(edited by Erasmus.1624)
Necro combat+ (base heal support)
= NEW NECROMANCER-SPECIFIC MECHANIC CHANGES =
[Death Shroud]
- The death shroud bar now displays a real-time percentage ticker in addition to the raw number that displays the total amount of effective HP in your death shroud reserves.
- Death shroud HP is now capped at 15,000 at level 80 and scales appropriately with level; this number no longer scales with vitality.
- Necromancers now always spawn with/enter a map with 20% maximum life force (3000 HP). When out of combat, life force will adjust back to 20% of its maximum level by degenerating or regenerating to that level at the speed of out-of-combat health regeneration.
- Baseline death shroud life force decay reduced from 4% max/s to 2% max/s.
- Life force threshold which allows the activation of death shroud reduced from 10% to 5%.
= NEW NECROMANCER CLASS SKILLS =
[Deathly Fervor] (F2 while in death shroud)
Cast-time: 0; Recharge: 10 s
- Gain new, powerful death shroud abilities; your shroud decays at an increased rate. This skill cannot be activated if you are not above the life force threshold.
- Life force threshold: 50%
- Duration: 5 s
- Deathly Fervor life force decay: 15%
- Interval: 1 s
- This skill will stay in effect even if the player passes back below the life force threshold required to unlock the skill for activation.
- While under the effects of deathly fervor, the player has a “necromancer green” colored effect beneath their feet similar to the passive effect light from the Guardian [Signet of Courage].
(edited by Erasmus.1624)
= DAGGER MAIN-HAND =
[Necrotic Slash] (1a)
- Attack changed from 2 strikes to 1 strike; attack speed normalized with that of [Necrotic Stab].
- DC reduced from (0.9) to (0.6).
[Necrotic Stab] (1b)
- DC reduced from (0.7) to (0.6).
- No longer grants life force.
[Necrotic Bite] (1c)
- Cast-time increased from [?] to 1 s.
- DC increased from (1.2) to (1.6).
- Life force gain increased from 6% to 8%.
- This skill now cleaves (hits up to 3 targets).
[Life Siphon] (2a – 2c)
Cast-time: 0; Recharge: 6 s
- Siphon health from foes in front of you.
- Number of targets: 5
- Pulses (2): every 1 s
- Damage: (0.45)
- Healing: 204 (0.4)
- Duration: 2 s
- Width: 200
- Range: 600
- Elementalist [Lava Font] “cast-time”
- Revenant [Searing Fissure] style attack
- Pulses occur at the end of each second.
- The health siphon only heals the player once per pulse regardless of the number of targets hit.
- Instead of being a forced channel, this skill now chains up to 2 times. Every skill in the chain is identical. Upon activating the chain or using any skill within the chain, each subsequent skill in the chain will be available for use for up to 20 seconds respectively before the entire chain resets and goes into its listed cool-down. If all 3 skills are activated, this chain will also enter cool-down normally. This chain will be called a “multi-use chain” for the sake of saving space in later descriptions.
[Dark Pact] (3)
Cast-time: 1 s; Recharge: 15 s
- Consume life force and release a blast of necrotic energy that immobilizes foes on impact. If you cannot consume life force, you instead sacrifice health.
- Initial life force cost: 6%
- Health sacrificed: 6%
- Number of targets: 3
- Damage: (1.0)
- Immobilize: 2½ s
- Impact radius: 180
- Range: 1200
- Elementalist [Fireball] projectile pathing and behavior
- Health sacrifice is doled out in a single packet based on a percent of the player’s total HP pool. This damage only triggers if the player does not have an adequate amount of life force to spend in its stead (in this case the total is 6% of the player’s total life force pool: 900 HP). At that point, the health sacrifice is imposed on the player. Regarding these types of skills, both life force and the conditional health sacrifice costs respectively are only imposed upon successful cast/fully resolved channel; interruption or cancellation of an associated skill will not impose either cost.
(edited by Erasmus.1624)
= AXE MAIN-HAND =
[Rending Claws] (1)
Cast-time: 1 s
- Fire a piercing bolt of energy at your foe.
- Damage: (0.75)
- Pierces
- Range: 900
- Ranger [Long Range Shot] projectile behavior
[Ghastly Claws] (2a – 2b)
Cast-time: ¾ s; Recharge: 6 s
- Unleash piercing spectral claws that cascade out of you, striking foes in a line and granting you life force.
- Number of strikes: 6
- Number of targets: 3
- Damage per strike: (0.4)
- Life force per strike: 1%
- Range: 600
- Projectile hit-box, movement and strike pattern are equivalent to Warrior [Whirlwind Attack] extended to 600 range.
- Elementalist [Dragon’s Claw] casting animation
- The 1% life force gain is tied to every individual impact of a single [Ghastly Claws] projectile attack; each impact can only grant its 1% life force packet once regardless of how many targets it actually strikes.
- Multi-use chain
[Unholy Feast] (3)
Cast-time: 1 s; Recharge: 10 s
- Cripple and remove boons from foes in the area; gain might for each foe struck.
- Number of targets: 5
- Damage: (1.1)
- Might (1): 6 s
- Crippled: 3 s
- Boons removed: 1
- Combo finisher: Blast
- Radius: 600
(edited by Erasmus.1624)
= SCEPTER MAIN-HAND =
[Blood Curse] (1a) – name changed to – [Vile Bolt] (1a)
Cast-time: 1s
- Cast out a bolt of necrotic energy which strikes and bleeds adjacent foes upon impact.
- Number of targets: 3
- Damage: (0.5)
- Bleeding (2): 5 s
- Damage radius: 150
- Range: 900
- Elementalist [Fireball] projectile pathing and behavior; green [Ether Bolt] projectile
[Grasping Dead] (2)
Cast-time: ½ s; Recharge: 5 s
- Cast out a spectral hand which damages foes and spawns a pulsing field upon impact at the target area; this field cripples and bleeds foes with each pulse.
- Number of targets: 5
- Hand damage: (0.7)
- Hand damage radius: 180
- Field pulses (3): every 1 s
- Bleeding (2) per pulse: 5 s
- Crippled per pulse: 2 s
- Field duration: 3 s
- Field radius: 180
- Range: 900
- Elementalist [Fireball] projectile pathing and behavior; Engineer [Throw Napalm] secondary effect.
- The field spawned by this skill is not considered a combo field.
[Feast of Corruption] (3)
Cast-time: 1 s; Recharge: 10 s
- Damage foes in a cone in front of you; deal additional damage and gain life force for each condition on struck foes.
- Number of targets: 3
- Damage: (1.0)
- Bonus damage per condition: 8%
- Life force per condition: 1%; max 5% per foe
- Range: 700
- Engineer [Blunderbuss] cone
(edited by Erasmus.1624)
= DAGGER OFF-HAND =
[Deathly Swarm] (4a)
Cast-time: 0; Recharge: 8 s
- Form. Consume life force and assume the form of a deathly swarm which roils forward at high speed. If you cannot consume life force, this skill will not activate.
- Life force cost: 8%
- Duration: 1½ s
- Zephyrite aspect [Light Dash] (75% total duration); can still be used mid-air
- User takes on the Giganticus Lupicus deathly swarm charge attack visual effect which he uses in his second phase.
[Swarm Strike] (4b)
Cast-time: ½ s
- Exit your form and strike adjacent foes.
- Number of targets: 5
- Damage: (1.25)
- Combo Finisher: Whirl
- Radius: 150
- Zephyrite aspect [Sun Break]
- The player exits the form immediately before beginning this skill’s casting time and animation, so it’s more like two skills in one.
[Enfeebling Blood] (5)
Cast-time: 1¼ s; Recharge: 15 s
- Consume life force and draw bleeding from allies in the area around you, then weaken foes and cure yourself of bleeding. If you cure yourself of bleeding with a stack total above the threshold, you also daze foes and grant fury to allies. If you cannot consume life force, you instead sacrifice health.
- Life force cost: 8%
- Health sacrifice: 6%
- Bleeding stack threshold: 5
- Number of targets: 5
- Weakness: 5 s
- Threshold daze: 1½ s
- Number of allies: 5
- Threshold fury: 8 s
- Radius: 600
- This skill pulses twice (once every ½ s over its channel); the first pulse draws the bleeding, and the second cures bleeding and inflicts the weakness along with its potential threshold effects.
(edited by Erasmus.1624)
= FOCUS OFF-HAND =
[Reaper’s Touch] (4)
Cast-time: 1 s; Recharge: 8 s
- Spin and strike adjacent foes. If death shroud is fully recharged, this attack inflicts vulnerability and grants life force for each foe struck; if death shroud is recharging, this strike instead deals additional damage and heals both you and nearby allies for each foe struck.
- Number of foes: 5
- Damage: (1.0)
- Vulnerability (5): 10 s
- Life force per foe: 2.5%
- Bonus damage: 75%
- Number of allies: 5
- Healing per foe: 280 (0.25)
- Healing radius: 240
- Combo Finisher: Whirl
- Radius: 180
[Spinal Shivers] (5)
Cast-time: ¾ s; Recharge: 15 s
- Consume life force and unleash a gust of necrotic energy that strikes foes in a line, inflicting chill and removing boons. If you do not have enough life force to consume, this skill will not activate.
- Life force cost: 8%
- Number of strikes: 8
- Number of targets: 3
- Damage: (0.5)
- Chilled: 1½ s
- Boons removed: 1
- Range: 900
- Projectile hit-box, travel speed and behavior are equivalent to Elementalist [Fiery Whirl].
- This attack will strike twice if it passes normally through a standard player hit-box; the tool tip describes the effect of a single hit.
(edited by Erasmus.1624)
= WARHORN OFF-HAND =
[Wail of Doom] (4)
Cast-time: ¼ s; Recharge: 20 s
- Daze and inflict endurance loss on foes in a cone in front of you.
- Number of targets: 5
- Daze: 1½ s
- Endurance loss: 25
- Range: 600
- Unblockable
[Ghostly Haste] (5a)
Cast-time: 0; Recharge: 20 s
- Gain haste.
- Haste: 3 s
[Locust Swarm] (5b)
Cast-time: ¾ s
- Summon a swarm of locusts that cripple adjacent foes while granting you life force.
- Pulses (7): every 1 s
- Damage: (0.1)
- Crippled: 1 s
- Life Force: 1.5%
- Duration: 6 s
- Radius: 210
- This chain skill remains active for up to 15 seconds before it automatically swaps back to [Ghostly Haste]. [Ghostly Haste] enters cool-down immediately upon activation and its cool-down is not affected by when or whether at all the player uses [Locust Swarm].
= SPEAR =
[Cruel Strike] (1a)
Cast-time: ½ s
- Stab your foe.
- Damage: (0.55)
- Range: 150
[Wicked Strike] (1b)
Cast-time: ¾ s
- Strike your foe again.
- Damage: (0.55)
- Range: 150
[Reaper’s Scythe] (1c)
Cast-time: 1 s
- Number of targets: 5
- Reap life force from nearby foes.
- Damage: (1.3)
- Life force per strike: 1.5%
- Combo Finisher: Whirl
- Radius: 180
[Wicked Spiral] (2)
Cast-time: 1¾ s; Recharge: 5 s
- Spin multiple times, dealing damage and gaining life force with every foe you strike.
- Number of targets: 5
- Strikes (3): every ½ s
- Damage per strike: (0.5)
- Life force per strike: 1.5%
- Combo Finisher: Whirl
- Radius: 180
[Foul Current] (3)
Cast-time: 1 s; Recharge: 5 s
- Dart forward leaving behind poisonous bubbles and striking foes along your path.
- Number of targets: 3
- Number of strikes: 6
- Damage per strike: (0.1)
- Field poison: 1 s
- Field duration: 3 s
- Combo Field: Poison
- Combo Finisher: Leap
- Range: 600
[Deadly Catch] (4)
Cast-time: ¾ s; Recharge: 20 s
- Whirl around, throwing spears that cripple and pull foes to you.
- Number of targets: 5
- Damage: (0.5)
- Crippled: 4 s
- Pull: 600
- Combo Finisher: Whirl
- Range: 600
[Frozen Abyss] (5)
Cast-time: 2 s; Recharge: 20 s
- Channel an expanding field around you that chills and applies vulnerability to foes; deals high damage when it ends.
- Number of targets: 5
- Field pulses (7)
- Chilled per pulse: ½ s
- Vulnerability (1) per pulse: 7 s
- Ending damage: (1.8)
- Combo Field: Blast
- Radius: 360
(edited by Erasmus.1624)
= STAFF =
[Necrotic Grasp] (1)
Cast-time: 1 s
- Send out a grasping hand which bursts upon impact and strikes multiple foes; gain life force for each foe struck.
- Number of targets: 3
- Damage: (0.75)
- Life force per target: 1.5%
- Blast radius: 150
- Range: 1200
- Elementalist [Fireball] projectile behavior
[Mark of Blood] (2)
Cast-time: 0; Recharge: 4 s
- Inscribe a pulsing mark that damages and bleeds foes at the target location; heals allies with each pulse.
