Necromancer Changes

Necromancer Changes

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

The traits look like they were improved the traits
However some are still questionable
Fall damage trait change is good but has no additional effect
Corruption why would we want more conditions on us
lingering curses doubles scepter damage thought was being avoided
Dagger should be below threshold not above

Skill changes are mostly bad
Consume condition bad
Mark of blood bad
Plague bad
Lich not as bad (why was it need when rampage is way stronger)

Necromancer Changes

in Necromancer

Posted by: Brujeria.7536

Brujeria.7536

Spite:

General: Minors look good.

Spiteful Talisman – The CD is pretty standard, the second effect is just plain boring. Can we get “Siphon health for each condition corrupted or removed”? Would have a great synergy with this trait lines grandmasters and the necromancer concept in general.
Spiteful Renewal – Nice, will wait for the numbers and scaling though.
Bitter Chill – We dont have that many ways to apply chill really, the trait would be potent for the reaper, but being a core trait its just not good even as an adept.

Chill of Death: Nice as always
Rending Shroud: I dont like it.
Unholy Fervor: The trait iself is good, axe isnt. The 10 % more damage seems to apply to everything now, not just axe skills or while wielding an axe.

Signets of Suffering: I really love it. Especially the synergies with the other traits that use signets.
Close to Death: Will always be a good choice for raw DPS
Spiteful Spirit: I like this one also, but i feel it needs a little something more. Maybe add my idea for spiteful talisman if its t ostrong for an adept trait?

Curses

General: Its solid and works for both condition and power builds.

Terrifying Descent: As exciting as it could get.
Plague Sending: Nice. Can potentially be used as a stunbreak if you used locust swarm or a well.
Chilling Darkness: Its okay. On core necro we have 3 skills that can blind enemys, only one of them on a decent cooldown.

Master of Corruption: There are better ways to include a secondary mechanic into a cd reduction trait.
Path of Corruption: Solid as always
Terror Competes with PoC. I really think terror is such a core feature of the conditionmancer that it should be made baseline. Theres no “choice” to pick this skill when playing a conditionmancer due to the lack of conditions we can reliable apply in the first place.

Weakening Shroud: Very solid.
Parasitic Contagion: Its okay i guess. I would like to see it giving some sustain even for non damaging conditions.
Lingering Curse: I dont know. Scepter is actually a bad weapon. This makes it less bad. Its not much of a tactical choice, its more like “Hey if you wanna use a scepter you need this trait else it sucks”. The modifiers are very potent but it tries to fix things the wrong way.

Death Magic:

General: Minors look good. Soul comprehension is not good at all.

Flesh of the Master – Why do we have 3 seperate Minion traits in this line? I thought they wanted to have one single trait for each type of utility skills. The traits themself make MM possible, and are decent, theres just no logic behind this.
Shrouded Removal – Its nice, we needed some condi removal in DS.
Putrid Defense – Solid minor, the requirement is fitting.

Necromantic Corruption: See flesh of the master. Simply roll the Base health and Damage baseline, then combine the additional effects into one Grandmaster trait.
Reaper’s Protection: I dont like it. It has a place in condi builds due to terror, but i simply dont like it.
Deadly Strength: Number increase. I miss the amount of creativity from Blood magic in death magic.

Death Nova: See above. No one but Minion Masters will use any of the traits, neither will any other spec will use minions besides flesh worm.
Corrupter’s Fervor: I like that the defensive aspect is not tied to damaging or deliberating conditions. Solid.
Unholy Sanctuary: Its still there. Maybe it will see a use now that you get it for free if you want to skill into DM. We will see.

Necromancer Changes

in Necromancer

Posted by: Brujeria.7536

Brujeria.7536

Blood Magic:

General: Minors look very good. I cant find anything to complain here.

Ritual of Life – Revive traits are boring. Its good for what it does though.
Quickening Thirst – Id love this trait to modify Dagger 2 in a way. Its fitting as it is, but i feel its a missed opportunity here.
Blood Bond – Nice.

