Necromancer - Suggestions

Necromancer - Suggestions

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Posted by: Teknomancer.8475

Teknomancer.8475

Might as well get one started since I knwo the necro community have alot of things we would like to suggest they either look into or possibly change. I’ll start…

1. Please look at the mechanics of Deathshroud and make it a little more viable and interesting.

2. Flesh golem and other minions AI needs some attention.

3. Using a waypoint clears your summoned minions but not the timer on the summon ability. Please alow either minons to travel with us or when waypoints are used minion summon abilities cooldown is reset.

Just a few to start. Please add your own below .Please keep your suggestions Clear and no trash talking each other.

Much love,
Madame Moorshade Teknomancer.

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Posted by: Elethor.2430

Elethor.2430

4. Jagged Horrors bleed out is far too strong. It needs to be reduced or they need to do something upon death that benefits the caster or nearby allies.

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Posted by: Mr Lock.5079

Mr Lock.5079

1. Please look at the mechanics of Deathshroud and make it a little more viable and interesting.

What is wrong with it and what do you want changed?

I think everyone agrees on minions needing a change.

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Posted by: Teknomancer.8475

Teknomancer.8475

1. Please look at the mechanics of Deathshroud and make it a little more viable and interesting.

What is wrong with it and what do you want changed?

I think everyone agrees on minions needing a change.

Imo the skills during deathshroud feel like they lack synergy with the rest of the necros abilities. most necros use it as an Oh kitten button to delay/negate death. However the skillset you get while in this form suggests it to be more of a dps usage. What is it ultimately meant for? For being the masters of conditions/ bleeds , deathshroud is weirdly lacking in giving oout any DoT type damage. Just my 2 copper about it overall.

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Posted by: darkoracle.6483

darkoracle.6483

+power increase minion dmg, +vit increases there hp, +toughness makes them…. tougher. How can they not scale with my gear its insane

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Posted by: Teknomancer.8475

Teknomancer.8475

Bumpity bump,
I know you guys have more suggestions for changes than this. It’d be nice to put them all in one thread so Anet can quickly look them over and leave the rest of the forum for build/trait/pvp discussion.

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Posted by: Elethor.2430

Elethor.2430

What about this? we can swap weapons while in DS if I remember right. What about different skills in DS based on weapons equipped? It may seem like too many skills but most of us run with our favored setups anyways.

It could be designed to either compliment the weapon or offset its limitations, just my 2 cents

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Posted by: Master Splinter.7318

Master Splinter.7318

Necromancer: I agree completely with everyone about the minions. Idk what they were thinking… waste of skill points imo.

As for Deathshroud i would like to say as a PVPer it is amazing to have for a number of survival reasons (jumping off cliffs that no one would survive only hurts the shroud is my all-time favorite) but for use as damage it is truly ineffective.

I like to turn on Shroud run into about 30 guys AoE’ing then morph out and use my Norn Raven form to maul them all… but it isn’t really good for PvE… except survival while leveling.

80+ PvE Shroud = Useless
1+ PvP Shroud = Great

I agree with the above when they ask you to please make this skill swing one way or the other.

Damage or Defense… but don’t make it useless in PvE and Mediocre in PvP.

That’s my two bits

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Posted by: striker.3704

striker.3704

1. remove the degen from jagged horrors. There’s no reason for it when they only attack once every 3.5 seconds for 1/10th of the putrid explosion damage.
2. Make Putrid explosion, the blood fiend consumption, and the flesh wurm teleport count as minion deaths aka trigger death nova.
3. Improve Minion AI and response times.
4. Don’t make minions die on transformation due to moa morph, I mean really. It’s almost as bad as GW1 Eclipse.
5. give minions out of combat regen. (this is the only suggestion I’m iffy on)

Underwater mechanics:
1. allow the flesh golem to swim. Plague form is absolute garbage to anyone who isn’t a condition necromancer.
2.Reduce the cast time between skills for death shroud.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

(edited by striker.3704)

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Posted by: Nismu.4019

Nismu.4019

i would like to add that it would be nice being able to target where summon is summoned like with flesh wurm. So i could throw them down the walls (specially those explosive ones ) or then even up to wall

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Posted by: Dictan.4186

Dictan.4186

I would Like to see meaningful sustained healing for the necromancer. As it stands they gave guardians and warriors the highest healing skill and what looks like the best heal power ratios. Couple that with the fact that their shout / meditations builds respecitvely burst heals thousands of health( warriors seem to be around4-5k while guardians seems to be able to push 6k+). They can have the burst heals but let necros have proper sustain healing and actual heal power ratios we can invest in. right now the only thing that scales directly is our 6 slot heal skill. life siphon scales something like 1% of our total heal power you only see real returns by traiting bloodthrist. even after it’s traited the healing is to low. Life leeches don’t scale with heal power at all and come in the forms of 29, 51, 79, and 42 respecitvely. the highest sustain you can mana now is with all minions including heal minion for something like 600ish hp a second if every minions lands a hit a second. that’s ridiculously low health returned for the damage we are competing against. Give us real vampire builds and traits.Make minions viable. I bought the game thinking I could have access to good blood vampire builds and minion builds obviously I was wrong even after all the reading and stress testing I did.

