never blinking “specialist”,
(edited by Blackmoa.3186)
I’d like to once again start a discussion about Necromancers, this time focused on their attrition (which they dont realy have). This are some of my ideas for changes that would maybe move Necromancer in a better spot, but mostly they are just ideas and i don’t necessarily want all of them to be implemented or even ever be implemented but rather see them as ideas for what direction Necro changes should go in my oppinion.
Traits:
Parasitic Bond
What’s wrong with this atm is basicaly that it helps you after already winning, the only thing you would realy need after a kill most of the time would be some Swiftness or Super Speed, in this case it would probably need a rename aswell.
Spiteful Removal
Same issue as Parasitic Bond, several ideas here that all follow a common theme:
move to master tier(Spiteful marks down maybe?) and do X on condition removal (for you and your allies, probably with a 1+ sec icd per target so one massive condi remove like CC doesnt just become broken beyond repair)
1.) AoE Torment
2.) Might
3.) Retal
Parasitic Contagion
The inherent flaw this trait has is that it only realy helps you if the enemy has no condition removal, so you don’t have to stay in the fight for that long anyway. Ideas for this:
1.) Heal for a flat amount on condition application, this might become a real issue with epidemic in WvW though
2.) Heal for flat amount if a enemie removes a condtion applied by you, this would give you more sustain in the fights you need it while also having atleast some depth.
Withering Precision
Lower icd
Spiteful Vigor
Vigor on healing skill maybe?
Ritual of Protection
Pulsing protection, lower base duration then aswell
Unholy Sanctuary
This trait is rubbish right now. Sugegsted change: Losing Lifeforce refills your energy bar at a 1:1 rate (making full deathshroud worth an additional 2 dodges)
Bloodmagic Line
overall rework of lifeleech, maybe make them scale with your missing HP
Renewing Blast
Make DS#1 deal less damage but become groundtarget AoE, making the Heal usable
Staff
Putrid Mark
Transfer 2 conditions from you and 1 from each ally in the blasting radius
Scepter
Feast of Corruption
remove dmg part, heal for each condition on enemy
P.S.: remove fear and immobilize stacking
(edited by Blackmoa.3186)
Parasitic Bond
What’s wrong with this atm is basicaly that it helps you after already winning, the only thing you would realy need after a kill most of the time would be some Swiftness or Super Speed, in this case it would probably need a rename aswell.
No thanks, I’d rather keep my 1k healing every now and again.
I hope you see the irony here, discussion about attrition: take away a source of healing for some swiftness! xD
Withering Precision
Lower icd
And lower the trait down to adept tier where it belongs.
Spiteful Vigor
Vigor on healing skill maybe?
But… that way the name would make sense.
Ritual of Protection
Pulsing protection, lower base duration then aswell
Ok, why not. Keep in mind, this trait is only ever taken by zerglings, so I doubt this will have a huge impact on necro sustain overall.
Unholy Sanctuary
This trait is rubbish right now. Sugegsted change: Losing Lifeforce refills your energy bar at a 1:1 rate (making full deathshroud worth an additional 2 dodges)
Even natural decay or just damage taken?
Either way, it would still be a waste of trait points.
Parasitic Contagion
Bloodmagic Line
Before any changes are made to those traits you need to allow all healing to go through Shroud. That should be the basis of any further heal trait balancing.
Staff
Putrid Mark
Transfer 2 conditions from you and 1 from each ally in the blasting radius
How dare you suggest a nerf to staff!?!
And how does reducing our cleansing abilities increase attrition?
Scepter
Feast of Corruption
remove dmg part, heal for each condition on enemy
That would be nice.
P.S.: remove fear and immobilize stacking
There’s already a 3 stack cap on immob.
But why shouldn’t fear be allowed to stack? It’s not like you can’t be stunned when you’re already stunned.
There’s already a 3 stack cap on immob.
But why shouldn’t fear be allowed to stack? It’s not like you can’t be stunned when you’re already stunned.
You can, but that overwrites the old stun so you lose stun time if you stun too early, fear should be the same.
There’s already a 3 stack cap on immob.
But why shouldn’t fear be allowed to stack? It’s not like you can’t be stunned when you’re already stunned.You can, but that overwrites the old stun so you lose stun time if you stun too early, fear should be the same.
But then again, you can stun break and cleanse it so it somewhat evens out.
There’s already a 3 stack cap on immob.
But why shouldn’t fear be allowed to stack? It’s not like you can’t be stunned when you’re already stunned.You can, but that overwrites the old stun so you lose stun time if you stun too early, fear should be the same.
But then again, you can stun break and cleanse it so it somewhat evens out.
It also has longer base duration and scales with condition duration. btw it also gets overwritten by stun…
I’d rather see some of our skills have their effects reduced some in exchange for a drastic cooldown reduction. For example, Well of Corruption having its damage reduced by 90%, but also having its cooldown reduced to 25 seconds would turn it into sustained boon corruption and zone control as opposed to now where it’s generally used for damage with some additional utility.
Also, more finishers. Staff 1 could be a 100% projectile finisher, which would allow for better sustain via dark field lifesteal.
I’d like necros to get something like what the Champion Grawl Stoneworker has at the Statuary in EotM. Swirling Sands
A well that pulses and pulls with each pulse would be something that a Necro can use to keep enemies from running away, forcing an enemy to use dodges/leap/stability. Also if traited can be ground targeted. It would have many possible uses for offense or defense.
I just want to say that
Unholy Sanctuary is fantastic.
In theory, getting a second chance with life force only help you if you sucked and didn’t properly use your death shroud. In practice… You couldn’t be more wrong.
A great example is how it works with lich or plague in WvW. You get focused down and die but come back with a full DS bar + regeneration. It is very difficult to die now in WvW zergplay as a necromancer.
Then remember that it works with all enter death shroud traits too… So you get focused and die but you could come back minus a condition and with stability.
That doesn’t even get into the PvE Ezmode applications. Pretty much all bosses can’t kill you anymore. Even if you make a mistake and die, you have enough health to drop shroud and heal up or resetthe fight. You’ve got super tanky lich form too (now that you dont have o worry about dying) for for all out offense.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.