Life from Death: Im excited for the scaling. Nice.
Banshee’s Wail: Very potent trait, not sure if it fits in bloodmagic though.
Vampiric Presense: Im excited for the scaling here as well. Its nice that it stacks with Vampiric, gives me the sliver of hope that siphon builds could be viable.

Vampiric Rituals: Very solid.
Unholy Martyr: Its just there. I dont like this trait and it seems like a desperate attempt at supporting allies. Its mostly invisible and doenst really fit the NEcromancer that well. We have a signet doing this kinda thing.
Transfusion: Exciting. If it lets you “drag” downed allies out of the danger zone the amount of support and play this trait could offer is HUGE.

Soul Reaping:

General: Gluttony is bad. Last Gasp is very good, Strenght of Undeath is fine.

Unyielding Blast – Solid.
Soul Marks – Solid.
Speed of Shadows – Would loved some superspeed here, nice though.

Spectral Mastery: Solid.
Vital Persistence: Solid.
Fear of Death: Its a decent choice for condi builds. I would replace the on downed fear with something more usefull.

Foot in the Grave: Its good.
Death Perception: Very potent, rather boring though.
Dhuumfire: Please no. I can see that its a good idea for Reaper but for Necromancer its just plain bad. The Numbers are not right, Engineer ges a similar trait with a higher uptime and additional effects. Would replace this with something that gives Torment in a reliable way + something with flavour.

Necromancer Changes

in Necromancer

Posted by: splatticus.1278

splatticus.1278

I can accept Consume Conditions on the basis that it slapped 10 vulnerability on me while casting, to then be consumed upon the skill activating. Sure, make me vulnerable while casting, but for god sake, the skill is based upon consuming conditions. It’s completely kittened to make it put additional conditions on me. Especially since it does this simply on the basis that it now has to be a corruption for whatever reason.

Plague makes you a cloud of disease – if anything, you should be immune to conditions while in it. While this is pretty overpowered, it sure as hell makes more sense than making it kill you.

Necromancer Changes

in Necromancer

Posted by: Shadow.1345

Shadow.1345

I don’t know why people are QQing so hard over Consume Conditions when you can just Dagger 4 or Plague Signet 10 stacks of vulnerability onto an enemy after you have healed.

Necromancer Changes

in Necromancer

Posted by: spoj.9672

spoj.9672

So a heal skill requires you to take dagger offhand or plague signet whenever you use it? Yeah thats not a problem at all. /s

Corruption skills have suffered from this problem for way too long. They arent nearly strong enough to justify the restrictive building we are forced into to get decent use out of these skills.

Necromancer Changes

in Necromancer

Posted by: Tim.6450

Tim.6450

I don’t know why people are QQing so hard over Consume Conditions when you can just Dagger 4 or Plague Signet 10 stacks of vulnerability onto an enemy after you have healed.

A. it is a waste of a cleansing skill, since it’s only one stack.
B. All other classes don’t have to deal with such penalties.
C. transfer can be dodged,blocked, reflected,…
D. You use a condition cleanse to cleanse conditions not get new ones.
E. if there are no enemies or they are stealthed you can’t transfer it.
F. It keeps you longer in combat.

EverythingOP

Necromancer Changes

in Necromancer

Posted by: splatticus.1278

splatticus.1278

I don’t know why people are QQing so hard over Consume Conditions when you can just Dagger 4 or Plague Signet 10 stacks of vulnerability onto an enemy after you have healed.

To give you one scenario that will now completely kitten a necro up after the change: retreating. Imagine you and your group decide to retreat or just back away. Currently, just like every class in the game, a necro can cleanse whatever conditions he has on him to get away and/or out of combat. After this change, he will cleanse whatever he has on him, but he will also get new conditions on him from his own godkitten heal. This is… well, guaranteed death for the necro. He will not get out of combat, he will be lagging behind, he will be focused and he will die. There’s no feasable way that anyone can “just transfer it to an enemy” because that means getting in range and consequently dying. We’re losing one of our only means of escaping. This is not trivial in anyway.