http://twitch.tv/alemfi/
(edited by alemfi.5107)
Since we already have a bug post, thought I’d see if the community would like to create a compilation of suggestions of SMALL changes to currently existing skills and abilities that they feel would significantly improve the necromancer/their game-play.
Some things that come to mind for me personally:
Summon Bone Minions -> Putrid Explosion (http://wiki.guildwars2.com/wiki/Putrid_Explosion):
I think this could be significantly improved by changing Putrid Explosion into a ground targetted AoE. Behavior would be that the closest minion would then go to the location and explode instead of the current behavior of (closest?) minion explodes.
Spectral Armor (http://wiki.guildwars2.com/wiki/Spectral_Armor):
Cooldown should be reduced significantly. Anything above 60 seconds for me is far too much for this type of ability. Further tuning below 60 would need to take into account cd reductions/ other effects.
Wail of Doom (http://wiki.guildwars2.com/wiki/Wail_of_Doom):
Changing this to a 1 second fear I think would fit the theme of the necromancer better than the 2 second daze it currently is.
Counter Argument:
(https://forum-en.gw2archive.eu/forum/professions/necromancer/List-of-Small-Changes-to-Improve-the-Necro/first#post1819544)
Flesh Golem: Should be usable underwater. Having to resummon it is annoying and inconsistent with the other summons. Thanks Mister Mustard.7203
via Ezeriel.9574:
I’d like to see Mark of Blood’s (http://wiki.guildwars2.com/wiki/Mark_of_Blood) regen occur at the caster as well as at the mark.
- For consistencies sake if nothing else.
Expanded Death Shroud Options:
-Access to Underwater/Land Death shrouds regardless of being underwater or on land.
Traits:
- Siphoning health from traits should scale with SOMETHING (power, healing, w/e).
Will add to this post ideas that the community seems to like:
(edited by alemfi.5107)
Wail of Doom (http://wiki.guildwars2.com/wiki/Wail_of_Doom):
Changing this to a 1 second stun I think would fit the theme of the necromancer better than the 2 second daze it currently is.
Why cut the time in half? Stun and daze is essentially the same control effect.
The sigil of paralyzation even works on both of them.
https://forum-en.gw2archive.eu/forum/professions/necromancer/stun-sigil-work-for-wh-daze/
Bone minons could also be much improved if they would path to your current target and explode upon activation of the active skill (like a shattering clone). Then you don’t have to worry about that guy right beside you but 2 units of distance too far from your lagging behind minion.
1. Allowing healing effects (such as regeneration and siphon), to work at 25% effectiveness while in DS. Replace the 25 point minor trait in the blood line with a modifier to make that 50%%.
2. Allow Life force generation to work while in DS at 10% effectiveness. Replace the 25 point minor trait to make this 25%, move the 25 point minor trait to the 5 point minor trait and scrap gluttony.
There you go. If those changes are too strong, scale back the numbers, but there is no reason why you couldn’t start there and work forwards or backwards.
I would love to see Flesh Golem useable under water.
Wail of Doom (http://wiki.guildwars2.com/wiki/Wail_of_Doom):
Changing this to a 1 second stun I think would fit the theme of the necromancer better than the 2 second daze it currently is.Why cut the time in half? Stun and daze is essentially the same control effect.
The sigil of paralyzation even works on both of them.
https://forum-en.gw2archive.eu/forum/professions/necromancer/stun-sigil-work-for-wh-daze/
Sorry, meant to say fear, which with terror might be to powerful as 2 secconds.
Spectral Armor (http://wiki.guildwars2.com/wiki/Spectral_Armor):
Cooldown should be reduced significantly. Anything above 60 seconds for me is far too much for this type of ability. Further tuning below 60 would need to take into account cd reductions/ other effects.
I’m beginning to understand why the cooldown is so long. If LF is basically just more hitpoints, then SA not only reduces incoming DPS by 33%, but it “heals” you for a flat 1.8% of your total health per strike on top of being a stun break. So, if you’ve got 30k hitpoints then SA turns a 15k 100b into 5,600 damage. So, it’s going to be much better if you’re already low on LF and if someone’s hitting you with a multi-strike ability. The catch is that we’re healed in the form of more LF, so it’s not as good a deal as it sounds. I’m not saying that I like the long CD. I’m saying that I think it’s there for a fairly good reason.
