Necro improvement ( Deffensive Side in PvP )

Necro improvement ( Deffensive Side in PvP )

in Necromancer

Posted by: Forsaker.9213

Forsaker.9213

I want to talk , how can we imprve necro in current state of the game , i want ppl to make some sugestions but about our deffense and about some of our usless traits . I feel necro is in worst situation ever was , even before we gor burn i felt that necro is in good position when comes to balance. Atm every other profesion fits to capture game mode , they have great mobility or great sustain via blocks/evades etc. Necro dont have anything thats why i would like to see some good ideas here and i hope devs will read that.

My sugestion :

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.

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%

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

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.

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

Spectral Walk – Create a shadow tether and become spectral, gaining life force when struck. // I would change tether into dark path on the ground and when enemy will cross it . will be crippled for 1-2s

Well of Power – Target area pulses, converting conditions on allies into boons and gain 1s stability. // I would change into gain 1s stability every pulse

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.

(edited by Forsaker.9213)

Necro improvement ( Deffensive Side in PvP )

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Posted by: Avigrus.2871

Avigrus.2871

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 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

Necro improvement ( Deffensive Side in PvP )

in Necromancer

Posted by: jpersson.7368

jpersson.7368

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.

Relax… nothing is under control

Necro improvement ( Deffensive Side in PvP )

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Posted by: Mindx.9610

Mindx.9610

Hey i just posted this recently, you may want to take a look at it. It may be what you’re looking for.

https://forum-en.gw2archive.eu/forum/professions/necromancer/Battle-of-Attrition-PvP-Spectral-Build/first#post3359288

[Apex] – Zero Entity 80 Necromancer
Blackgate Apexprime.enjin.com

Necro improvement ( Deffensive Side in PvP )

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Posted by: Bhawb.7408

Bhawb.7408

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.

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