

Malchior.1928

This seems like an awful lot of work for a vanilla game class.

The effort and suggestion is nice, but I can’t plausibly see ANet doing this due to the resources it would take.

Specializations seem to be where the innovation is, outside of that, only a bit of QoL changes seem to really be occurring.


However, I really like your suggestions for:

Path of Midnight (Master) – Blind nearby enemies when entering and exiting Death Shroud.
Plague Touch (Master) – Transfer conditions to nearby enemies when entering Death Shroud.

Plague touch, could be useful in the blood line, and blinding on ds enter/exit would synergize with chill on blind, as well as help our survivability.

[QQ] A Quaggan in Arah

(edited by Malchior.1928)

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Posted by: Bhawb.7408

Bhawb.7408

I don’t see why ANet would remove LF as health when that part of the concept is working fine especially when it basically requires them to rework everything defensive about the entire profession.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Shiki.7148

Shiki.7148

I don’t see why ANet would remove LF as health when that part of the concept is working fine especially when it basically requires them to rework everything defensive about the entire profession.

The problem is, if they DON’T rework everything defensive about the entire profession, it will continue to suck compared to the classes that got those scaling defenses. But like i mentioned in another thread, if they made it so that DS reduces incoming damage by x% per enemy withing 1200 range (max 5) or put a cap on how much dps you can receive in Ds, then give us access to our utilities in DS, allow siphoning through (maybe with reduced effectiveness), and let us start with 50% LF onm every spawn in sPvP, they can keep it as pseudo-hp and make Necros amazing. Otherwise… not a chance.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

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Posted by: Bhawb.7408

Bhawb.7408

Nothing about DS becoming a decent scaling defense requires a rework of the entire profession. Traits and skills rework yes, and those are also things we can expect with the upcoming changes. The hope is that ANet realizes the problem/listens to our feedback so it happens.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: nekretaal.6485

nekretaal.6485

DS is really easy to work in scaling defenses.

Just give the necromancer the toxic krait projectile reflect bubble as a channeled skill on death shroud 7 (the krait bubble roots, so it works like old engineer shield 5). That gives necromancer scaling defenses.

Before you say that’s imba, realize that the necromancer is not moving, or doing damage, is totally vulnerable to AoE or Melee during the channel, and is losing life force from degen during the channel.

#24 leaderboard rank North America.

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Posted by: rapthorne.7345

rapthorne.7345

Remove death shroud, replace with deathly armour.

While toggled on, the necromancer gains a large bonus to toughness and healing power (at 80 say 360 increase during activation – IE double standard signet passives at 80) and 50% of the damage dealt to the necromancer is diverted to the necromancer’s deathly armour pool.

while active, damage dealt by the necromancer heals them and their party for X amount.

etc etc

Would still have the current DS life force drain while active and minimum 10% life force activation costs

Resident smug Englishman on the NA servers, just because.