Traits:
- Siphoning health from traits should scale with SOMETHING (power, healing, w/e).
I agree mostly. It currently scales with how often you can strike your opponent, which is somewhat clunky and hard to build for. I think a large part of the problem with siphoning is that it’s composed of lots of tiny numbers instead of one big number, so it’s harder to even tell if it’s working.
Wail of Doom (http://wiki.guildwars2.com/wiki/Wail_of_Doom):
Changing this to a 1 second stun I think would fit the theme of the necromancer better than the 2 second daze it currently is.Why cut the time in half? Stun and daze is essentially the same control effect.
The sigil of paralyzation even works on both of them.
https://forum-en.gw2archive.eu/forum/professions/necromancer/stun-sigil-work-for-wh-daze/
I posted about this in another thread. Base 1 second fear, trait increases base duration by 50% to 1.5 second fear, 100% fear duration turns this into a 3 second fear, terror turns that into 3-4k damage, on a 25.5 second CD, in addition to the other fears that terror builds have. If they did make the change, it would have to be reduced in duration, otherwise it would be a 5 second AoE cone fear (traited, technically 6 seconds but 5 second cap on fear), and be far too strong in terror builds.
This, combined with the fact that Warhorn is currently an amazing offhand for dagger builds, and pretty bad for condition damage builds (outside of running around), and that changing it to a fear would suck for dagger builds, I don’t really see this being a good change. It would kitten a lot of MM and well builds, and be a minor buff (if reduced base, OP buff if not) to terror builds. It just doesn’t work well imo.
To basically everything else said in this thread, +1.
I’m beginning to understand why the cooldown is so long. If LF is basically just more hitpoints, then SA not only reduces incoming DPS by 33%, but it “heals” you for a flat 1.8% of your total health per strike on top of being a stun break. So, if you’ve got 30k hitpoints then SA turns a 15k 100b into 5,600 damage. So, it’s going to be much better if you’re already low on LF and if someone’s hitting you with a multi-strike ability. The catch is that we’re healed in the form of more LF, so it’s not as good a deal as it sounds. I’m not saying that I like the long CD. I’m saying that I think it’s there for a fairly good reason.
Perhaps.. I’m curious where you got the values for life force <—> health values ( Namely the 1.8% of your total hp per strike). Without seeing the numbers I really can’t make a judgement call on whether or not I’m simply underestimating the value that aspect of the ability holds. Currently what I see as strengths of the ability are the stun break and protection it provides, with the spectral effect being candy on top. So perhaps it’s just my perspective that looks at Spectral Armor as a trash skill. As it is now though, VERY FEW people actually slot that skill, and I think giving it play time by making it more appealing might be able to show further insight into its effectiveness.
Wow… forum is crapping out on my post:
Furthermore, the spectral effect ends when going into death shroud, so—- after taking that 15k *.66 hundred blade, to fully utilize that extra health pull you’d need to be able to enter deathshroud to absorb more hits, which means you’ll probably be terminating it before the 6 seconds are up, due to the nature of —- wanting to not actually die by all the burst.. if that makes sense…
Small changes I would make:
Increase the range of Flesh Wurm teleport, and make it’s teleport function more like Mesmer Portal (can go any elevation change).
Blood Fiend’s siphon works with 50% better siphoning.
Make it possible to use Underwater death shroud on land, but make it so only 1 can be accessed (so you can’t have both available, keep only 1 shroud at any time, but you can choose).
Wail of Doom (http://wiki.guildwars2.com/wiki/Wail_of_Doom):
Changing this to a 1 second stun I think would fit the theme of the necromancer better than the 2 second daze it currently is.Why cut the time in half? Stun and daze is essentially the same control effect.
The sigil of paralyzation even works on both of them.
https://forum-en.gw2archive.eu/forum/professions/necromancer/stun-sigil-work-for-wh-daze/I posted about this in another thread. Base 1 second fear, trait increases base duration by 50% to 1.5 second fear, 100% fear duration turns this into a 3 second fear, terror turns that into 3-4k damage, on a 25.5 second CD, in addition to the other fears that terror builds have. If they did make the change, it would have to be reduced in duration, otherwise it would be a 5 second AoE cone fear (traited, technically 6 seconds but 5 second cap on fear), and be far too strong in terror builds.
