Necro QoL changes

Necro QoL changes

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Posted by: stale.9785

stale.9785

Things I would love to see done for the Necro:

1 – Swap Unholy Feast and Dark Pact so that Unholy Feast is now on dagger, and Dark Pact on Axe.

2 – Spectral Armor grants 5 stacks for 6 seconds of Stability instead of Protection.

3 – Spectral Grasp no longer chills foes, instead transfer 3 conditions to targetted foe.

4 – Master of Corruption is changed to: Reduces recharge on corruption skills. Corruption skills no longer inflict conditions on you; instead, sacrifice 10% of your total HP when using a Corruption skill.

5 – Flesh Golem functions underwater.

(edited by stale.9785)

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Posted by: Muchacho.2390

Muchacho.2390

None of you proposed changes are QoL changes so please dont use that term here. Well flesh golem working underwater could be considered a QoL change but the rest definitly not.

Now to your changes…

1. Well if you put dark pact on axe you would have to increase it range to 900 like the other axe skills. I agree that unholy feast would work better on a melee weapon like mainhand dagger but i somehow doubt that Anet would seroiusly change those to skills.

2. Well i am all for more stability on necro but i am not sure if spectral armor is the right place for it.

3. That wouldnt help spectral graps at all. The problem with the skill is that it is a unreliable projectile and the typical pull bugs (e.g. the skill doesnt pull directly to you since the enemy gets stuck on terrian).

4. Just no.

5. Yeah i agree with that.

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Posted by: stale.9785

stale.9785

These are precisely what I would mean by quality of life changes. Literally, things that are missing or don’t make sense, fixed.

1 – Putting the retaliation granting skill on the melee weapon, where it’s actually useful. Ditto the immobilizing, boon stripping skill, on the ranged weapon.

2 – I’ve never seen this skill used, ever. Anyone who runs power necro knows we need more stability outside of DS and our forms. Model after the Guardian shout “Stand Your Ground!” Not only does it encourage using the skill, but it addresses a general issue with Necros.

3 – See the above complaint, but address condition removal instead of stability – another issue with the necro that just doesn’t make sense – we’re the master of conditions, yet we lack outright condition removal skills. Leading into;

4 – Corruption skills. The whole “add a condition to yourself” is stupid. Even more so, when it’s appended to one of our best potential condition removal skills. HP sacrifice is very necro-centric, taken directly from GW1. It also adds a risk to using the corruption skills that isn’t currently there. Lore friendly, and making the skills more universally useful, while maintaining risk. I don’t get your objection. (Hard to get anything from “Just no.”

5 – The whole reason this hasn’t been done yet is an animation issue. The devs have talked about this a number of times, and never addressed it.

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

1. Wouldn’t mind.

2. It’s used in PvP and WvW, if at all I’d like to see the “gain life force when hit” mechanic being made baseline at lower values in order to conform with the “necros can take punishment” kitten they say

3. Skill can stay as is imo, would rather see it working properly and maybe a small cd reduction.

4. Nah, as annoying as self-conditioning can be, it helps in playing around with condis and gives us more to work with. Also, sacrificing HP worked in GW1 because it had dedicated healers, here it would not imo, even less so at 10% HP per corruption and with necro being easily focused down in fights (WvW/PvP).

5. Yeah gimme.

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Posted by: TimHellen.5903

TimHellen.5903

4 – Master of Corruption is changed to: Reduces recharge on corruption skills. Corruption skills no longer inflict conditions on you; instead, sacrifice 10% of your total HP when using a Corruption skill.

Interesting idea. I feel that corruption skills should never self inflict regardless of MoC but I think this is a good alternative since you are a master of corruption and it’ll be ironic if you suck at using them.

Sacrificing 10% of total HP reminds me of something from GW1 when players deliberately made their HP just 1 so you couldn’t die.

5 – Flesh Golem functions underwater.

I wouldn’t mind an aquatic minion. Maybe a octopus, kraken or something.

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Posted by: Silv.9207

Silv.9207

1) I’d like a source of retalation in a melee weapon, but I’m not shure it’s that the way we can implement it. I’d like to be able to spam retalation like before the Trait System Rework, expecially why that will make Power based builds a little better and make the enemies more unwilling to hit a necromancer. Add it ot traits and melee weapons would be a good improvement.