- Number of targets: 5
- Number of allies: 5
- Pulses (3): every 1 s
- Damage per pulse: (0.55)
- Bleeding (2) per pulse: 6 s
- Allied healing per pulse: 130 (0.12)
- Duration: 3 s
- Combo Field: Dark
- Radius: 150
- Range: 1200
- Elementalist [Lava Font] “cast-time”
- Mark features are now a neon-red color; emits bright, red-colored “well mist”
- Pulses occur at the end of each second.
[Chilblains] (3)
Cast-time: ¾ s
- Consume life force and unleash a line of blasts that poison and chill foes across the target area.
- Life force cost: 10%
- Number of targets: 5
- Number of impacts: 5
- Impact damage: 286 (0.75)
- Impact chill: 1 s
- Impact poison: 2 s
- Blast radius: 120
- Blast line distance: 600
- Range: 1200
- Koda’s Hammer [Ice Shock Wave]
- This skill is now a ground-targeted AoE with a target reticle that matches its rectangle hit-box (600 range length; 120 range width).
- This skill’s AoE line attack is preceeded by an icy-blue or poison-green version of the [Enfeebling Blood] animation cue complete with that skill’s brief, post-cast delay period.
[Foul Feast] (4a)
Cast-time: 0; Recharge: 8 s
- Cure conditions on allies at the target location; bleed and gain life force for each condition that you cure in this way.
- Number of allies: 5
- Conditions cured per ally: 1
- Self bleeding (1): 10 s
- Life force per condition: 2%
- Radius: 240
- Range: 1200
- Condition removal priority: Burning – > Bleeding – > Confusion – > Poison – > Torment
[Putrid Mark] (4b)
Cast-time: ¾ s; Recharge: 8 s
- Consume life force and inscribe a mark which explodes on delay at the target location; this explosion transfers any bleeding on you to struck foes. If you do not have enough life force to consume, you instead sacrifice health.
- Life force cost: 5%
- Health sacrifice: 5%
- Number of targets: 5
- Explosion delay: 2 s
- Damage: (1.6)
- Conditions transferred: Bleeding
- Combo Finisher: Blast
- Radius: 240
- Range: 1200
[Reaper’s Mark] (5)
Cast-time: 1 s; Recharge: 25 s
- Inscribe a pulsing mark in front of you, damaging foes; gain life force for each foe struck.
- Number of targets: 5
- Pulses (4): every 2 s
- Pulse damage: (0.9)
- Life force gained: 2%
- Duration: 6 seconds
- Combo Field: Dark
- Width: 300
- Range: 600
- Revenant [Searing Fissure] style attack.
- First pulse occurs immediately on successful cast and then once every 2 seconds afterward.
- Each pulse will grant 2% life force to the Necromancer for every target struck.
(edited by Erasmus.1624)
= DEATH SHROUD =
[Life Blast] (1)
- This skill now has a projectile behavior equivalent to Elementalist [Fireball].
- This skill now strikes up to 3 targets and has an AoE effect on impact with a radius of 150 units.
[Dark Path] (2)
Cast-time: ½ s
- If you have enough life force, consume it and leap to target foe, striking adjacent foes.
- Life force cost: 8%
- Number of targets: 5
- Damage: (1.0)
- Combo Finisher: Leap
- Radius: 180
- Range: 600
- Guardian [Leap of Faith]; AoE damage only occurs if the player strikes a target.
- This skill will not activate if the player does not have enough life force.
[Doom] (3)
Cast-time: 0; Recharge: 25 s
- Make foes in front of you flee in fear.
- Number of targets: 3
- Fear: ¾ s
- Range: 700
- Engineer [Blunderbuss] hit-box
[Life Transfer] (4)
- Recharge reduced from 40 s to 30 s.
[Tainted Shackles] (5)
Cast-time: ¾ s
- Expend life force to bind nearby enemies to you. If bound foes extend beyond this ability’s range before it naturally expires, the shackles break, bleeding and crippling affected foes.
- Life force consumed: 8%
- Number of targets: 5
- Duration: 3 s
- Shackle break bleed (4): 8 s
- Shackle break crippled: 2½ s
- Effect radius: 300
- Range: 240
- The current debuff effect inflicted by this skill upon enemies will have its name changed from [Dark Binding] to [Tainted Shackles] for the sake of consistency.
- The user can quickly move away from a bound foe in order to manually provoke the break effect.
= DEATH SHROUD (UNDERWATER) =
[Plague Blast] (1)
- Cast-time increased from ½ s to 1 s.
- This skill now has an impact explosion radius of 150 units which strikes up to 3 targets.
- This skill no longer tracks targets but rather travels in a straight line.
- This skill no longer transfers conditions.
[Dark Water] (2)
Cast-time: ½ s; Recharge: 15 s
- Create a dark cloud of water around you that blinds and poisons foes.
- Number of targets: 5
- Pulses (5): every 1 s
- Blind: 2 s
- Poison: 4 s
- Duration: 4 s
- Combo Field: Dark
- Radius: 180
- Field pulses immediately upon creation and then once at the end of every second thereafter.
[Wave of Fear] (3)
- Cast-time reduced from ½ s to ¼ s.
- Recharge reduced from 25 s to 20 s.
- Fear duration reduced from 2 s to ¾ s.
[Gathering Plague] (4)
Cast-time: 1¼ s; Recharge: 30 s
- Cure conditions on nearby allies; gain life force and suffer bleeding and poison for each condition you cure in this way.
- Number of allies: 5
- Conditions drawn per ally: 2
- Bleeding (2) per condition: 10 s
- Poison per condition: 5 s
- Life force per condition: 1.5%
- Radius: 1200
- This skill also affects the caster, guaranteeing at least 3% life force provided that the player has at least 2 conditions on him/her when this skill is activated.
[Toxic Tide] (5)
Cast-time: 1¾ s; Recharge: 30 s
- Channel a pulsing spell. The first pulse spreads conditions on yourself to foes in the area. The second pulse cures conditions on you; gain might for each condition you cure in this way.
- Number of foes: 5
- Pulses (2): every ¾ s
- Pulse one conditions spread: 5
- Pulse two conditions cured: 5
- Might (2) per condition cured: 8 s
- Radius: 600
= DEATHLY FERVOR (F2 while in Death Shroud; acquire more skills by investing into traits) =
[Soul Salvo] (Deathly Fervor 1)
Cast-time: 2½ s; Recharge: 50 s
- Unleash a devastating barrage of life blasts. Skill resolution or interruption ends deathly fervor.
- Number of targets per blast: 3
- Number of blasts: 5
- Damage per blast: (0.45)
- Combo Finisher: Physical Projectile (100% chance)
- Blast radius: 120
- Range: 1200
- [Charrzooka] [Rocket Spray] projectile generation and behavior
(edited by Erasmus.1624)
= HEALING SKILLS =
[Consume Conditions]
Cast-time: 2½ s; Recharge: 20 s
- Healing corruption. Cure yourself and consume conditions with every pulse. You gain life force when you consume a condition.
- Pulses (3): every ¾ s
- Healing per pulse: 1150 (1.0)
- Conditions cured per pulse: 1
- Life force per condition consumed: 4%
[Signet of Vampirism]
Cast-time: 1¼ s; Recharge: 25 s
- Healing signet. Heal yourself and apply a vampiric mark to foes in a cone in front of you. Allies that strike a foe with a vampiric mark siphon health from that foe.
- Initial self heal: 2650 (1.0)
- Number of targets: 3
- Vampiric Mark (8): 5 s
- Mark life siphon damage: 95 (0.2)
- Mark life siphon healing: 186 (0.4)
- Range: 700
- Engineer [Blunderbuss] hit-box
- Vampiric Mark stacks retain their a 1-second internal cool-down per respective attacker.
[Summon Blood Fiend] (Xa)
- Cast-time reduced from 1½ s to 1 s.
[Taste of Death] (Xb)
Cast-time: ¾ s
- Healing minion command. Sacrifice your blood fiend to heal yourself and allies in the area.
- Self healing: 1945 (1.0)
- Allied healing: 1500 (1.0)
- Allied healing radius: 360
- Combo Finisher: Blast
- The allied healing and blast finisher are PBAoE effects that occur on the user rather than at the minion’s location.
- The user also benefits from the allied healing.
[Well of Blood]
Cast-time: 1¼ s; Recharge: 20 s
- Healing well. Heal yourself and conjure a well of blood to heal allies.
- Initial self heal: 2280 (1.0)
- Number of allies: 10
- Pulses (4): every 1 s
- Healing per pulse: 280 (0.4)
- Duration: 3 s
- Combo Field: Water
- Radius: 210
- Range: 900
- First healing pulse occurs immediately after cast completion.
(edited by Erasmus.1624)
= SPECTRAL =
[Spectral Grasp]
Cast-time: ½ s; Recharge: 25 s
- Spectral. Drag nearby foes toward you with spectral force.
- Number of targets: 3
- Pull: 400
- Range: 700
- Unblockable
- Engineer [Blunderbuss] hit-box
- This skill prioritizes players over other NPCs.
[Spectral Wall]
- Recharge reduced from 45 to 30 s.
- Range increased from 900 to 1200.
- Duration reduced from 5 s to 3 s.
- Fear duration reduced from 1 s to ¾ s.
- No longer grants protection.
- Now also always grants 3% life force whenever a foe comes into contact with the wall.
[Spectral Walk]
Cast-time: 0; Recharge: 30 s
- Spectral. Cure yourself and nearby allies of immobilized, crippled and chilled; you and nearby allies gain haste. You gain life force for each ally you affected. Create a shadowy tether and become spectral. You may return to your initial position by using Spectral Recall.
- Haste: 3 s
- Number of allies: 5
- Conditions cured: Chilled; Crippled; Immobilize
- Life force per affected ally: 3%
- Radius: 300
- Spectral Tether: 8 s
- Breaks stun
- The user is also counted in the “affected ally” tally.
[Spectral Armor]
Cast-time: 6¼ s; Recharge: 15 s
- Spectral. Grant spectral armor to allies at the target location, healing allies with each pulse; gain life force if you heal an ally.
- Number of allies: 2
- Pulses (7): every 1 s
- Allied healing per second: 280 (0.4)
- Life force: 1.5%
- Duration: 6 s
- Radius: 90
- Range: 900
- Maximum leash range: 900
- Minimum range: 100
- Wind-up: 0; Total channel time: 6 s; After-cast: ¼ s
- Allies at the initial target location also gain the visual “spectral” effect; spectral “trails” equivalent to the one left by [Spectral Walk] tie the affected allies back to the original user of the skill in the same manner as foes are tied to the caster of [Tainted Shackles].
- The life force gain effect has a 1 second global cool-down per respective target.
- First pulse occurs immediately upon activation and then at the end of every second thereafter.
- The “leash range” works in the same manner as Guardian [Binding Blade] “leash range.”
- Even though this skill has no actual cast-time wind-up, being a channel skill, it cannot be activated while stunned or while using another skill.
- This skill prioritizes party members over other players and then other players over other NPCs.
- [Spectral Armor] cannot target structures.
- [Spectral Armor] will not trigger its effects and go into cool-down if it does not detect a valid target when used.
- Life force generation has a 1-second global cool-down (will only trigger once per healing pulse even if healing two targets) and only triggers if this skill healed a target for any amount of health (will not trigger if this skill is actively affecting full health targets).
(edited by Erasmus.1624)
= SPECTRAL CONTINUED =
[Lich Form]
Cast-time: 0; Recharge: 10 s
- Spectral form. Lose all minions and spectral effects; assume the form of a lich. Your life force sustains lich form.
- Life force cost per interval: 2%
- Interval: 1 s
- This skill uses life force as if the player were in death shroud (life force is now the active health pool); however, this skill is not death shroud and will therefore not trigger any death shroud related traits or threshold bonuses.
- [Lich Form] no longer grants stability nor bonuses to vitality and precision.
- This form still uses the player’s regular health pool; life force is drained simultaneously.
- As is the case now, the player has no access to any skills except lich skills while this form is in effect.
- The recharge on this skill begins counting down only after the player exits the form.
- This skill’s activation is equivalent to [Death Shroud] (instant; can be used in mid-air).
[Deathly Claws] (1)
Cast-time: 1 s
- Send out a claw that damages adjacent foes on impact. After a delay, the claw bursts, dealing more damage; if you strike a foe with this delayed damage, you summon a jagged horror at your location.
- Number of targets: 5
- Initial damage: (0.85)
- Burst delay: 2 s
- Burst damage: (0.85)
- Damage radius: 150
- Range: 1200
- Elementalist [Fireball] projectile behavior
- Claw projectile has a neon-green “spectral” trail.
[Grim Specter] (2)
Cast-time: 1 s; Recharge: 3 s
- Unleash a series of impacts that damage foes in front of you. If you are above the life force threshold, these impacts spawn pulsing fields of necrotic energy which damage foes; pulses remove boons from foes who are above the boon threshold.