This, combined with the fact that Warhorn is currently an amazing offhand for dagger builds, and pretty bad for condition damage builds (outside of running around), and that changing it to a fear would suck for dagger builds, I don’t really see this being a good change. It would kitten a lot of MM and well builds, and be a minor buff (if reduced base, OP buff if not) to terror builds. It just doesn’t work well imo.
To basically everything else said in this thread, +1.
Adding your post to mine as a counter argument to what I proposed. Sounds reasonable from that perspective, as I forgot to take into account the short cooldown. I assume you are saying it messes up wells/mm because the targets are then leaving the hit areas of the wells/minions? Is this not a concern for them just leaving the areas of the wells through regular movement? I don’t run war horn personally in my well build so I thought I’d ask.
Wow… forum is crapping out on my post:
Furthermore, the spectral effect ends when going into death shroud, so—- after taking that 15k *.66 hundred blade, to fully utilize that extra health pull you’d need to be able to enter deathshroud to absorb more hits, which means you’ll probably be terminating it before the 6 seconds are up, due to the nature of —- wanting to not actually die by all the burst.. if that makes sense…
And you hit the nail right on the head. It becomes a very situational, very long cooldown if you want to get the maximum effectiveness out of the skill. You need to never use it as a stun breaker (or use it at all) unless:
1. You have very low LF.
2. You are about to take a ton of little hits.
3. You have sufficient regular HP to survive long enough to let it do its thing.
4. You are completely out of possible interrupts that would be a much better way to avoid the damage.
I get that it is double-dip for survivial, and if it lasted through DS, I might even agree with the cooldown. But the class is built (contrary to most devs opinions) to be in and out of DS constantly, which doesn’t work well with a skill that breaks when you go into DS.
Make it possible to use Underwater death shroud on land, but make it so only 1 can be accessed (so you can’t have both available, keep only 1 shroud at any time, but you can choose).
I do think this would be an amazing change for our versatility ( giving it to us as an option like f1-f2), but I’m wondering how big a change this would be on the backend, haha.
Small changes I would make:
Increase the range of Flesh Wurm teleport, and make it’s teleport function more like Mesmer Portal (can go any elevation change).
Blood Fiend’s siphon works with 50% better siphoning.
Make it possible to use Underwater death shroud on land, but make it so only 1 can be accessed (so you can’t have both available, keep only 1 shroud at any time, but you can choose).
Come on Bhawb, thats OP. The developers would never go for a skill that lets you bypass big ledges and jumps. (IGNORE WHAT WARRIORS AND ENGINEERS GET).
Siphon 50% on blood fiend would be insanely good and would make me use him all the time hands down.
Underwater DS is superb, and I support that change fully.
Perhaps.. I’m curious where you got the values for life force <—> health values ( Namely the 1.8% of your total hp per strike).
It is currently accepted that LF = 60% HP, since you get 3% LF per hit, it is effectively giving 60%(3%)HP= 1.8%HP
Wail of Doom (http://wiki.guildwars2.com/wiki/Wail_of_Doom):
Changing this to a 1 second stun I think would fit the theme of the necromancer better than the 2 second daze it currently is.Why cut the time in half? Stun and daze is essentially the same control effect.
The sigil of paralyzation even works on both of them.
https://forum-en.gw2archive.eu/forum/professions/necromancer/stun-sigil-work-for-wh-daze/I posted about this in another thread. Base 1 second fear, trait increases base duration by 50% to 1.5 second fear, 100% fear duration turns this into a 3 second fear, terror turns that into 3-4k damage, on a 25.5 second CD, in addition to the other fears that terror builds have. If they did make the change, it would have to be reduced in duration, otherwise it would be a 5 second AoE cone fear (traited, technically 6 seconds but 5 second cap on fear), and be far too strong in terror builds.
I know. The original post of alemfi said stun instead of fear… now it’s edited.
For the DS, I wouldn’t make it F1+F2, but let you choose which of the two was your F1 (maybe a trait?)
I don’t think the Siphon would be OP, but it would at least make it a sufficiently good use, it would heal for about 1.6k every 4 seconds, but it still leaves open counterplay from enemies (just kill it), and counter-counterplay from the necro (get the main heal off before he dies), that is good game design where players have these little mini games to do.
