(edited by Forsaker.9213)
Necro improvement ( Deffensive Side in PvP )
They can tone down the condition damage if they buff other areas – defence, siphons … whatever.
The power weapons need some re-work, especially Axe.
Necros would be more inclined to run power builds if the weapons were up to par with other professions. I run Axe at the moment, mainly because I play from Australia and have horribad lag and rubber banding, so dagger is out of the question, and Axe is sub-standard in it’s current form.
Axe 1 needs a damage boost, maybe a tertiary condition effect on a third strike of the Axe. T
They need to speed up the Axe 2 chain – it’s so slow in winding up it’s almost impossible to land a full channel in WvW.
Axe 3 is solid.
I just don’t have any faith that the class is heading in the right direction – the changes this month were so lacklustre compared to every other class.
There are so many cool things that can be done with this class. We have the skill delay on exiting deathshroud that has been going on for months – still no fix. Yet when Mesmers had issues with Phantasms they got a special hot-fix.
Playing my Mesmer/Warrior now..
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
I feel we need to open up build diversity in regards to our defensive trait lines. I don’t have a silver-bullet for the details, but I’ve seen interesting suggestions scattered in the forum.
Hey i just posted this recently, you may want to take a look at it. It may be what you’re looking for.
Blackgate Apexprime.enjin.com
Signet mastery – Reduces recharge on signets. Activating a signet grants might. // I would add here , pasive affect us in DS but only 50% of it. Why 50%? Becouse i think 100% would make vamp signet to strong and 50% feel ok.
If they remove the might, then yes. Otherwise I feel this is a wee bit strong for a 10 pointer (and it should stay 10points).
Siphoned Power – Gain might when your health falls below the 25% threshold. // I would change it to 33% threshold
Reaper’s Precision – You have 33% chance to gain life force on critical hits. // I would change 33% -> 50%
All for these, although I never use Precision, so I don’t know about how strong/not this is now/would be.
Reanimator – Yeah i know we all love this trait // I would move this trait into Death Nova trait and give us here 2s of protecion when going DS
+1000000000 I love this idea.
Dark Armor – Gain toughness while channeling. // I would add here block effect when we channel but also move this trait into Master line and move Death Shiver trait to adept.
A solid idea imo, on both fronts.
Protection of the Horde – Gain toughness for each minion you control. // i would change it to gaing 20 toughnes for each condi on us , we have enough minion traits in this line
I actually don’t think this would be too worthwhile. We don’t tend to have too many conditions on us because of our amazing condition removal, and as someone who regularly has the effects of 6 of these (via the current version and minions), its really unnoticeable.
If its going to be something like this, just make it flat take 1% less damage per condition on you. As it is now, a very high armor player taking this (IE most people who go into DM) gets little benefit from a bit more toughness.
But I’d prefer something that doesn’t rely on how many conditions you have, just because we rarely leave them on.
Flesh Wurm -> Necrotic Traversal – Sacrifice your flesh wurm, teleport to it, and poison foes Range: 1,200 // i would change the rane to 3000 , why? Becouse its still easy to counter , just kill the wurm , mesmers have thier portals and thief shadow traps witch are uncounterable.
3000 is a bit too far. It allows us to teleport really far out of combat using precasting. I’d still like to see it increased, but I feel 3k range is too much.