- Number of impacts: 3
- Number of targets: 5
- Damage: (0.45)
- Impact radius: 150
- Range: 410
- Life force threshold: 50%
- Threshold pulses (3): every 1 s
- Pulse damage: 224 (0.55)
- Field duration: 3 s
- Boon threshold: 3
- Threshold boons removed per pulse: 1
- Combo field: Dark
- Field radius: 150
- Revenant [Echoing Eruption]
- Field pulses occur at the end of each second.
[Mark of Horror] (3)
Cast-time: ¾ s; Recharge: 20 s
- Apply a dark bond to any active minions that you control, and inscribe a pulsing mark of horror at the target location which inflicts vulnerability. This mark’s initial strike grants you life force for each foe struck.
- Number of targets: 5
- Initial life force per foe struck: 3%
- Dark Bond (8 s): 50% of all damage dealt to you is redirected to your minions
- Pulses (6): every 1 s
- Damage: (0.75)
- Vulnerability (4): 10 s
- Duration: 6 s
- Combo Field: Dark
- Radius: 210
- Range: 1200
(edited by Erasmus.1624)
= MINIONS =
[Summon Bone Minions] (Xa)
- Cast-time reduced from 1½ s to 1 s.
- Base HP increased by 40%.
[Putrid Explosion] (Xb)
Cast-time: 0; Recharge: 1 s
- Minion command. Command a bone minion to leap to the target area and explode.
- Damage: 1592
- Damage radius: 180
- Range: 1500
- Leap range: 800
- Combo Finisher: Blast
- This skill now makes a Bone Minion execute an Engineer [Jump Shot]-style attack to target location before exploding (attack has a max range of 800 units). If a Bone Minion is outside of this range when assigned to explode at a target location, it will path to 800 range from the location and then perform the attack.
[Summon Bone Fiend] (Xa)
Cast-time: 1 s; Recharge: 20 s
- Summon a bone fiend that performs bleeding and crippling attacks from range.
- Damage (2x): 572
- Bleeding (1): 4 s
- Crippled: 1½ s
- Range: 1000
- Base HP increased by 40%.
[Rigor Mortis] – name changed to – [Bone Fortress]
Cast-time: ¾ s; Recharge: 20 s
- Minion command. Destroy your bone fiend and bleed foes in the area around it; conjure a tall wall of bone directly in front of you which knocks back foes upon creation and intercepts projectiles while active. Gain protection and grant bone armor to your minions.
- Number of targets: 5
- Bleeding (6): 10 s
- Bleed radius: 360
- Knock-back: 400
- Knock-back strike range: 150
- Wall duration: 3 s
- Bone Armor (5 s): Take 50% less incoming damage; activated abilities deal 50% more damage.
- Revenant [Wall of the Mists] mechanic for the wall itself; appearance is a piece of a scaled Tequatl bone wall model
- The initial knock-back strike is a regular melee cleave attack hit-box with 150 range.
[Summon Flesh Wurm] (Xa)
- Cast-time reduced from 1½ s to 0 (instant; can be used while stunned)
- Recharge reduced from 32 s to 30 s.
[Necrotic Traversal] (Xb)
Cast-time: 0
- Gain haste. Your flesh wurm teleports to your location and explodes, knocking back foes.
- Effect radius: 240
- Knock-back: 400
- Haste: 2 s
- Combo Finisher: Blast
- Breaks stun
- The flesh wurm does not actually teleport to the player; that is flavor text. The wurm is merely destroyed by this skill, then the necromancer inflicts the knock-back as a player-centric PBAoE; this may or may not warrant some kind of “wurm coming up from the ground and exploding/dying” animation on the player.
[Summon Shadow Fiend] (Xa)
- Cast-time reduced from 1½ s to 1 s.
- Recharge reduced from 24 s to 20 s.
[Haunt] (Xb)
Cast-time: 0; Recharge: 12 s
- Minion command. Leap backwards; your shadow fiend teleports to your starting location and strikes adjacent foes with a pulsing, blinding attack.
- Pulse (4x): every 1 s
- Damage per pulse: 336
- Bind per pulse: 3 s
- Duration: 3 s
- Effect radius: 150
- Engineer [Acid Bomb] leap
- This attack pulses upon creation and then once at the end of each second of its duration.
[Flesh Golem] (Xa)
- Recharge reduced from 48 s to 40 s.
- Base HP increased by 20%.
[Charge] (Xb)
Cast-time: 0; Recharge: 25 s
- Minion command. Command your flesh golem to charge across the target location, knocking down foes in its path.
- Damage per strike: 193
- Number of strikes: 8
- Number of targets: 3
- Knockdown: ¾ s
- Charge range: 600
- Command range: 1200
- Conditions ignored: Chilled; Crippled
- This skill now has a line reticle that designates the flesh golem’s charge direction and total path covered.
- Upon placing the reticle, the flesh golem will teleport to the start of the line and perform its charging attack after a brief (½-second or so) wind-up.
- Alternatively, the skill could just be a [Whirlwind Attack] style skill which teleports the golem to the Necromancer and then moves in the direction already determined by a point-blank, rotatable target reticle.
- This skill can now be activated instantly.
(edited by Erasmus.1624)
= CORRUPTIONS =
[Blood is Power]
Cast-time: 1¼ s; Recharge: 25 s
- Corruption. Consume life force to grant might, endurance and healing to allies in the area. If you cannot consume life force, you instead sacrifice health.
- Life force cost: 8%
- Health sacrifice: 6%
- Number of allies: 5
- Might (8): 15 s
- Healing: 1440 (1.0)
- Endurance: 25
- Radius: 600
[Corrosive Poison Cloud]
Cast-time: 0; Recharge: 30 s
- Corruption. Weaken nearby foes and envelop the area around you in a noxious cloud that inflicts poison and vulnerability; this cloud also destroys incoming projectiles.
- Number of targets: 5
- Initial weakness: 3 s
- Initial weakness raidus: 240
- Pulses (56): every 1 s
- Poison per pulse: 2 s
- Vulnerability (3) per pulse: 10 s
- Combo Field: Poison
- Cloud duration: 5 s
- Cloud radius: 300
- Unblockable
- Breaks stun
- The first pulse occurs immediately upon creation.
[Epidemic]
Cast-time: 1 s; Recharge: 20 s
- Spend life force and spread conditions on a target foe to all nearby foes. If you cannot consume life force, you instead sacrifice health.
- Life force cost: 10%
- Health sacrifice: 7%
- Number of spread targets: 5
- Radius: 600
- Range: 1200
- Unblockable
[Corrupt Boon]
Cast-time: 1 s; Recharge: 20 s
- Corruption. Spend life force and unleash a cone of necrotic energy that converts boons on enemies into weakness and poison. If you cannot consume life force, you instead sacrifice health.
- Life force cost: 8%
- Health sacrificed: 6%
- Number of targets: 5
- Number of boons converted: 2
- Weakness per boon: 2 s
- Poison per boon: 4 s
- Unblockable
- Range: 700
- Engineer [Blunderbuss] hit-box
[Plague]
Cast-time: 0; Recharge: 10 s
- Corruption form. Lose all minions and spectral effects; become a virulent cloud which inflicts and manipulates conditions. Your life force sustains plague form.
- Life force cost per interval: 2%
- Interval: 1 s
- This skill now displays the player as the player will have animation cues and attacks instead of just constantly being a pulsing AoE; it will need some new visual effects/a new “aura” effect in order to distinguish itself from death shroud.
- This skill uses life force as if the player were in death shroud; however, this skill is not death shroud and will therefore not trigger any death shroud related traits or threshold bonuses.
- [Plague] no longer grants stability nor bonuses to vitality and toughness.
- This form still uses the player’s regular health pool; life force is drained simultaneously.
- As is the case now, the player has no access to any skills except plague skills while this form is in effect.
- The recharge on this skill begins counting down only after the player exits the form.
- This skill’s activation is equivalent to [Death Shroud] (instant; can be used in mid-air).
[Wither] (1a)
Cast-time: ½ s
- Cleave foes, inflicting poison and vulnerability.
- Damage: (0.55)
- Poison: 3 s
- Vulnerability (1): 6 s
- Range: 200
[Malign] (1b)
Cast-time: ½ s
- Cleave foes, inflicting poison and vulnerability; inflict bleeding if your foe is at or above the poison stack threshold.
- Damage: (0.55)
- Poison: 3 s
- Vulnerability (1): 6 s
- Poison stack threshold: 3
- Threshold bleeding (3): 8 s
- Range: 200
[Rising Bile] (1c)
Cast-time: ¾ s
- Cleave foes and leave behind a bubble of necrotic energy; after a delay, this bubble bursts, damaging and weakening nearby foes.
- Strike damage: (0.9)
- Strike range: 200
- Bubble number of targets: 5
- Delay: 2 s
- Bubble damage: (1.25)
- Bubble weakness: 3 s
- Bubble radius: 120
- Bubble model is a “Necromancer green” version of Guardian [Sanctuary]
[Plague of Darkness] (2)
- Cast-time: 0; Recharge: 3 s
- If you have enough life force, consume it; plague skill 1 inflicts blindness to struck foes.
- Life force cost: 15%
- Plague of Darkness (5): 3 s
- Blindness: 2 s
- Thief venom skill functionality; loses 1 stack per respective foe struck
- This skill will not activate if the player does not have enough life force.
[Plague Winds] (4)
Cast-time: ¼ s; Recharge: 3 s
- If you have enough life force, consume it and gain haste. After a delay, you release a wave of energy that cripples and weakens nearby foes.
- Life force cost: 8%
- Haste: 2 s
- Number of targets: 5
- Delay: 3 s
- Crippled: 3 s
- Weakness: 3 s
- Radius: 300
- This skill will not activate if the player does not have enough life force.
[Toxic Landing] (4)
Cast-time: 0; Recharge: 30 s
- Take less falling damage; create a corrosive poison cloud when you take falling damage.
- Toxic Landing (5 s): Take 75% less falling damage; create a corrosive poison cloud when you take falling damage.
- This skill can be used while in mid-air.
- This skill’s effect vanishes after triggering once.
[Contagion] (5)
Cast-time: 1¼ s; Recharge: 50 s
- With each pulse, you draw damaging conditions from nearby allies and transfer damaging conditions from you to nearby foes; you gain life force when you draw a condition in this way.
- Number of allies: 5
- Number of targets: 5
- Pulses (6): every 1 s
- Pulse conditions drawn per ally: 1
- Pulse conditions transferred: 2
- Condition life force: 5%
- Duration: 5 s
- Radius: 360
- Transfer mechanic has a 1-second internal cool-down per target.
- Contagion’s effect will also cure damaging conditions on the Necromancer
- The conditional life force gain only triggers once per pulse regardless of how many conditions beyond 1 were cured.
- This skill functions akin to the original Plague abilities (passive, PBAoE pulsing field that follows the player).
(edited by Erasmus.1624)
= SIGNETS =
[Plague Signet] (Xa)
Cast-time: 0; Recharge: 30 s
- Draw conditions from allies in the area to yourself.
- Number of allies: 5
- Conditions drawn per ally: 2
- Draw radius: 600
- Breaks stun
- This skill goes into cool-down immediately after use despite chaining into another skill (Thief [Shadowstep] style chain).
[Plague Breath] (Xb)
Cast-time: 1¾ s
- Cure conditions on yourself and release a noxious cone of breath that poisons and weakens foes. The power of this breath attack increases with the number of conditions that you cured.
- Self conditions cured: 10
- Number of targets: 5
- Breath attack pulses (3): every ½ s
- Damage per pulse: (0.5)
- Poison per pulse: 2 s
- Weakness per pulse: 1 s
- Bonus damage per cured condition: 10%
- Breath attack range: 400
- The conditions are cured instantly upon skill activation.
- This chain skill remains active for up to 10 seconds.
- The damage bonus per condition cured is factored in to the damage modifier.
[Signet of the Locust]
Cast-time: ¾ s; Recharge: 35 s
- Siphon health from foes in the area; also gain life force and haste for each foe struck.
- Number of targets: 5
- Life siphon damage: (0.3)
- Life siphon heal: 970 (0.5)
- Life force per foe: 4%
- Haste per foe: 1 s
- Radius: 600
[Signet of Spite]
Cast-time: 0; Recharge: 25 s
- Inflict blindness, weakness and vulnerability upon nearby foes. You and nearby allies gain protection. You gain life force for each foe you affected that was activating a skill.
- Number of foes: 5
- Blind: 2 s
- Weakness: 3 s
- Vulnerability (10): 8 s
- Life force gained per interrupted foe: 4%
- Number of allies: 5
- Protection: 3 s
- Radius: 360
- Breaks stun
[Signet of Undeath]
Cast-time: 0; Recharge: 10 s
- Gain life force and recharge death shroud.
- Life force: 5%
(edited by Erasmus.1624)
= WELLS =
[Well of Corruption]
Cast-time: ½ s; Recharge: 25 s
- Well. The area in front of you pulses and attempts to pull foes in the area into its center. After a delay, this well explodes, removing boons from foes caught in its blast. If you do not have enough life force to consume, you instead sacrifice health.