As for the Wurm, I lol’d (I’ll go ahead and assume thats a joke :P). It would open up Necro back point defense, which would help make the meta a bit less stale.
@The warhorn issues, basically yes. A well necro using WH offhand gets 2 seconds where the enemy can’t get out with daze+any CC (chill/cripple). With fear they’d just run out of it.
And my bad on the warhorn thing, I misread as fear.
I’m beginning to understand why the cooldown is so long. If LF is basically just more hitpoints, then SA not only reduces incoming DPS by 33%, but it “heals” you for a flat 1.8% of your total health per strike on top of being a stun break. So, if you’ve got 30k hitpoints then SA turns a 15k 100b into 5,600 damage. So, it’s going to be much better if you’re already low on LF and if someone’s hitting you with a multi-strike ability. The catch is that we’re healed in the form of more LF, so it’s not as good a deal as it sounds. I’m not saying that I like the long CD. I’m saying that I think it’s there for a fairly good reason.
Perhaps.. I’m curious where you got the values for life force <—> health values ( Namely the 1.8% of your total hp per strike). Without seeing the numbers I really can’t make a judgement call on whether or not I’m simply underestimating the value that aspect of the ability holds. Currently what I see as strengths of the ability are the stun break and protection it provides, with the spectral effect being candy on top. So perhaps it’s just my perspective that looks at Spectral Armor as a trash skill. As it is now though, VERY FEW people actually slot that skill, and I think giving it play time by making it more appealing might be able to show further insight into its effectiveness.
Wow… forum is crapping out on my post:
Furthermore, the spectral effect ends when going into death shroud, so—- after taking that 15k *.66 hundred blade, to fully utilize that extra health pull you’d need to be able to enter deathshroud to absorb more hits, which means you’ll probably be terminating it before the 6 seconds are up, due to the nature of —- wanting to not actually die by all the burst.. if that makes sense…
Life Force is 60% of your total health, without any points in SR.
Spectral Armor grants you 3% Life Force per strike
60% * 3% = 1.8%
Let me know if my math’s off. I’m kind of multitasking right now.
And, yeah it does make sense to end it early. Though, in this imaginary altercation you’ve basically bought yourself enough time to use your heal and essentially negate the enemy’s channel, then DS + Dark Path to stretch the cooldown on it even further.
This is all on paper, though. I just find it helpful to convert all the Life Force gain into actual hitpoint numbers, because otherwise it’s difficult to determine if an ability is actually a good deal or not.
Make it possible to use Underwater death shroud on land, but make it so only 1 can be accessed (so you can’t have both available, keep only 1 shroud at any time, but you can choose).
Aha! That would turn wave of fear into a warhorn with fear instead of daze, which could be traited to an even lower cooldown. :P
I like the idea though, I can definitely see the appeal for some builds.
If it runs into balance issues they can fix it, but unlike warhorn it doesn’t run into the other issues of changing an established set, and can’t be chained with Doom (since it is essentially doom on steroids).
ha, for some reason i was focusing on plague blast instead of that uber fear wave. yeah—- that’d probably definitely need to be adjusted.
Wail of Doom needs one change and one change only.
-Change it to be truly instant. Meaning no delay after casting, no interruption of autoattack. It fires off right away regardless of what you’re doing at the time just like a shout.
Simple and easy.
Let us slot the skills for DS we want to use in either one or both underwater DS and DS.
It would let us tailor our DS skills to our build and gear.
examples:
- for my powerbuild I would have slotted life blast for both DS #1’s
- for my condition build I can have plague blast in both
- for condition/support build slot gathering plague instead of life transfer
- for purely ranged builds take Dark water/cloud (make it ground target)
BOOM DS for all builds
Come on Bhawb, thats OP. The developers would never go for a skill that lets you bypass big ledges and jumps. (IGNORE WHAT WARRIORS AND ENGINEERS GET).
What are you even talking about? What teleport, not even one that ignores elevation, do wars and engis have?
“Bypass big ledges and jumps”, has nothing to do with a teleport, he’s talking about their movement abilities.
“Bypass big ledges and jumps”, has nothing to do with a teleport, he’s talking about their movement abilities.
