I decided to brainstorm about trait changes for Necromancer. This is quite extensive. Some are small tweaks that could be implemented quickly, some are radical changes, some may not be considered necessary at all, and many don’t take balance into consideration, but my point wasn’t to just “correct” everything I thought was wrong – it was also to envision new or alternate mechanisms to play with, to the make the game more fun or interesting as a result. Things can always be infinitely balanced after anyways. I put brackets at the end of some suggestions to explain my thought process.
Since I have listed multiple ideas per trait, some could be split off and made into their own.
Spite
Parasitic Bond
In PvE, it can work with events that have a lot of enemies that drop like flies. However, in PvP, with deaths being harder to come by, it falls short. Ideas:
- Gain health whenever enemies near you are downed or die. [Minor change, probably quickest to implement, while helping reward downing enemies in PvP]
- Gain health whenever enemies affected by your skills near you are downed or die. [Necros have a lot of AoE skills, and this could help trigger PB faster].
- Gain health for every 20 seconds you have targeted an enemy (or used skills on them) [References original GW1 Parastic Bond skill + attrition].
- Gain health for every X hits per enemy.
- When you are downed, unleash a huge poison cloud.
- While you are downed, create a life stealing well at your location. [If Necromancers are supposed to be about attrition and surviving long fights, then you shouldn’t be getting downed easily – and if you do, you should be rewarded(?)/protected(?) a traits backing you up – the combination of downed skill 1 + life steal well should quickly get you back up].
Siphoned Power
If you’re at 25% health, you’re probably going to die. One measly stack of might ain’t gonna do KITTEN. Ideas:
- Gain Might when you reach 50% health. [Fastest fix + more time for the benefit]
- Gain Might when enemies around you reach 33% health.
- Your attacks steal Might when at X% health [This is what siphoning really means* – stealing it for your own use].
Spiteful Marks
- Gain retaliation while standing near marks (one trigger per mark).
Curses
Reaper’s Precision
This is a really low amount – 1%!? And it’s not even guaranteed! I get the feeling this is made for those with uber high precision and/or Signet of Undeath equipped – but not everybody uses that. Ideas:
- Your critical hits have a % chance of piercing.
- Critical hits while in Death Shroud generate Life Force.
Target the Weak
- Apply an extra damage packet for each condition on a target foe (each packet has a chance to critical hit). [Combines with +precision from Curses, may help trigger current in game Reaper’s Precision more ]
- Gain +condition damage for every unique stack and condition on a target foe (when you apply 1 stack of bleed, gain +X condition damage, same with 2, 3, etc… but if they remove the bleeds, you need to get up to 4 stacks to get a bonus… also get it when you apply chill, poison, etc – ends on target down and enemy based.)
- Your attacks do massive damage to Weakened foes. [Addresses Condition Damage vs Power dichotomy for those who may use other traits and feel they are very low damage].
- Blood Curse/Rending Curse/Putrid Curse have a chance to bounce to foes suffering from Weakness. [I have heard some people say Weakness is a weak condition (no pun intended), so this might give some incentive to focus on Weakness by turning the staff into an AoE auto attack].
Death Magic
Reanimator
- Summon a jagged horror whenever you kill a foe (no 30s limitation, maximum 10).
- Summon a jagged horror whenever you kill a foe (no 30s limitation, unlimited amount, they do not give lifeforce on death).
- 20% chance to summon a jagged horror when taking damage [currently they are weak as hell! Not sure if 20% is a good place to start, but it would promote minion armies].
- When you kill a foe, summon a random minion with high HP (since you will have no control over it, it better be able to take a couple hits first).
- Your minions gain health when they attack.
- Every time you summon a minion, there is a 40% chance to summon a second one.
- Minions have a ?% chance to resummon themselves upon death.
Shrouded Removal
- While in Death Shroud, you do not take damage from conditions (condition damage is “paused”, it does not affect your main or DS HP, however you can still get conditions, but they will only take effect when you leave DS – I believe that you can be damaged with conditions while in DS currently, right?)
- While in Death Shroud, you are not affected by conditions (they are “paused” and resumed upon leaving DS)
(edited by Unpredictability.4086)