- Number of targets: 5
- Pull delay: 1 s
- Pull radius: 360
- Pull: 340
- Explosion delay: 3 s
- Explosion radius: 240
- Explosion damage: (1.6)
- Boons affected: 3
- Combo Finisher: Blast
- Range: 200
- Unblockable
- Upon cast, this well appears directly in front of the player (in effect the well’s placement is aimed with the player’s body/camera); both delay count-downs begin simultaneously when the skill successfully resolves.
- When this skill resolves, its delayed pull immediately applies a black [Tainted Shackles] effect to each of its selected targets for the pull; this effect remains until the pull triggers; the current well (size and model) remains the same as a marker for the explosion radius.
- Both the “Number of targets: 5” and the “unblockable” skill facts each apply to both the pull and the explosion respectively.
[Well of Darkness]
Cast-time: ¼ s; Recharge: 30 s
- Well. The area at your current location pulses, blinding foes with each pulse.
- Number of targets: 5
- Pulses (5x): every 1 s
- Blind per pulse: 2 s
- Duration: 4 s
- Combo Field: Dark
- Radius: 240
- Unblockable
- First pulse occurs immediately upon cast and then at the end of every second thereafter.
[Well of Power]
Cast-time: 4¼ s; Recharge: 25 s
- Well. Channel a well of power around you which heals and grants both fury and haste to allies in the area while also curing conditions; you gain life force when you cure a condition in this way.
- Number of allies: 5
- Pulses (5): every ¾ s
- Healing: 320 (0.4)
- Fury: 3 s
- Haste: 1½ s
- Conditions converted per ally: 1
- Life force when condition converted: 3%
- Duration: 4 s
- Combo Field: Water
- Radius: 450
- Channeled version of the Necromancer [Locust Swarm] effect; mobile water field while channel is in effect.
- The user is also affected by the pulses.
- Life force gained per condition cured has a 1 second internal cool-down.
[Well of Suffering]
Cast-time: 0; Recharge: 8 s
- Well. Expend life force and conjure a well which damages foes at the target location; if you cannot consume life force, you instead sacrifice health.
- Initial life force cost: 4%
- Health sacrifice: 3%
- Number of targets: 5
- Pulses (5): every 1 s
- Damage per pulse: (0.65)
- Duration: 5 s
- Radius: 150
- Combo Field: Dark
- Range: 1200
- Elementalist [Lava Font] “cast-time”
- Damage pulses occurs at the end of every second.
(edited by Erasmus.1624)
= DOWNED =
[Life Leech] (1)
- Strikes per full channel reduced from 20 to 8; pulses now occur once every ¾ s.
- Damage per pulse reduced by 8%.
[Fear] (2)
- Cast-time reduced from 1¼ s to 1 s.
- Fear duration reduced from 2 s to 1 s.
- This skill is now a ground-targeted directional cone AoE with a target reticle similar to Warrior [Whirlwind Attack] (range of 450 units).
- Now affects up to 3 foes.
[Fetid Ground] (3)
- Cast-time increased from ¼ s to ¾ s.
- Radius reduced from 240 to 180.
- This skill is now a ground-targeted AoE with a range of 900.
(edited by Erasmus.1624)
= SPITE =
[Reaper’s Might] (I – A1)
- Recharge: 1 s
- Death Shroud skill 1 grants might.
- Might (2): 4 s
[Banshee’s Wail] (II – A2)
- Warhorn skills count as blast finishers.
[Spiteful Mark] (III – A3)
- Reduces your max life force pool. [Mark of Blood] deals more damage per pulse.
- Pulse damage increase: 30%
- Max life force: -10%
- [Mark of Blood] now has a neon-green glow.
[Spite Shield] (IV – M1)
- Recharge: 15 s
- While in death shroud, any leftover damage from a single strike that would fully deplete your life force will not carry over into your regular health pool; when your death shroud ends due to damage, you gain aegis.
- Number of foes: 5
- Aegis: 3 s
- Radius: 240
- The 15-second recharge only governs the aegis trigger. Death shroud will always preserve the player’s health pool from further overflow damage inflicted by a single packet of damage.
- This trait’s damage overflow stopping mechanic triggers on fall damage as well as regular direct damage.
[Veil Sight] (V – M2)
- Entering death shroud removes blindness; you are briefly immune to blindness when you enter into death shroud.
- Conditions cured: Blind
- Veil Sight (3 s): Immune to blindness
[Dark Power] (VI – M3)
- Reduces your max life force pool. Blast finishers you execute on dark fields now also grant might.
- Might (4): 12 s
- Number of allies: 5
- Radius: 240
- Max life force: -10%
[Defile Defenses] (VII – GM1)
- Reduces your max life force pool. Entering death shroud removes aegis from foes in the area and makes your next attacks unblockable; if aegis was removed in this way, you also inflict vulnerability.
- Number of foes: 5
- Boons removed: Aegis
- Aegis removal vulnerability (3): 10 s
- Radius: 600
- Unblockable
- Unblockable (2): 5 s
- Max life force: -10%
- The first “Unblockable” tool-tip relates to the aegis-removing effect (0-damage attack effectively) being unblockable. The second “Unblockable” tool-tip relates to the player’s next 2 attacks being unblockable.
[Soul Shackles] (VIII – GM2)
- Gain a new skill while in deathly fervor.
[Soul Shackles] (Deathly Fervor 5) - Cast-time: ½ s; Recharge: 50 s
- Immobilize and chill nearby foes; these foes take damage, lose endurance and suffer weakness when they negate incoming damage through invulnerability, evasion or blocking. Skill resolution or interruption ends deathly fervor.
- Number of foes: 5
- Immobilize: 1 s
- Chilled: 3 s
- Soul Shackles (3) (4 s): Damage negation inflicts damage and weakness.
- Soul Shackles damage: 186 (0.4)
- Soul Shackles endurance loss: 25
- Soul Shackles weakness: 2 s
- Radius: 360
- Unblockable
- [Soul Shackles] inflicts 3 stacks of its effect (each lasting 4 seconds total). [Soul Shackle]’s trigger has a 1 second internal cool-down per respective target.
- Mesmer “Blur” is also included in this group of “damage negation” abilities.
[Well of Malice] (IX – GM3)
- Reduces your max life force pool. [Well of Suffering] now activates instantly; pulses now also inflict vulnerability. If you use [Well of Suffering] while stunned or while activating other skills; you consume additional life force; if you do not have enough life force to consume, you instead sacrifice health.
- Vulnerability (2) per pulse: 6 s
- Life force cost for activation while stunned or using another skill: 5%
- Health sacrificed for activation while stunned or using another skill: 4%
- Max life force: -10%
- Cast-time is now set to 0 (instant).
- [Well of Suffering] now has a neon-red well mist; pulses still tick at the end of each second.
(edited by Erasmus.1624)
= CURSES =
[Furious Demise] (I – A1)
- Recharge: 6 s
- Gain fury whenever your life force naturally decays while in death shroud.
- Fury: 4 s
[Blood of the Aggressor] (II – A2)
- Reduces your max life force pool. [Enfeebling Blood] now also removes might and fury from struck foes.
- Boons removed: Fury; Might
- Max life force: -10%
[Masochism] (III – A3)
- Whenever you sacrifice health, you gain life force. Only triggers in combat.
- Life force: 5%
[Rending Shroud] (IV – M1)
- While in death shroud, you constantly apply vulnerability to foes in the area. If you strike a foe with vulnerability at or above the stack threshold, your attacks remove protection; removing protection in this way inflicts bleeding.
- Number of targets: 5
- Vulnerability (4): 6 s
- Interval: 3 s
- Vulnerability stack threshold: 8
- Threshold boons removed: Protection
- Threshold bleeding (4): 8 s
- The bleeding is only applied if the player removes protection.
[Charm Reaper] (V – M2)
Recharge: 1 s
- Whenever you remove a boon, you gain life force; Shroud skill 3 now removes a boon from struck foes.
- Life force when boon removed: 4%
- Shroud skill 3 boons removed: 1
- The recharge only governs the life force gain.
- Boon removal is inflicted before shroud skill 3’s normal effects.
[Corrupt Bulwark] (VI – M3)
- Inflicting a condition on a foe grants stacking toughness and reduced incoming condition damage.
- Corrupt Bulwark (8 s): +35 toughness; -2% incoming condition damage
- Maximum stacks: 10
[Atrophy] (VII – GM1)
- Gain a new skill while in deathly fervor.
[Atrophy] (Deathly Fervor 3)
Cast-time: ½ s; Recharge: 50 s - Remove stability from foes in a cone in front of you; these foes temporarily cannot gain boons. This skill depletes a break bar by 50%. Skill resolution or interruption ends deathly fervor.
- Number of targets: 5
- Boons removed: Stability
- Atrophy (4 s): Cannot gain boons.
[Order of Apostasy] (VIII – GM2)
- [Corrupt Boon] is now [Order of Apostasy].
[Order of Apostasy] (utility traited)
Cast-time: 2¾ s; Recharge: 30 s - Enchantment. With each pulse, consume life force and grant an order of apostasy to yourself and allies in the area. While under the effects of this enchantment, attacks remove boons. If you cannot consume life force, you instead sacrifice health.
- Life force per pulse: 4%
- Health sacrifice per pulse: 3%
- Number of allies: 5
- Pulses (5): every ½ s
- Order of Apostasy (5 s): Attacks remove 1 boon from struck foes
- Radius: 600
- This skill prioritizes players over other NPCs.
- [Order of Apostasy] stacks function identically as Thief venoms.
[Dhuumfire] (IX – GM3)
- Reduces your max life force pool. Shroud skill 2 now also inflicts burning; while in death shroud, you deal more damage to burning foes.
- Burning: 3 s
- Bonus damage vs burning foes while in shroud: 20%
- Max life force: -10%
- Players using [Dark Path] now have a fiery trail behind them during the animation; particle effects ripped from Elementalist [Fiery Rush] leap animation.
- Burning is applied after the initial strike damage is calculated.
(edited by Erasmus.1624)
= DEATH MAGIC =
[Shrouded Removal] (I – A1)
- Cure a condition from yourself when you enter death shroud and every few seconds while you remain in shroud.
- Conditions removed: 1
- Interval: 3 s
- Radius: 240
[Phantom’s Egress] (II – A2)
Recharge: 10 s
- Gain haste upon leaving death shroud.
- Haste: 2 s
[Flesh of the Master] (III – A3)
- Gain bonus toughness for each minion that you control. When you enter into death shroud, you and your minions gain protection; whenever your life force naturally decays while in death shroud, your minions gain health.
- Bonus toughness per minion: +20
- Protection: 3 s
- Minion healing: 180 (0.2)
[Necromantic Corruption] (IV – M1)
- Minions deal more damage and take conditions from you. Whenever a minion attacks, it transfers conditions to its target (10 second cool-down per minion).
- Damage increase: 20%
- Minion attack conditions transferred: 1
- Minion attack condition transfer cool-down: 10 s
- Condition draw interval per minion: 10 s
[Aura of the Lich] (V – M2)
- Shroud skill 1 builds charges of Aura of the Lich when struck. At maximum level, whenever you sacrifice a minion by using a chain skill, you gain life force, spawn a jagged horror and that minion’s summon skill recharges instantly.
- Maximum charges: 5
- Life force: 8%
- Recharge reduction: 100%
- Jagged Horror lifetime duration: 30 s
[Dead Skin] (VI – M3)
- Gain 1 stack of Dead Skin every 5 seconds that you don’t take damage (up to 5 stacks total). Lose 1 stack of Dead Skin every time that you take direct damage. You cannot lose more than 1 stack of Dead Skin each second. When you lose a stack of Dead Skin, you gain life force.
- Dead Skin: +150 toughness
- Life force: 1.5%
- Dead Skin does not count as an enchantment or a boon and therefore cannot be stripped.
- A single stack of the Dead Skin buff grants +150 toughness on its own.
- Condition ticks do not remove stacks of Dead Skin.
[Order of Pain] (VII – GM1)
- [Blood is Power] is now [Order of Pain].
[Order of Pain] (utility traited)
Cast-time: 1 s; Recharge: 35 s - Sacrifice 20% of your total health; gain might and also an amount of life force equal to 125% of the sacrificed health total. If you are below the health threshold, you gain life force equal to 200% of the sacrificed health total.
- Health sacrifice: 20%
- Might (10): 8 s
- Health threshold: 50%
- The life force gain is not percentage based, but rather just the direct addition of a base number.
[Death Nova] (VIII – GM2)
- Minions explode in a cloud of poison where they die. This effect also triggers when you are downed. When you kill an enemy, summon a Jagged Horror minion to fight by your side.
- Jagged Horror summon recharge: 10 s
- Jagged Horror lifetime duration: 30 s
[Unholy Sanctuary] (IX – GM3)
- Reduces death shroud’s recharge; regenerate health while in death shroud.