2) It’s a good way to implement stability but I’m not shure if that can be placed instead or with Protection. Spectral Armor is one of our few “defensive” skills (still if weak in PvP for it’s internal cooldown of 1 sec) and we can’t lose more defences (that we already lack).

3) That can be an interesting change. in line with the necro theme and strong enough to be used instead of other skills. But the really slow projectile and it’s huge animation makes it really easy to avoid. I used the offhand dagger instead of the warhorn to tranfer 3 more conditions in my old build, but Deathly Swarm is really easy to avoid and is faster and lesser visible than Spectral Grasp. I would prefer a Teleport that AoE chill and transfer a condition to each enemies hit.

4) No. Please No. We already die so quickly that isn’t useful a way to make the enemy work easier. That kind of things worked on the old GW1 necro, that had ways to self heal and different ways to survive than the actual necromancer. Also, the more self damage a corruption skill inflict us 2250 bleed damage in 10 seconds (if you’re a condi build), while a 10% of self damage in a common condi build can be up to 2800 istant damage. Not good at all. Just a trait to reduce the cooldown of 25% instead of 33% and remove the self conditions can be good. A 33% CD reduction is really useful, but remove the self inflicted conditions is better, expecially to make it viable for both condi and direct damage builds (you can’t play the Corrosive Cloud as a Direct damage why you will self inflict 6 sec of Weakness, that is a Huge problem for a direct damage build).

5) No problem here, it can be useful. Ranger have underwater pets, then I don’t think it’s a big problem for ANet implement that. But also a new zombie shark or kraken can be funny. Anyway it’s a seriously Minor problem (how much underwater fights do you want to do in this game?)

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Posted by: Wintermute.5408

Wintermute.5408

Dear lord, leave corruption skills alone. Not all skills are meant to work in all modes, and there’s more to the game than PVP. Corruptions are amazing in PVE condi builds, giving you more conditions to work with. If anything, I hate it when there’s some over-zealous healer cleansing them away before I manage to send them.

Welcome to Rivendell, mister Anderson

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Posted by: stale.9785

stale.9785

As someone who plays power builds, I have to disagree with your view on the corruptions. 10% of your HP is going to be ~2300 damage, which is negligible. The self-inflicted condition is a handicap, and makes our one worthwhile condition cleanse actually debuff us so that we take 5% more damage.

Wintermute – there ought to be more to PvE necro than one condition build.

Edit: Fixed numerical typos.

(edited by stale.9785)

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Posted by: Frozen.1347

Frozen.1347

Which necro runs arround with 12k hp? Are you talking about lowlevel/downscaled chars? Btw, Consume Conditions applies only 5 stacks of vuln for a few seconds, idk where you get those 25% more dmg from. Actually the self applied blind is the only really annoying thing imo and it keeps me from using MoC in WvW.

(edited by Frozen.1347)

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Posted by: Wintermute.5408

Wintermute.5408

As someone who plays power builds, I have to disagree with your view on the corruptions. 10% of your HP is going to be ~2300 damage, which is negligible. The self-inflicted condition is a handicap, and makes our one worthwhile condition cleanse actually debuff us so that we take 5% more damage.

Wintermute – there ought to be more to PvE necro than one condition build.

Edit: Fixed numerical typos.

What other profession has more than 1 raid condi build? I’m curious.

Or, if you want to get power builds up to the task, why are you even looking at corruptions? They are pure condi skills, buffed by pure condi traitline. They are of no use to power build.

Utility? Let’s see. BiP? Power necro has more than enough might access. CPC? In the extremely rare condition when you need it and somebody else doesn’t have projectile protection, just pick it with some form of condi removal. Done. CC? Yea, extremely short 5 vuln stacks and 1 blind is soooooo devastating. CB? Where in PVE do you find a need to corrupt boons? Even if you need it for some reason, there’s well for the same thing. Epidemic? Why are you using it on power necro? Plague? Why are you using it in PVE?