Ah. So then why mention Warriors and Engineers? Warriors have the worst leap that can bypass terrain, that being Sword 2…in fact other than necros everyone has a leap or “movement ability” that can bypass terrain. Seems rather pointless to bring it up in that manner.
Edit: And if he’s talking about big elevation changes then the only classes capable of that are mesmer, thief, and ele. Wars and engis aren’t even on the list.
(edited by Sannhet.8745)
1) Increase necro projectile speeds (staff #1, corrupt boon, etc) by 25%.
2) Increase cast times and execution times of many necro abilities (ex. scepter 5).
3) Make fundamental improvement to death shroud. Possible examples: Healing through death shroud. Removing life force decay while in death shroud. Stability on death shroud baseline.
I know people will argue that some of (3) is OP, but I think not, considering that we are expected to tank damage through DS.
“Bypass big ledges and jumps”, has nothing to do with a teleport, he’s talking about their movement abilities.
Ah. So then why mention Warriors and Engineers? Warriors have the worst leap that can bypass terrain, that being Sword 2…in fact other than necros everyone has a leap or “movement ability” that can bypass terrain. Seems rather pointless to bring it up in that manner.
Edit: And if he’s talking about big elevation changes then the only classes capable of that are mesmer, thief, and ele. Wars and engis aren’t even on the list.
I was really thinking more of gaps not bypassing vertical distance. I am no expert on warriors but I have seen videos of them leaping over gaps that I know my necro and Mesmer cannot. Engineers had some rocket jump that worked the same way. My only point was that allowing worm to actually port would open up too many abusive ways to get places were not suppose to, like on keep walls. The two mentioned and possibly others can do it as well along a horizontal plane, which is similar in spirit though far less abusive.
I’d like to see Mark of Blood’s regen occur at the caster as well as at the mark. I’d spend 20 point in the vit traits to get such a thing.
I’d like most of the character skills to have shorter cooldowns. Most of the skills, not just necro ones, are kinda cool but the cooldowns make them useless.
Spectral armor has to be one of the worst offenders. 90 seconds of cooldown for what should be on a 30 second one.
I’d like to see Target the Weak (2% damage per condition) be something along the lines of 10% of condition damage is applied to power.
I’d like to see DS do something good for condition builds.
I think regen might be the biggest thing. All classes have regen, why don’t necros? The healing pet is crazy OP, until it dies… could we perhaps lower it’s healing, and add passive regen to the signet of undeath?
I was really thinking more of gaps not bypassing vertical distance. I am no expert on warriors but I have seen videos of them leaping over gaps that I know my necro and Mesmer cannot. Engineers had some rocket jump that worked the same way. My only point was that allowing worm to actually port would open up too many abusive ways to get places were not suppose to, like on keep walls. The two mentioned and possibly others can do it as well along a horizontal plane, which is similar in spirit though far less abusive.
Put the restriction on the Flesh Wurm then, so it can’t be placed in areas that would allow for abuse, similarly to how portal is dropped at the feet so is guaranteed to not allow people to teleport somewhere they couldn’t walk.
I was really thinking more of gaps not bypassing vertical distance. I am no expert on warriors but I have seen videos of them leaping over gaps that I know my necro and Mesmer cannot. Engineers had some rocket jump that worked the same way. My only point was that allowing worm to actually port would open up too many abusive ways to get places were not suppose to, like on keep walls. The two mentioned and possibly others can do it as well along a horizontal plane, which is similar in spirit though far less abusive.
Put the restriction on the Flesh Wurm then, so it can’t be placed in areas that would allow for abuse, similarly to how portal is dropped at the feet so is guaranteed to not allow people to teleport somewhere they couldn’t walk.
Making it always summon at your feet then yes it is fine. I would miss putting him out of range of melee and aoe though at obscure locations. Keeping it ranged summoning and blocking bad locations would never work though. Far too many holes in the invisible walls around the PVE maps
I would think it would keep abuse down if his summon was fairly height restricted, but I don’t know how it would affect WvW or PvE
I’d like to see Mark of Blood’s regen occur at the caster as well as at the mark.
This. At the moment people have to be standing in the mark while an enemy triggers it to receive the regen, meaning that unless you’re trying to facetank enemies with the staff you’ll never get the regen boon yourself. Make it so that the necro always gets the regen, regardless of range (like how Putrid Mark works) and increasing the application range of Regeneration to friendlies to 450 – 600 range would also be good, but borderline OP. ~5 – 9 seconds of AoE regen on a 6 or 4.5 second cooldown.