- Recharge reduced: 50%
- Healing: 130 (0.12)
- Interval: 1 s
(edited by Erasmus.1624)
= BLOOD MAGIC =
[Awaken the Blood] (I – A1)
- You gain life force when you use a healing skill. Only triggers in combat.
- Life force: 10%
- For [Consume Conditions], this trait’s effect only triggers when the final pulse successfully resolves.
[Blood Renewal] (II – A2)
- If you sacrifice health to use a skill, the recharges of that skill and death shroud are reduced respectively.
- Life force: 8%
- Death shroud recharge reduction: 5 s
- Skill recharge reduction: 33%
[Reciprocity] (III – A3)
Recharge: 1 s
- You gain health whenever you gain life force.
- Healing: 130 (0.12)
[Deathly Invigoration] (IV – M1)
- Leaving death shroud heals in an area, partially revives downed allies and counts as a blast finisher.
- Number of allies: 5
- Healing: 808 (1.0)
- Revive percent: 5%
- Radius: 360
- Combo Finisher: Blast
[Life Shroud] (V – M2)
- Whenever your life force naturally decays while in death shroud, you heal allies in the area.
- Number of allies: 5
- Healing per point of energy lost: 130 (0.12)
- Healing radius: 360
- The user is naturally unaffected by this healing.
[Last Rites] (VI – M3)
- Allies near you do not bleed out while downed. Shroud skill 4 heals and partially revives nearby allies; up to five downed allies near you teleport to your location when you channel shroud skill 4.
- Number of allies: 5
- Pulses (9): every 1/3 s
- Revival per pulse: 2%
- Healing: 360
- Radius: 600
- Teleport distance: 600
[Death into Life] (VII – GM1)
Recharge: 10 s
- You gain life force when you leave death shroud. Only triggers in combat.
- Life force gained: 8%
[Oversoul] (VIII – GM2)
- Gain a new skill while in deathly fervor.
[Oversoul] (Deathly Fervor 4)
Cast-time: 5¼ s; Recharge: 50 s - Gain stability and infuse target allies with your life force, healing them with each pulse. If you were above the life force threshold when you activated this skill, healing is increased. Skill resolution or interruption ends deathly fervor.
- Number of allies: 2
- Pulses (6): every 1 s
- Self stability (3): 3 s
- Allied healing per pulse: 280 (0.4)
- Life force threshold: 90%
- Threshold healing: 808 (0.5)
- Duration: 5 s
- Radius: 90
- Range: 900
- Maximum leash range: 900
- Minimum range: 100
- Wind-up: 0; Total channel time: 5 s; After-cast: ¼ s
- This skill pulses immediately upon cast and at the end of every second thereafter.
- The vitality bonus stacks up to 5 times per respective target.
- The “leash range” works in the same manner as Guardian [Binding Blade] “leash range.”
- Even though this skill has no actual cast-time wind-up, being a channel skill, it cannot be activated while stunned or while using another skill.
- This skill prioritizes party members over other players and then other players over other NPCs.
- [Transfusion] cannot target structures.
- [Transfusion] will not trigger its effects and go into cool-down if it does not detect a valid target when used.
[Transfusion] (IX – GM3)
- [Mark of Blood] is now [Transfusion].
[Transfusion] (staff 2 traited)
Cast-time: 5¼ s; Recharge 2 s - Attach your energy to allies at the target location, healing them with each pulse; gain life force if you heal an ally. If a target ally is above the health threshold, this skill’s pulses instead grant a vitality bonus.
- Number of allies: 2
- Pulses (6): every 1 s
- Allied healing per pulse: 280 (0.4)
- Life force per pulse: 1.5%
- Allied health threshold: 90%
- Threshold vitality bonus (5 s): +75 Vitality
- Duration: 5 s
- Radius: 90
- Range: 900
- Maximum leash range: 900
- Minimum range: 100
- Wind-up: 0; Total channel time: 5 s; After-cast: ¼ s
- This skill pulses immediately upon cast and at the end of every second thereafter.
- The vitality bonus stacks up to 5 times per respective target.
- The “leash range” works in the same manner as Guardian [Binding Blade] “leash range.”
- Even though this skill has no actual cast-time wind-up, being a channel skill, it cannot be activated while stunned or while using another skill.
- This skill prioritizes party members over other players and then other players over other NPCs.
- [Transfusion] cannot target structures.
- [Transfusion] will not trigger its effects and go into cool-down if it does not detect a valid target when used.
- Life force generation has a 1-second global cool-down (will only trigger once per healing pulse even if healing two targets) and only triggers if this skill healed a target for any amount of health (will not trigger if this skill is actively affecting full health targets).
(edited by Erasmus.1624)
= SOUL REAPING =
[Soul Hoard] (I – A1)
Recharge: 1 s
- Whenever you gain life force, you gain an additional packet of life force. For the first 3 seconds of death shroud, you do not lose any life force.
- Bonus life force: 1.5%
- Gluttony (3s): Cannot lose life force
- The recharge applies only to the bonus life force packet.
[Rending Blast] (II – A2)
Recharge: 1 s
- Shroud skill 1 now also inflicts vulnerability.
- Vulnerability (2): 10 s
- The global recharge is simply there to make reaper shroud autoattacks not totally, utterly crazy with the vulnerability application.
[Mighty Shroud] (III – A3)
- Gain permanent power based on your toughness; power gain doubles while in shroud. Gain bonus toughness while in shroud.
- Shroud toughness bonus: +200
- Gain power based on a percentage of toughness: 7%
- Gain power based on a percentage of toughness (shroud): 14%
[Near to Death] (IV – M1)
- Reduces your maximum life force pool. Death shroud’s recharge timer starts the moment that you enter into it rather than when you return back to your normal form.
- Max life force: -10%
[Spectral Leap] (V – M2)
Recharge: 1 s
- Gain life force whenever you successfully evade an attack. [Spectral Walk] is now [Spectral Leap].
- Life force: 2%
[Spectral Leap] (utility traited)
Cast-time: ¼ s; Recharge: 15 s - Cure immobilize, crippled and chilled; leap to the target location, evading attacks while you leap.
- Conditions cured: Immobilize; Crippled; Chilled
- Evade: ¾ s
- Range: 500,000
- Leap mechanic equivalent to Klagg’s jump shot rifle at his vista in Lion’s Arch.
- Recharge governs the life force gain.
[Fleeting Shroud] (VI – M3)
Recharge: 10 s
- Gain haste upon entering death shroud. Your death shroud now has a brief maximum time limit before you are forced back to your normal form.
- Haste: 2 s
- Death shroud duration: 6 s
- The recharge only applies to the haste proc. The duration penalty is always in effect.
[Death Perception] (VII – GM1)
- Reduces your max life force pool. Increases your critical-hit chance while in death shroud.
- Critical hit chance increase: 50%
- Max life force: -10%
[Spectral Embrace] (VIII – GM2)
- Reduces [Spectral Armor]’s recharge. Gain a break bar while channeling the skills [Life Bond], [Transfusion], [Spectral Armor] and [Well of Power].
- Recharge reduction: 40%
[Foot in the Grave] (IX – GM3)
- Recharge: 10 s
- When you enter death shroud, you break stun; you immobilize nearby foes and gain endurance when you break stun.
- Breaks stun
- Number of targets: 5
- Stun break immobilize: 1½ s
- Radius: 240
- Stun break endurance gain: 25
- The recharge only governs the immobilize and endurance gain procs; these procs are triggered whenever the player breaks stun (not just when doing so by means of going into death shroud).
(edited by Erasmus.1624)
I took a look at a thread with a big survey on the necromancer. When I got to staff skills, it seemed that the people taking the survey were pretty satisfied with its current set up. It’s a little jarring considering that staff was one of the easiest things that I found adjusting/re-working given how the entire set is:
- Autoattack
- Circle that bleeds
- Circle that chills and poisons (long recharge)
- Circle that deals high damage and is a blast finisher (very long recharge)
- Circle that fears (very long recharge)
It’s so utterly uninspired. The reason why I went with some of the above designs was because Guild Wars 2 in general is often a race back to autoattack. Everyone has these very easy skills that they can get off effectively whenever they want barring some out-of-rotation stun locking during which they get to stare at the screen or go get a sandwhich while they wait for a guy to kill someone who is forced to stand still. However, beyond that initial burst of one’s shallow rotation, one is left with nothing but a MASSIVE downtime and an autoattack button. It’s not engaging or thoughtful; it’s “cool-down based combat,” which really puts the player in a bind if the skills themselves don’t actually consume time to use but are put into a huge recharge after use.
The design above helps alleviate that by redesiging skills to have a longer lasting impact on the battle either with their permanence, by longer channels, by being a multi-use chain, or by having just longer cast times—all this in combination with shorter recharges. In doing so, combat can have more layers to it as recharges begin to overlap throughout protracted encounters instead of every single fight just being a trade of cool-downs before two or more players back off to let everything recharge while spamming 1.
Wow, that is a lot of changes. However, right off the bat, I don’t like the nerfs to our hp pool. It breaks the hp pool symmetry.
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate
I can appreciate that you spent a lot of time on this, but you pretty much gutted everything I love about my necromancer.
I would love to see some of those staff changes, so it actually feels like a weapon which hurts things, and not something I swap into just for sigil proccing and chill+transfer+fear.
Your mark system looks more like an ele staff. But everyone knows that’s a terrible class+weapon combination, so I’m not sure how well that will go over… :X
I can appreciate that you spent a lot of time on this, but you pretty much gutted everything I love about my necromancer.
What did you love that has gone missing? Bear in mind that what I “gutted” was effectively:
- Certain autoattack spam being consistently too effective
- Passive damage spam (conditions) being entirely effortless to apply (and often without projectile-related counterplay)
- Passive/instant offensive procs and skills; direct damage has a fair cue in order to promote counterplay that isn’t just protracted invulnerability periods.
Wow, that is a lot of changes. However, right off the bat, I don’t like the nerfs to our hp pool. It breaks the hp pool symmetry.
If you take a look at what happened to the life force pool, you’ll notice that if the Necromancer starts at medium health (baseline of 15,922), that extra 3,000 HP effectively puts Necromancer back up to within 300 HP of the “high” health pool class (18,922 out of 19,212 HP). The only drastic change is to the Necromancer’s potential maximum health pool given how it will fluctuate as the player builds, consumes and loses life force in addition to health through any single encounter since it’s no longer possible to just build to 100% life force and walk around with 30k+ HP.
All that said, I don’t even begin to know what you mean by “hp pool symmetry” when the HP pools in GW2 are already so arbitrarily disparate. The only reason Necromancer and Warrior have such high HP pools is because they are effectively PvE Veteran-level enemies with steering wheels for a player. Both of them were helpless/suicidal meatbags (as are all PvE mobs when pitted against players) until Warrior got extended immunity to all game effects and intense passive health regeneration. In an MMORPG like this, that disparity is justified only as a crutch for a poorly conceived design within what should have been conceptual whole, incorporating all classes and their abilities accordingly.
First of all, I can say that I wouldn’t play necromancer if these changes were implemented, apart from very low damage on auto attacks and skills, there are no damage multipliers among the traits. There is also heavily reduced sustain and self buffing but increased mobility.
What you gutted was our ability to do damage. Yes I agree, the spamming 1 thing is bad, but you do not solve the problem by gutting the damage and not giving any alternatives, look at dagger, it went from 1,33 coeff/s to 0.95 coeff/s, with no damage multipliers you are going to hit like a wet noodle. Life Blast got the same treatment.
First of all, I can say that I wouldn’t play necromancer if these changes were implemented, apart from very low damage on auto attacks and skills, there are no damage multipliers among the traits. There is also heavily reduced sustain and self buffing but increased mobility.
What you gutted was our ability to do damage. Yes I agree, the spamming 1 thing is bad, but you do not solve the problem by gutting the damage and not giving any alternatives, look at dagger, it went from 1,33 coeff/s to 0.95 coeff/s, with no damage multipliers you are going to hit like a wet noodle. Life Blast got the same treatment.
Your point about the damage coefficients makes me wonder if I was a bit harsh on curbing brainless damage. That said, I’ve mentioned how the concept is a holistic idea; no class deserves crazy high damage on autoattacks as they exist now and I was working to stack all powerful AA effects either into a single, well-cued attack with a long attack cycle or on the last skill of a chain proceeded by generic, low damage abilities. The only reason that autoattacks deal so much damage right now is that most offensive skills are on cooldown at any given time. The game needs a finisher, and unfortunately due to its shallow, cooldown-centric combat design, that finisher became the attack that everyone uses all the time instead of something that one builds up to or uses for a specific situation.
I was never a fan of damage bonus traits or sigils not only because of how uninspired they are, but also because they are yet another example of uncued, passive offensive capabilities without any real counter. I mentioned above that that’s what I removed here as best as I could. If someone is going to deal or take damage, it’s because they committed with an activated skill or ate an otherwise cued hit by their own fault. To solve the problem of those traits going missing, it’s again, very easy to just fold that missing damage into active abilities, but again, I think I dropped the ball just out of fear of making damage too easy to do. I mean, it’s an MMORPG; damage is automatically going to be easy to deal. I should probably just get over that and address reestablishing more recognizable DPS numbers.