You need condi cleanse that much? Let’s see. CC? Check. It’s amazing despite your opinion of it. Plague signet? Check. Suffer? Check. The more the marrier. Minion trait? Check. Death/reaper shroud to simply wait it out if things get ugly? Check. Teammate ranger/druid? Check.

Leave corruptions alone. They are pure gold for condi builds, and that’s partially BECOUSE they provide self-conditions. I can either send them to enemy or use to beef up my CC heal.

Welcome to Rivendell, mister Anderson

(edited by Wintermute.5408)

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Posted by: stale.9785

stale.9785

You know what – stuff it. I had been typing up a response, and realised that you’re approach to discourse is;

https://giphy.com/gifs/the-office-no-JYZ397GsFrFtu

So I’m saving the effort.

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Posted by: gavyne.6847

gavyne.6847

QoL changes I’d like to see, this is by no means comprehensive list:

-Ability to see heal, utility, and elite cooldowns while in shroud. Seriously devs, it’s about time.

-Parasitic Contagion heals you while in shroud, quit with the shroud bias already.

-Death’s Charge gives you a 3/4 sec evade frame, rather than destroy projectiles. This one change will boost survivability of necros, both power & condi, while keeping the “shroud shroud shroud” theme that Anet is dead set on keeping.

-Nightfall begins & ends at max radius, no more small circle growing large.

-Spectral Armor converts damage into lifeforce for 3 seconds, or 6 seconds if spectral mastery taken. Active defense with play & counter-play. Don’t want necros to gain lifeforce? Stop hitting the necro while he/she is green. Same thing you do when a rev pops infuse light.

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Posted by: Lahmia.2193

Lahmia.2193

-Nightfall begins & ends at max radius, no more small circle growing large.

Or how about it is a mobile field instead?

Surrender and serve me in life, or die and slave for me in death.

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Posted by: Wintermute.5408

Wintermute.5408

You know what – stuff it. I had been typing up a response, and realised that you’re approach to discourse is;

https://giphy.com/gifs/the-office-no-JYZ397GsFrFtu

So I’m saving the effort.

If you can’t be bothered to defend your argument, no one else can. I haven’t insulted you (well, yet), and provided a number of points for you to adress. Let’s try again and keep it simple:

Fact 1: corruptions are purely condi skills. As such, Master of Crorruption is purely condi trait.
Fact 2: condi necros benefit from extra conditions of MoC, due to numerous ways to send them to enemy for debuffing or, more importantly, extra damage. Viper horror incorporates 2 of them at base – dagger4 and Necromantic corruption trait. If need arises, you can get even more ways to dispatch condis with staff, third utility slot and Consume conditions.
Fact 3: power necros gain 0 value from corruption skills, due to their condi nature. Most of their utility can be found elsewhere, with exception of CPC, that isn’t needed in vast majority of PVE environment.
Fact 4: no power build has Curses in it. Spite, Reaper, Soul Reaping and Blood Magic ll compete for the spots.

So, which of those 4 facts do you want to dispute? Do you have any justification for your idea, that will take away 20%-30% of my health per SINGLE rotation? How is it not a nerf to condi builds? How is it a buff to power in any form?

To get to insulting part, this proposition is simply kittened in every way possible. Some of your other ideas are decent or even nice, but this one is just mind-boggling

Welcome to Rivendell, mister Anderson

(edited by Wintermute.5408)

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Posted by: NovaanVerdiano.6174

NovaanVerdiano.6174

As someone who plays power builds, I have to disagree with your view on the corruptions. 10% of your HP is going to be ~2300 damage, which is negligible. The self-inflicted condition is a handicap, and makes our one worthwhile condition cleanse actually debuff us so that we take 5% more damage.

Wintermute – there ought to be more to PvE necro than one condition build.

Edit: Fixed numerical typos.

You know what 10% damage also means? Scholar rune bonus gone. So that means you lose 10% damage.

Of course, you wouldn’t currently run corruptions on a power necro anyway since they don’t bring anything (besides maybe CPC and BiP if you really, really need it for whatever reason but you shouldn’t) but if they were actually useful in power builds, that would be a huge drawback for PvE.