Also, the Blood Magic trait Transfusion doesn’t scale with healing power. Since it’s causes healing, it should be altered so it does scale with healing power.
(edited by Zynthetic.2954)
I’d like to see Mark of Blood’s regen occur at the caster as well as at the mark.
This. At the moment people have to be standing in the mark while an enemy triggers it to receive the regen, meaning that unless you’re trying to facetank enemies with the staff you’ll never get the regen boon yourself. Make it so that the necro always gets the regen, regardless of range (like how Putrid Mark works) and increasing the application range of Regeneration to friendlies to 450 – 600 range would also be good, but borderline OP. ~5 – 9 seconds of AoE regen on a 6 or 4.5 second cooldown.
Also, the Blood Magic trait Transfusion doesn’t scale with healing power. Since it’s causes healing, it should be altered so it does scale with healing power.
Not everything that heals scales with healing power in GW2. Not even everything that heals other people.
I agree that playing support Necro can be a bit frustrating given all the qualifiers to their support-type abilities. (Stand still in this Well so it can heal you! Oh there’s a 60 man zerg bearing down on you? It’s okay, the Well heals for 12k over its entire duration, you’ll be fine. If you need to run, conveniently run over that Mark over there while an enemy is close enough to you so you both hit it!) That being said, support isn’t seem to be the direction they are trying to go with the class and Guardians/Eles just do it better. Let’s see if we can just get fixed what we’re SUPPOSED to specialize in.
I’d like to see Mark of Blood’s regen occur at the caster as well as at the mark.
This. At the moment people have to be standing in the mark while an enemy triggers it to receive the regen, meaning that unless you’re trying to facetank enemies with the staff you’ll never get the regen boon yourself. Make it so that the necro always gets the regen, regardless of range (like how Putrid Mark works) and increasing the application range of Regeneration to friendlies to 450 – 600 range would also be good, but borderline OP. ~5 – 9 seconds of AoE regen on a 6 or 4.5 second cooldown.
Also, the Blood Magic trait Transfusion doesn’t scale with healing power. Since it’s causes healing, it should be altered so it does scale with healing power.
Not everything that heals scales with healing power in GW2. Not even everything that heals other people.
I agree that playing support Necro can be a bit frustrating given all the qualifiers to their support-type abilities. (Stand still in this Well so it can heal you! Oh there’s a 60 man zerg bearing down on you? It’s okay, the Well heals for 12k over its entire duration, you’ll be fine. If you need to run, conveniently run over that Mark over there while an enemy is close enough to you so you both hit it!) That being said, support isn’t seem to be the direction they are trying to go with the class and Guardians/Eles just do it better. Let’s see if we can just get fixed what we’re SUPPOSED to specialize in.
We do fairly well with support. There’s little effective difference between healing 100 damage, mitigating 100 damage, or preventing 500 damage 20% of the time.
Regarding the discourse on the Flesh Wurm, it’s currently functioning along similar lines to blink ( can’t go across gaps ) so as long as there is no consistency difference I personally don’t care too much. Now if they modified blink on the other hand. Regarding necromancer support, while a lot of it is clunky in terms of restoring health, the focus does seem to be towards mitigating damage through blinds. I added the mark of blood to the top thread because it seems like a simple improvement that would bring more consistency to our skills.
Bone minons could also be much improved if they would path to your current target and explode upon activation of the active skill (like a shattering clone). Then you don’t have to worry about that guy right beside you but 2 units of distance too far from your lagging behind minion.
1. Allowing healing effects (such as regeneration and siphon), to work at 25% effectiveness while in DS. Replace the 25 point minor trait in the blood line with a modifier to make that 50%%.
2. Allow Life force generation to work while in DS at 10% effectiveness. Replace the 25 point minor trait to make this 25%, move the 25 point minor trait to the 5 point minor trait and scrap gluttony.There you go. If those changes are too strong, scale back the numbers, but there is no reason why you couldn’t start there and work forwards or backwards.
I like this idea. Rennoko – did you see my bunker build in the most recent All-Necro tPvP. It works really well, though I have to find another way to gain healing, and Foot in the Grave is more important than 50 percent CD on DS for bunkering.