My only concern about retaining the current dagger AA DPS was the idea of slapping something like close-range blunderbuss damage on dagger 1c just to make up for the reduced damage on the lead-up attacks (even if its new 1-second activation time helps cue the danger for foes). Instead of just keeping the same damage totals and just frontloading it onto “well cued spam,” the idea was to spread damage out through multiple skills which could be layered and used in ways that weren’t necessarily governed wholly by a brutal and boring flat cooldown period. Feel free to give me more specifics about the damage and what it would take to actually preserve the current dagger AA DPS, though. I would appreciate it, and it would help me retain the Necromancer as a direct damage combat threat if it invested into that (I’m a fan of direct damage anyway more than anything else). A total damage packet of 101 (0.3) is low as a baseline (it’s a single bullet from Unload, if I’m not mistaken), so given that it is melee, it could maybe stand a slight increase, but the vast majority of the damage needs to stay on the final chain skill just to preserve that very real risk/reward factor for the player and high threat to opponents.
Moreover, in the case of dagger, it’s ideal to catch foes with Dark Pact and layer damage by opening with Life Siphon AoEs while following up with dagger autoattacks. This isn’t counting additional damage and CC from off-hand/utility abilities. Life Blast was getting limited AoE, which spreads the damage out in fights, but yes, makes it weaker in 1v1s. I debated about just giving it 3-target cleave like fireball has and changing the projectile pathing to match.
There is also actually another somewhat unaccounted benefit of a lot of the skills: many of them can be manually aimed (including the AoE “splash” projectiles which aren’t specifically GTAoEs). This provides player-centric options when it comes to soft-countering stealth, teleports and capitalizing on good positioning which might otherwise obscure your own line of sight.
(edited by Erasmus.1624)
Even if you made the damage D#1 final blow have a coeff of 2.1(same DPS as before, deals no damage on the two first attacks and stupid amounts of damage on the final) it would still be weaker than a the current AA, as one blow is easier to dodge than many smaller. Unless you are completly out of the loop you should know that what you try to do with the Dagger AA is found on the Greatsword, slow attacks that hit hard. The dagger AA is fine as it is right now, it is the other abilities that needs damage and effect boosts.
Instead of standardising the necro, which I belive you tried to do, with adding mobility and some support, see what the necro is good at, look at what it is supposed to do and how it is designed right now. Improve the strengths of the necro and make the drawbacks clear but balanced.
Instead of thinking “Necro has no mobility, so we give it mobility” think “What of the existing aspects of necromancer can we improve upon to make it a fair drawback”. If the answer turns out to be that no, it is absolutley vital that the necro gets a leap on dark pact, by all means do so. But you could just reduce the cast point to 0.2 and voila, now the enemy will be stuck with you for 3 seconds, allowing teammates and you to chase the escaping target down, unless he uses a cleanse. It works either way, but one will preserve the current necro and the other will not. I’m quite certain which I would choose.
For the support part, ask the question what is the necro thematiclay trying to do? Our support does not come from buffing our allies alot, but from inflicting debilitating conditions on our foes and corrupting boons as well as transferring allies conditions to the enemy instead. Does it work in theory? Yes, it does, if you have high uptime on weakness, chill, blind, poison and resonable amounts of fear as well as sending conditions to foes as well as boon corruption you have a scary support. So you take those things and see which weapons that can use them OH dagger, scepter, focus, axe and staff comes to mind. What can be done to improve them as weapons from a condition damage or support aspect? I can think of several suggestions, Dagger#4 inflicts fear for 1s, Dagger#5 inflicts 2 second base weakness and then 1 additional second for each stack of bleed on the foes, capped at 15 seconds total vulnerability, combos nicely with Scepter#2 and everyone that inflicts bleeding. Make Axe#3 grant you the boons that it corrupts and deal extra damage for each boon corrupted. Make a trait that gives staff marks a chance to refresh conditions inflicted by the necromancer when triggered. Focus#5 cast time reductions.
MM changes aren’t good. Blood Fiend doesn’t need that kind of change, we certainly don’t need nerfs to minion HP without any compensation, or nerfs to Bone Fiend CC, or losing the amazing functionality that Flesh Wurm has, some of the trait changes were really misguided (Last Rites has no point being in Death Magic).
It seems like a lot of changes were made not to fix anything that’s wrong, but simply for the sake of change. There are some solid ideas in here, but its mixed with a lot of bad changes.
What did you love that has gone missing? Bear in mind that what I “gutted” was effectively:
Certain autoattack spam being consistently too effective
Passive damage spam (conditions) being entirely effortless to apply (and often without projectile-related counterplay)
Passive/instant offensive procs and skills; direct damage has a fair cue in order to promote counterplay that isn’t just protracted invulnerability periods.
You wrote off my favorite weapon as “uninspired” and completely overhauled it while acknowledging that other people enjoy using it, removing the ability to transfer any condition but bleed in the process.
You’ve removed the damage from Blood is Power not only from the ability itself (outside of the verge mechanic, but why on earth would I want to be forced into shroud just to apply damage with this ability?) but also by removing Master of Corruption. While I appreciate that CPC destroys projectiles, the 15 sec increase on the recharge (again, w/o MoC) is not. Dhuumfire on shroud 2 instead of 1 is absolutely horrible (I’m assuming you intended the same 15s cooldown, since none is listed), no thank you. No soul marks. No parasitic contagion.
Conditions may need a nerf, but destroying Epidemic isn’t the way to do it. Leave my Epidemic alone.
Plague…I don’t even know where to begin. Why in the world would anyone use this version? It’s terrible. Drains health and life force, and you’ve removed the single best thing about it (stability).
Are you seriously going to sit there and tell me that condition Necromancer is too effective? How often have you actually encountered one in PvP? You’ve nerfed the hell out of something that didn’t need nerfing, simply because you don’t find it interesting. I happen to find it great fun.
Not everything needs to be intricate and complex. There are other builds and other classes for that.
Re: verge, interesting idea, but telegraphing that you will be entering shroud in 4 seconds doesn’t seem very wise.
Again, let me say that you clearly put a lot of thought and effort into all of this. The above probably sounds harsh, but I honestly do appreciate the creativity you displayed. However, I would ask that you give a bit more consideration to how other people play and enjoy the game as well as how you do that.
One last thing: I appreciate that you feel that the game as a whole needs some changes in how it works. But making those changes to one class in isolation is a problem. Work within the framework of what the game is now. For instance, trying to make changes to conditions within a single profession is a disaster because they still exist within the same game as the other professions.
(edited by Misguided.5139)
You wrote off my favorite weapon as “uninspired”
Well, as insensitive as that was (and I apologize for that, I suppose), it’s not untrue. The weapon is an autoattack and 4 circles which are all mechanically identical. The changes give it more area control, support applications and life force play options. That said, I’m going to actually change two skills on it to make them a little more effective for the user while also helping with life force generation.
and completely overhauled it while acknowledging that other people enjoy using it, removing the ability to transfer any condition but bleed in the process.
Yes, but it is a 5-man, ranged, AoE single condition removal skill on an 8 second recharge. It also effectively converts burning into a single stack of bleeding (even on yourself should you choose to cast the ability on top of your own hitbox). The fact that it centers around bleeding transfers is just to help streamline conditions in general since conditions in combat is an utter mess at the moment, and we really don’t need the 9 or whatever we have now given that so many of them are effectively “Bleeding X.0” at this point after that last update.
You’ve removed the damage from Blood is Power not only from the ability itself (outside of the verge mechanic, but why on earth would I want to be forced into shroud just to apply damage with this ability?)
I think you’re either getting confused or you meant something other than the Blood is Power skill.
but also by removing Master of Corruption.
Most of the corruption skills have received lowered cool-downs that have been balanced around those corruption’s effects.
While I appreciate that CPC destroys projectiles, the 15 sec increase on the recharge (again, w/o MoC) is not.
It’s also instant, a stun-break and a PBAoE form of mitigating incoming direct damage that isn’t necessarily a projectile. I was debating on putting it at 30 s, though. Oh, I was also lobbying for weakness just being a flatline 33% reduction to outgoing damage, by the way.
Dhuumfire on shroud 2 instead of 1 is absolutely horrible (I’m assuming you intended the same 15s cooldown, since none is listed), no thank you.
Nope. DS2 has no cool-down whatsoever. It’s balanced by life force consumption. The fact that Dhuumfire’s effect also boost damage vs burning foes while in shroud also allows the player to focus on other attacks after one or two DS2s.
No soul marks.
Soul marks only exists as a trait because staff is so underwhelming that it needs a passive crutch in order to make the necromancer actually live longer while the player races through those 4 skills on his/her way back to spamming 1 until he/she can swap back to the other weapon set. Besides, I already said that I would be working on increasing staff’s life force generation potential. Channeled blocks are also innately overpowered based on what they do and how little typically gets through them; they should be culled/limited in the same way that Elementalist Arcane Shield works.
No parasitic contagion.
Why should passive effects trump or determine the selection of active abilities?
Conditions may need a nerf, but destroying Epidemic isn’t the way to do it. Leave my Epidemic alone.
I debated on making a trait called Contagion which would just reset the above Epidemic to what it is now. The reason why I did away with it was mainly because of how it is reliant on the awful targeting system. You having your Epidemic back is fine. The rework was mainly just an experimental concept which circumvents this game’s targeting while still introducing a unique effect onto the field for a brief period of time.
Plague…I don’t even know where to begin. Why in the world would anyone use this version? It’s terrible. Drains health and life force,
It uses life force as health. It doesn’t use the health pool at all.
and you’ve removed the single best thing about it (stability).
I know that stability is overpowered and everybody wants it, but the boon should really see much less action in general. It’s anti-fun in how it cancels out so much potential counterplay (not that CC doesn’t need a great deal of toning down either).
To make you feel a little better, I was planning on adding two more skills to Plague to make it less of a waddling meat puppet while in effect.
Are you seriously going to sit there and tell me that condition Necromancer is too effective? How often have you actually encountered one in PvP? You’ve nerfed the hell out of something that didn’t need nerfing, simply because you don’t find it interesting. I happen to find it great fun.
Passive damage has gotten out of control in GW2. It’s a pressure mechanic, but anet wanted to try to force it as something as strong as direct damage. I know that GW2’s design doesn’t accommodate “support” and “pressure” concepts very well, but they are important to have otherwise we end up with the current meta: invulnerability, instant damage, instant/scripted movement and rapid/passive self-healing (it’s basically just rock-paper-scissors that revolves around cool-downs and player numbers). Support and pressure mechanics allow for more soft-counters rather than just someone winning out because of gear stats or a specific button.
Re: verge, interesting idea, but telegraphing that you will be entering shroud in 4 seconds doesn’t seem very wise.
It’s more risk/reward mechanics. It puts the player at a risk while rewarding them with special effects that they can choose to access at will for a potentially dangerous price. The fact that it’s also deliberately a trigger mechanic opens up a lot more potential for the Necromancer’s combat options on a skill-by-skill basis.
One last thing: I appreciate that you feel that the game as a whole needs some changes in how it works. But making those changes to one class in isolation is a problem.
I already told you that this is a holistically conceived work. Just because the Necromancer is the only class that I’ve actually done to this full extent doesn’t mean that I haven’t considered this design within the scope of the rest of the game in addition to the rest of the game itself and how its many combat problems and contradictions can be resolved in the interest of more risk/reward and soft-counter combat. However, can you imagine if I showed up in any other profession forum and dropped a class re-work thread on them saying, “Hey, guys! Imagine if you had to actually make a choice or commit to a risk when doing ANYTHING AT ALL IN GW2!!” I chose Necromancer first because of how utterly subpar and one-dimensional (even moreso than the already shallow combat styles across all classes in this game) it currently is in most modes when it comes to initiating and dominating combat.
Work within the framework of what the game is now.
If I were to do that, I would have just added invulnerability periods to like 5 arbitrary skills and called it a day.
For instance, trying to make changes to conditions within a single profession is a disaster because they still exist within the same game as the other professions.
Again, who’s to say that I don’t already have a framework in place for all classes?
(edited by Erasmus.1624)
Blood Fiend doesn’t need that kind of change
It doesn’t need a mild team-support function that also provides an extra blast? Why not?
we certainly don’t need nerfs to minion HP without any compensation
Fold in the rest of the trait HP, then. Let traits be things for skill side-grades, trade-offs and new play-style options; keep boring, direct-upgrades out of them. Let skills be something taken for the sake of potential combat options rather than potential combat options only after they are traited with flat, passive bonuses.
or nerfs to Bone Fiend CC
Given how minions move and attack pretty effectively now, their mob mentality is rather effective without one of them potentially immobilizing someone. Instead, now you the player get more clutch counterplay options. The recharges on minions also remain low in order to get them up faster after sacrificing them for any specific reason. They don’t always just have to be little AI units that run about and strike targets. They are utility abilities. Let them have some support and counterplay functions. The player can still continue to fight.
or losing the amazing functionality that Flesh Wurm has
While I’m more of a fan of the player actually moving his/her character, reverting the change back to “Teleport to your Flesh Wurm” is perfectly fine. The skill would remain instant-cast.
some of the trait changes were really misguided (Last Rites has no point being in Death Magic).
It was somewhat arbitrary, but since the new Blood Magic and Death Magic lines both have a lot of potential party support in them, the distinction between them softened. Swapping two traits around for the sake of your forced flavor isn’t a difficult feat.
Even if you made the damage D#1 final blow have a coeff of 2.1 it would still be weaker than a the current AA, as one blow is easier to dodge than many smaller.
That was actually the point. People get to spam AAs. If they are dangerous at all, they might as well be well cued, so that landing one is not only punishing, but something that might not happen without sound play, support skill investment or just as a side-effect of a drawn out encounter with resources running low on both sides.
Unless you are completly out of the loop you should know that what you try to do with the Dagger AA is found on the Greatsword, slow attacks that hit hard.
That is an option, but I want to stick to the idea that the lead-up attacks should be rather whimpy not only as a set-up for the bigger, final attack, but also as an investment for the attacking player who wants to open up that final attack’s usage. It’s about commitment and risk.
Instead of standardising the necro, which I belive you tried to do, with adding mobility and some support, see what the necro is good at, look at what it is supposed to do and how it is designed right now. Improve the strengths of the necro and make the drawbacks clear but balanced.
This new design gives Necromancer access to some of the most consistent out-going sources of healing in the game. Nobody else has that. Even Revenant staff can pick up his own health orbs. Much of the Necromancer healing is entirely altruistic with only certain self bonuses that don’t necessarily manifest in the form of pure health gain.
Instead of thinking “Necro has no mobility, so we give it mobility” think “What of the existing aspects of necromancer can we improve upon to make it a fair drawback”.
The drawbacks are in the form of the verge mechanic and cast-times on many of the skills. Aside from cool-downs, the only real resource in GW2 is time cost (how long it takes to activate an ability). Most things that actually matter in GW2 combat are instant. By slowing those things down, we add legible intervals during which counterplay can be made and during which casting individuals are deliberately vulnerable as they wind up or channel an ability. This Necromancer design embraces that.
The idea about how Necromancer shouldn’t be mobile isn’t a decent concept for combat given that every other class is often obliged to fit long ranged attacks, scripted movement or teleports into their skill bars. Keep in mind that death shroud used to be Necromancer’s replacement for downed state in the alpha, but was later changed to effectively just be a second health pool. While that latter idea seems interesting and has potential to open up a lot of new playstyles as a resource, it really just stayed as nothing but that: a second health bar. Necromancer needs a second health bar because it’s a slow meat puppet without stability. I’ve made the comparison to a PvE veteran enemy before. A class without stability isn’t necessarily a bad concept or something that can’t be worked around, but in exchange, that class is going to need some form of mobility in order to function in and around active combat. The only catch now is that something must come from the necro in exchange for the mobility and more combat options: that ended up being some baseline HP.
For the support part, ask the question what is the necro thematiclay trying to do?
Designing wholly off of flavor is dangerous territory that can lead into useless, irrelevant abilities. For instance, the original Engineer Rocket Boots were entirely designed around pandering some vaguely defined “goofy inventor” flavor.
Our support does not come from buffing our allies alot, but from inflicting debilitating conditions on our foes
If you want to talk about debilitating out-going effects as support, hexes actually provided a very real and functional flavor to encountering a Necromancer in Guild Wars 1. Since Guild Wars 2 was gutted of mechanics, “inflicting debilitating conditions” is something that can pervade from any given class. It’s not worth designing a class around that concept if everyone already does it.
and corrupting boons
Players can remove the conditions, reapply many of the boons, and typically do heal away any sort of boon conversion consequence (often while blinking away or using a scripted movement ability).
as well as transferring allies conditions to the enemy instead.
That actually is a thing that is mostly monopolized by Necromancers, but again, it’s not something that is super defining given that there are only a handful of skills that perform such a function, and again players can just heal away the consequences of transferred conditions provided that they have the buttons off recharge.
Does it work in theory? Yes, it does, if you have high uptime on weakness, chill, blind, poison
Thief has all of those barring chill, but they can just teleport to people or shoot them with condition pistol from range, so the CC aspects of chill are relatively moot. We’re back in the “Is it really profession flavor if other classes can do it too?” territory. More importantly, the conditions in the outset of combat are often healed away to some extent by any class of their own will.
and resonable amounts of fear as well as sending conditions to foes as well as boon corruption you have a scary support.
No, you have a scary single element of damage on the field (just like any other player, only difference being that this one can sometimes return out-going conditions; Mesmers can do boon hate just as well as Necromancer, and the fact that they’re often invulnerable while they use instant spike damage that also inflicts conditions that include blind, we could argue that the Necromancer’s boon conversion factor is outclassed).
A Foul Feast/Plague Sending Necromancer was actual scary support because he actually had a direct and consistent investment in specifically targeted allies regarding keeping their conditions cleared and also bouncing them back at foes (at intervals of 2 and 10 seconds respectively); the player meanwhile continued to apply dangerous de-buffs specific to the Necromancer class. A necromancer in GW2 has to hope that he gets hit with strong conditions by foes or passively inherits them from nearby allies faffing about if the Necro wants to have that sort of direct, targeted impact on but another, single ally. Or the Necro could just put a massive-sized well circle on top of an ally and tell them to stand in it (once every 32-50 seconds).
Keep in mind, this isn’t a GW1 vs GW2 discussion, it’s to make a point about GW2’s lack of real, defined support roles. GW2 support is vague, floaty and mostly selfish anyway with little control in the hands of the player. That can be easily adjusted with better conceptual design.
I’ll get back to you on the rest of your comments, but one of the things that you mentioned about Axe stealing the ripped conditions made me think about what I did with the staff Putrid Mark and its bleeding effects along with some of the traits. It’s honestly much better to have single boon rips be targeted to specific boons. As I’ve said before, boon totals in combat typically exceed 5 (and build rapidly as well as passively while also renewing throughout combat without any real effort or input from the boon beneficiary). If you really want to hurt boons with a single boon rip, make it target a specific boon, and then design secondary effects around that sort of removal which would make up for the fact that the guy still probably has 6 other boons.
Although, truth be told, boons also need a tone-down as much as conditions do. The whole game is a mess of flashing “over time” effects on the screen rather than legible combat.
Updated the staff notes.
- Autoattack life force gain per target struck reduced to compensate for increased life force generation across the other skills.
- Putrid Mark separated into two chain skills in order to both simplify the coding and allow the player not necessarily have the skill’s damage tied to a target ally’s location; also received a buff to damage.
It doesn’t need a mild team-support function that also provides an extra blast? Why not?
That isn’t the main problem of the skill right now, and it makes it conflict with Well of Blood. It isn’t an awful change, but it isn’t the primary problem which is that Blood Fiend is built to be a healing over time skill like the various other profession’s signets, yet it doesn’t scale with your healing power nor is it either reliable or have a high payoff for being less reliable. Until the over time healing is fixed, the skill is a bad version of SoV, or in your case a bad version of what WoB should be.
Given how minions move and attack pretty effectively now, their mob mentality is rather effective without one of them potentially immobilizing someone. Instead, now you the player get more clutch counterplay options. The recharges on minions also remain low in order to get them up faster after sacrificing them for any specific reason. They don’t always just have to be little AI units that run about and strike targets. They are utility abilities. Let them have some support and counterplay functions. The player can still continue to fight.
8s of immobilize isn’t clutch? You are replacing the strongest non-elite immobilize in the game for something that MM builds don’t want or need, just to provide a utility to non-MM players.
It was somewhat arbitrary, but since the new Blood Magic and Death Magic lines both have a lot of potential party support in them, the distinction between them softened. Swapping two traits around for the sake of your forced flavor isn’t a difficult feat.
Blood Magic’s support is all healing based, that’s the point of it as a line. If Death Magic gets support, it would need distinctly different support.
My biggest problem is a lot of these changes aren’t needed. You’re changing skills that either don’t need changing at all, or simply need QoL changes, for no reason except to fulfill some design purpose you made up.
That isn’t the main problem of [Blood Feind] right now, and it makes it conflict with Well of Blood.
The AoE tiny healing field with a base 12.5% up-time conflicts with the passive AI unit which draws health to its summoner with every attack that it lands? Or are we talking within the scope of this thread’s contents? Even then, a single packet PBAoE heal that counts as a blast finisher is rather distinct when compared to a ranged, GTAoE healing water field, no?
the primary problem is that Blood Fiend is built to be a healing over time skill like the various other profession’s signets, yet it doesn’t scale with your healing power
Healing signet passives actually don’t really scale with healing power very well either. Their base healing amount or ability to spam their triggers is normally what carries them. There’s a reason why healing power is mostly abandoned in all combat: your allies passively heal and stay invulnerable without HP investment or anyone else’s help, out-going healing is never consistent due to oppressive cool-down periods (something that this Necromancer design changed) and therefore is effective primarily because the numbers are inflated, and regeneration exists. While HP investment does still impact many passive healing tics, many players invest instead into more zerker-related stats, toughness/vitality (which negate incoming damage better than a slightly increased passive healing tick) or condition damage. The only situation in which players would debate taking HP as a primary stat is if they plan to effortlessly bathe themselves in passively triggered regeneration.
nor is it either reliable or have a high payoff for being less reliable.
I already said that this rework was designed with soft counterplay in mind. I also mentioned that I did not apply this ideology to only the Necromancer within a vacuum separate from the rest of GW2. Honestly, soft counters are already pretty absent in combat, which is why you’re lobbying for a more rewarding version of an already perfectly passive effect. It’s not impossible to go the other way with it, and it would result in a much more active game that wasn’t governed entirely by instant abilities and cooldown periods.
Until the over time healing is fixed, the skill is a bad version of SoV, or in your case a bad version of what WoB should be.
What makes you say that then? What should those skills be according to you and why?
8s of immobilize isn’t clutch?
Is eight seconds a “clutch” time interval in a game in which people can die instantly from range and stealth? Eight seconds is an extraordinarily wide window of time in GW2 during which anyone can easily be killed simply because they can’t move due to a debuff applied by a ranged, passive AI unit. That easy denies the concept of it being a skillful or interesting play. It’s not unique, clever or interesting: it’s the obvious thing to do. There is no build up; there is no real commitment to anything; the player is just pressing a button in hopes that the selected target just doesn’t get to move for the next 8 seconds. Even if it does land, that immobilize will probably be tangentially cleansed by a the target just healing itself or negated to an extent by teleports and invulnerability periods.
You are replacing the strongest non-elite immobilize in the game for something that MM builds don’t want or need, just to provide a utility to non-MM players.
A very strong utility that can change the tide of combat for a moment. That said, you’re right in how it sort of lacks a benefit to the actual minionmancer. EVEN SO, there is something very important when designing abilities with an innate sense of altruism. If a player’s active ability doesn’t necessarily benefit him or benefits him in a different way than it benefits his allies, there exists a very unique playstyle to which the player often must adhere in order to be effective.
However, I will be adding something that benefits minions. Just got an idea.
Blood Magic’s support is all healing based, that’s the point of it as a line. If Death Magic gets support, it would need distinctly different support.
“Support” in GW2 is viciously bottlenecked in the presence of excessive invulnerability periods and stability. Conditions are primarily straight damage and free additional shots for the player applying them rather than something used to preserve another ally. Players, again, take care of themselves passively. Nobody actually NEEDS outside support. Moreover, protection (aside from RNG weakness) is the only consistent way to reduce incoming damage, and it’s set at a flat amount with no interesting triggers or secondary effects.
The way in which one heals (along with any potential secondary effects) might as well entirely comprise support in GW2 at the moment. Death Magic and Blood Magic have different options for that sort of concept, and yet again, it’s still all just healing. They are distinct, but still interchangable. The only reason that they are separated is due to balance reasons rather than some irrelevant flavor—just the way that it should be.
Alright, so I adjusted a lot of the damage coefficients for the skills. Also, you’ll notice that the damage coefficients are now the primary focus of the “Damage” tool-tips for every respective skill.
- Life Blast damage coefficients remain untouched. Damage now simply hits up to 3 targets in a 150 unit radius upon impact.
- Dagger AA coefficients’ total has been preserved.
- Soul Salvo (Deathly Fervor 1) has had its recharge increased due to its potential damage.
I’ll add the minion adjustments in a bit.