A trait where minions absorb life force to heal on DS activation would be pretty cool and would allow Anet to be lazy.
I like this idea. Rennoko – did you see my bunker build in the most recent All-Necro tPvP. It works really well, though I have to find another way to gain healing, and Foot in the Grave is more important than 50 percent CD on DS for bunkering.
Only true with the build you were using. You can get 100% ret and fury uptime, 60% weakness and 2 bleeds uptime, and a condition removed every 5 seconds if you are traited for it. You didn’t trait for on-DS effects, nor were you running a vitality bunker build, so in that specific build’s case yes; but there are builds that abuse that for a lot of extra damage, control, and survivability.
Rather not “necro” a thread, but been seeing people create new topics about ways they think things could be changed to improve the necromancer, so I thought I’d bump this. Any fresh ideas folks? Trends seem to be asking for more options for vigor/ dodging.
I think that wells should be targetable (without traits ) . other classes don`t have to spend trait to make their skills targetable . they should change it for well duration 5-7 sec etc
I want to be able to summon Shatterer. He’s undead, I’m a necro, make it happen ANet.
Jokes aside, the unfortunate thing about a lot of the “changes” threads is that a vast majority of changes aren’t thought of from a balance perspective, they are imagined from a perspective of “what would make necros stronger” or alternatively “what will make necros more ‘fun’” (fun is subjective). And whenever I see a huge “changes” post from someone that I don’t already recognize and respect, its really hard to read them. I can’t imagine that isn’t a shared feeling either.
I think one thing necro can benefit from is improved effects. The dark mist theme is fine imo but I’d love to see it amplified. For example, if they can make wells look like black hole or make foes split out black matters(blood in black!?) when hit. That would definitely make necro less boring imo, even without mechanical changes.
I want to be able to summon Shatterer. He’s undead, I’m a necro, make it happen ANet.
I think you may be mixing your dragons there, but I must say that would be quite a welcome change.
Would he come with a reward chest though?
I probably am.
And no, everyone knows that you’ll just hit the condition cap and won’t get credit for the fight.
I think that wells should be targetable (without traits ) . other classes don`t have to spend trait to make their skills targetable . they should change it for well duration 5-7 sec etc
Actually… I’m fine leaving this the way it is currently, as there are actually plenty of similar cases: Traps ( Rangers), Kits & Turrets ( Engineers ). I suppose something that would be a counter point would be… warrior banners? I actually don’t play a warrior so I don’t really know about that. What skills did you have in mind in particular from the other classes that seem to get an unfair free ground target ability? However extending the duration could be something tacked onto the cooldown reduction, but not needed.
Jokes aside, the unfortunate thing about a lot of the “changes” threads is that a vast majority of changes aren’t thought of from a balance perspective, they are imagined from a perspective of “what would make necros stronger” or alternatively “what will make necros more ‘fun’” (fun is subjective). And whenever I see a huge “changes” post from someone that I don’t already recognize and respect, its really hard to read them. I can’t imagine that isn’t a shared feeling either.
This is a fair sentiment, as I, too ignore extremely lengthy posts about one person’s thoughts on improving the necromancer. Perhaps if we had that one group, [BoC] maintain a topic of community discourse it’d fair better.
Was testing around with a joke build i thought up of earlier involving spectral wall + spectral grasp and fear ( basically constantly yank and send the enemy over the wall ) which, while fun, was not at all viable in a pvp setting partially due to lack of needed damage from giving up my utilities for those two spectral skills, and long set up time (partially my fault to insist to put our staff+4 mark on the wall so I get chaos armor). Something that would have made THAT particular build viable would be perhaps adding damage to the spectral wall that gets applied when an enemy passes through it. something sub-1000 would have worked wonders. Now… I don’t usually slot in spectral wall myself… but I hear it seems to see enough play to make this potentially Over powered in other builds.
Still, thoughts on adding damage to wall effects (for consistencies sake, this would include stuff like temporal curtain and veil(? I don’t think this actually does anything to the opponent) on mesmers, flame walls on eles, other walls I might be missing)?
(edited by alemfi.5107)
Just a 1 second increase is a 20% increase in effectiveness, which is a very significant buff.
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