(edited by Erasmus.1624)
More changes:
- Baseline life force decay set to 2%/s. Vital Persistance is almost always a given for Necromancer and especially Reaper. Since I already removed it from the new traits, I might as well just go all in and fully fold it into the DS rework. This should help your “sustain” concerns, and by making baseline an option that basically everyone is already considering, it opens up a lot more room for more niche choices. It’s also a little tempting to fold the health regeneration from Unholy Sanctuary into baseline Necromancer and making the trait just grant that sort of healing on an AoE basis, but that’s a different discussion.
- Plague Form got a fat rework. Given that it was already just a melee-range face-tank blob form, I embraced that and turned it into a condition brawler with some condition-related team support that also provides a little bit of life force generation to soak up incoming damage or just provide a backline role while healing itself a bit. On the topic of Plague Form, Lich Form also received the same sort of changes to its recharge: both of the skills are now effectively Engineer kits regarding their activation and recharge—the only real difference is that both elites are still “forms,” and therefore overwrite all skill slots with their abilities and can be activated mid-air due to their instant cast. I still feel like the two of them deserve something like a 10-second recharge just to give enemies a bit of a reprieve from the form-swapping, but that’s up to discussion.
(edited by Erasmus.1624)
A lot of updates. Minions received some changes (specifically to Bone Fiend and Flesh Wurm). The Blood Magic and Death Magic traits also experienced a lot of shuffling and replacement. Other changes include: scepter in general, Dark Pact, the Spectral Leap trait in Soul Reaping, and probably a few other things. BM and DM along with the minions were the focus, though.
all the changes u make are rather uneeded, and please vital persistence being base line is just wrong, soul reaping uniquely is a line that focuse on shroud management and vital persistence is too powerful a trait to be baseline. Your work on dagger auto is terrible, and some skill are made way too complicated than it would be like your well of power which is basically making a skills cost life force while giving you life force back of you are on a mode that cost you more life, to me is just like wtf is happening
Basically your entire post told me how much u hate playing the necro in gw2 because it’s not your ideal version of necro in your fantasies
Edit: I want to mention that your verge system- while interesting is basically turning necro into a terrible engineer or reverent. We already have thous classes, we don’t need another to copy its play style. And combined with your skill reversion, you basically rose the skill floor of necro to sky high beyond elementalist levels and the payoff isn’t exactly great
And after reading this wall of text some more, I basically got the point that u wanna take some things that other classes have and slap it on necro, so combined with my previous comments that point out how dissatisfied with necromancer you are- it simply shows that your are also jelly of what other classes can offer. Looks like someone needs to play something else
Necro doesn’t need that much of flashy change. A couple simple rework can be done to make it more competitive and more syngerized with its own class.
Again, your massive list is making necro less of what it is and should be
If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move
(edited by Zantmar.5406)
Well, I was going to just make an update to Spectral Armor and Transfusion in order to supply them with a source of active life force generation while still fulfilling a committed support role skill, but—
vital persistence being base line is just wrong, soul reaping uniquely is a line that focuse on shroud management and vital persistence is too powerful a trait to be baseline
Vital Persistence doesn’t change the way that any skill functions, though. People take it because it just makes their shroud heartier. It’s an obvious move to make (and a very common one given the prevalence of power-based necromancer builds), not an interesting one like a side-grade or something. The point of these changes were to force side-grade and decision making which help tailor playstyles and roles. Vital Persistence doesn’t do that; it just makes using 1 more effective by giving the player more time to use it. Something that bland might either be folded into baseline or not exist at all.
You’ll also notice that I don’t have any “Reduce recharge of X skills” traits. As mentioned before, everything was designed and calculated holistically so that little crutch traits such as that (or Soul Marks as another example) don’t need to exist.
Your work on dagger auto is terrible
Welcome to somewhat more balanced spam damage.
like your well of power which is basically making a skills cost life force while giving you life force back of you are on a mode that cost you more life, to me is just like wtf is happening
Technically, that is what happens when you use DS4. I don’t think that that’s too hard to comprehend.
you basically rose the skill floor of necro to sky high beyond elementalist levels and the payoff isn’t exactly great
I mentioned how the entire point was to actually implement risk/reward strategies in order to make aggro play a viable concept instead of everyone just being forced to play passive and slow around a monotonous, obvious revolving door of cooldowns.
Is a higher skill ceiling bad?
Elementalist never had that high of a skill ceiling. Managing a shallow rotation isn’t difficult or clever: it’s mundane muscle memory and a basic rhythm that anyone can internalize after an hour of casual drilling (at which point it becomes almost impossible to mess it up because of things like stability, the rapidity of skill casts and other elements like stability/modes of invulnerability). This all goes for Engineer as well.
Necro doesn’t need that much of flashy change. A couple simple rework can be done to make it more competitive and more syngerized with its own class.
Care to expand on those buzzwords? I can already tell by the postscript below your name that “simple rework” probably refers to the typical anet treatment—something along the lines of:
- Lower (a) number(s)
- Raise (a) number(s)
- Add a condition to it
(edited by Erasmus.1624)
= SKILL UPDATES =
- [Corrosive Poison Cloud]: Recharge reduced from 35 s to 30 s.
- [Lich Form] and [Plague]: Updated secondary descriptions to clarify that while in these forms, life force is utilized as the player’s active health pool.
- [Spectral Armor] and [Transfusion]: Now both respectively grant 1.5% life force if the user heals an ally (only triggers once every second/per pulse); this helps the player continue to build life force while still actively committing to a support role.
= TRAIT UPDATES =
- [Death Nova]: Minion summon cool-down reduced from 15 s to 10 s.
- [Order of Pain]: Cast-time slightly increased; might now granted independently of health threshold; health threshold life force gain increased to 200%.
- [Mighty Shroud]: Toughness bonus increased from +180 to +250 in order to earn its place as a taken trait choice.
- [Dead Skin]: Toughness bonus per stack reduced from +300 to +150 in order to better balance it with [Mighty Shroud’s] toughness-to-power conversion effect.
- [Flesh of the Master]: Protection proc now also affects the player as well as the minions; minion healing while in death shroud increased from 130 (0.12) to 180 (0.2).
Reading over some things, I realized that the verge system was very shoehorned and honestly wasn’t necessarily generating as many unique playstyle options as it could without doing something even more drastic. It’s gone now. Deathly Fervor stayed.
= GREATSWORD =
[Death Spiral] (3)
- Recharge reduced from 12 s to 10 s.
- Vulnerability reduced from 12 stacks (10 s) to 12 stacks (8 s).
[Grasping Darkness] (5)
- Recharge reduced from 30 s to 25 s.
- Damage coefficient reduced from (1.0) to (0.7).
= SHOUTS =
[“Your soul is mine!”]
Cast-time: 2½ s; Recharge: 20 s
- Healing shout. Heal yourself and damage foes with every pulse; gain life force for each foe struck.
- Number of targets: 5
- Pulses (3): every ¾ s
- Damage per pulse: (0.15)
- Healing per pulse: 1150 (1.0)
- Life force: 1.75%
- Radius: 600
[“Nothing can save you!”]
- No longer inflicts damage.
- Boons removed increased from 2 to 3.
- Vulnerability per boon removed reduced from 5 stacks (10 s) to 4 stacks (10 s).
[“Rise!”]
- No longer inflicts damage.
- The “Dark Bond” effect is now instantly applied to the summoned shambling horrors immediately upon their creation instead of only after they begin attacking; this effect remains on the horrors until they die.
- Shambling horror minion damage increased by 25%.
- This skill now also breaks stun.
[“Suffer!”]
Cast-time: 0; Recharge: 25 s
- Chill and transfer conditions to foes in the area. For each condition that you retain afterward, your next attack deals more damage.
- Number of targets: 5
- Chilled: 3 s
- Conditions transferred: 1
- Suffer: +10% outgoing damage
- Maximum stacks: 5
- For every condition left on the player after this skill transfers conditions, that player gains 1 stack of Suffer; suffer boosts outgoing damage by 10% per stack and has the same function as thief venoms regarding its use and consumption except that all stacks are consumed upon the intial use (or miss).
[“You are all weaklings!”]
- No longer inflicts damage.
- Recharge reduced from 30 s to 25 s.
- Weakness duration reduced from 8 s to 4 s.
- Now also inflicts crippled (4 s).
[“Chilled to the bone!”]
Cast-time: 1¾ s; Recharge: 75 s
- Unleash a cone of necrotic energy which chills, then immobilizes before finally freezing foes.
- Number of foes: 5
- Pulses (3): every ½ s
- Damage per pulse: (0.4)
- Pulse one; Chilled: 7 s
- Pulse two; Immobilized: 2 s
- Pulse three; Stun: 1½ s
- Range: 700
- Shout audio cue now triggers at the start of the cast as is in the case of Guardian [“Receive the Light!”]
- This skill can now be used underwater.
(edited by Erasmus.1624)
= REAPER TRAITS =
[Shroud Knight] (Core)
- You can equip greatswords and use reaper shouts. Death shroud is replaced with reaper’s shroud.
[Augury of Death] (I – AI)
- Your shouts recharge faster for each foe that they hit.
- Recharge reduction per foe: 7%
[Relentless Whirl] (II – A2)
- Reduces [Soul Spiral]’s recharge. [Soul Spiral] now also reflects enemy projectiles but no longer grants life force for each hit; [Death Spiral] now also destroys enemy projectiles.
- Recharge reduction: 33%
- Reflect duration: 2½ s
- Projectile destruction duration: 1½ s
[Chilling Force] (III – A3)
- Striking a chilled foe grants might and life force. (Cannot affect the same foe more than once within the interval.)
- Might (1): 5 s
- Life force: 1%
- Interval: 1 s
[Soul Eater] (IV – M1)
- Greatsword attacks steal health; when [Gravedigger] or [Death Spiral] hit a foe, all other greatsword skills recharge by a small amount.
- Life siphon damage: 55
- Life siphon healing: 49
- Recharge reduction: 3%
[Chilling Whirl] (V – M2)
Recharge: 1 s
- Whenever you successfully perform a whirl finisher with a combo field, you chill nearby foes. If you whirl combo with a frost field, you grant frost aura and aegis to yourself and nearby allies.
- Number of foes: 5
- Chilled: 2 s
- Number of allies: 5
- Ice field frost aura: 3 s
- Ice field aegis: 3 s
- Radius: 360
[Cold Shoulder] (VI – M3)
- Chill that you apply lasts longer. You and nearby allies deal more damage to chilled foes; chilled foes deal less damage to you and your allies.
- Chill duration increase: 20%
- Number of allies: 5
- [Chilling Aura] (9 s): Deal 5% more damage to chilled foes; take 10% less incoming damage from chilled foes.
- Radius: 600
- Combat Only
- Same mechanic as [Vampiric Presence].
[Reaper’s Onslaught] (VII – GM1)
- Attack faster while in reaper’s shroud; killing a foe reduces recharge on shroud skills.
- Attack speed increase: 15%
- Recharge reduction: 5 s
[Whirling Charge] (VIII – GM2)
Recharge: 1 s
- Whenever you successfully perform a whirl finisher with a combo field, you cure immobilized and gain super speed. If you whirl combo with a dark field, you gain might and life force.
- Conditions cured: Immobilized
- Super speed: 2 s
- Dark field might (3): 15 s
- Dark field life force: 5%
[Blighter’s Boon] (IX – GM3)
- Gain life force when you gain a boon; if you are in reaper’s shroud, gain health instead.
- Life force: 1%
- Healing: 133
= REAPER SHROUD =
[Infusing Terror] (3a)
- Duration reduced from 8 s to 4 s.
- Stability duration per pulse reduced from 3 s to 2 s.
[Terrify] (3b)
- Cast-time reduced from ¾ s to ¼ s.
- Fear duration reduced from 1 s to ¾ s.
[Soul Spiral] (4)
- Each strike now also grants 1.5% life force per struck foe.
[Executioner’s Scythe] (5)
- This skill now cleaves (hits up to 3 targets).
- No longer inflicts stun.
(edited by Erasmus.1624)
Your reaper changes are a step backwards rather than a step forward. Reaper actually doesn’t need any of the changes and on its own is pretty OK the way Gee has it going.
I’ve read only some of your proposed changes, but a large amount of them is more a nerf than a fix.
From the dagger that you want to make his slower, making it worst, expecially why it’s the only weapon we have to obtain “good” health with Vampiric Aura andi is our only chance to obtain a kind of heal while in dps mode.
Then something like that:
[Mighty Shroud]: Toughness bonus increased from +180 to +250 in order to earn its place as a taken trait choice.
[Dead Skin]: Toughness bonus per stack reduced from +300 to +150 in order to better balance it with [Mighty Shroud’s] toughness-to-power conversion effect.
Will really be a nerf. Expecially about your Death Skin (I can think that is Corrupter’s Fervor, right?), that change will make it a really worst trait to chose, making the traitline really a worst one, expecially for a MM. obtain +70 toughness while in DS and lose 150 toughness both in DS than in normal play? When the Scrapper specializzation will obtain a similar trait that will give him a +500 toughness and 20% condi reduction? Simply, why???
There’s some little (very little( good things, but all the other things will be a nerf more than a fix or a power up.