Loving you is like a battle and we both end up with scars.

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Posted by: Koen.8703

Koen.8703

After nearly only doing PvP in all BWE’s and now from the early start from the game I only have a few things that can make us even more viable.

- Increase the duration on the fear in DS with 1sec
reason:
Other classes have longer fears then the profession that is known for their “fears”. For example, warrior.

- Increase the dmg/power ratio on the weapons so autoattacks do more dmg.
reason:
Hitting around 300 on a target with over 2K thoughness isnt really going to cut it.

There are probably more issues, but these are the most important ones that need a fix asap.

Playing pvp necro since BWE1 – mercenary.
Representing guild [BG] – Broken Gods – Desolation (EU)

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Posted by: Koen.8703

Koen.8703

1. Please look at the mechanics of Deathshroud and make it a little more viable and interesting.

What is wrong with it and what do you want changed?

I think everyone agrees on minions needing a change.

Imo the skills during deathshroud feel like they lack synergy with the rest of the necros abilities. most necros use it as an Oh kitten button to delay/negate death. However the skillset you get while in this form suggests it to be more of a dps usage. What is it ultimately meant for? For being the masters of conditions/ bleeds , deathshroud is weirdly lacking in giving oout any DoT type damage. Just my 2 copper about it overall.

DS is only there for utility, and survability.

Playing pvp necro since BWE1 – mercenary.
Representing guild [BG] – Broken Gods – Desolation (EU)

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Posted by: Karther.7481

Karther.7481

1. Please look at the mechanics of Deathshroud and make it a little more viable and interesting.

What is wrong with it and what do you want changed?

I think everyone agrees on minions needing a change.

Imo the skills during deathshroud feel like they lack synergy with the rest of the necros abilities. most necros use it as an Oh kitten button to delay/negate death. However the skillset you get while in this form suggests it to be more of a dps usage. What is it ultimately meant for? For being the masters of conditions/ bleeds , deathshroud is weirdly lacking in giving oout any DoT type damage. Just my 2 copper about it overall.

DS is only there for utility, and survability.

False, it has DPS. In a DPS setup I crit for 3.5k with Life Blast and you can spam it.

Read this for more information on Death Shroud: https://forum-en.gw2archive.eu/forum/professions/necromancer/Death-Shroud/first#content

Rhelex – 80 Asura Necromancer
Time To Leave [GTFO] – a WvW Guild
Piken Square server

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Posted by: Lumines.3916

Lumines.3916

The only complaint I have about the class is I feel very limited in build choices. Either offensive conditions or defensive with Wells, STILL conditions. My other complaints are less class centric like condition damage/defensive support not as rewarding in PvE verses straight up herpkittenDPS. Please fix how you calculate contribution for event rewards!

Otherwise, I feel the class excels when playing one of its viable builds.

(edited by Lumines.3916)

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Posted by: Wolfgang Hype.8970

Wolfgang Hype.8970

I would Like to see meaningful sustained healing for the necromancer. As it stands they gave guardians and warriors the highest healing skill and what looks like the best heal power ratios. Couple that with the fact that their shout / meditations builds respecitvely burst heals thousands of health( warriors seem to be around4-5k while guardians seems to be able to push 6k+). They can have the burst heals but let necros have proper sustain healing and actual heal power ratios we can invest in. right now the only thing that scales directly is our 6 slot heal skill. life siphon scales something like 1% of our total heal power you only see real returns by traiting bloodthrist. even after it’s traited the healing is to low. Life leeches don’t scale with heal power at all and come in the forms of 29, 51, 79, and 42 respecitvely. the highest sustain you can mana now is with all minions including heal minion for something like 600ish hp a second if every minions lands a hit a second. that’s ridiculously low health returned for the damage we are competing against. Give us real vampire builds and traits.Make minions viable. I bought the game thinking I could have access to good blood vampire builds and minion builds obviously I was wrong even after all the reading and stress testing I did.

This. I love the “killing you to sustain me” style and I’d really like to see it get some viability. As it is, the “gain health on kill” trait gives back such a tiny amount that I’m seeing normal mobs hit for 10x the damage in a single hit. Champions can easily hit for 100x the health I’ll get back for killing them in a single blow. I’m not saying that I should be able to steal life on par with the damage others are dishing out, after all we still have our heal skill, but it should at least feel like we’re getting health back.

Also: minions.

Tarnished Coast – Association of Classy Tyrians [ACT]
Shyamal- Asuran Necromancer | Varg Houtman- Norn Ranger
Nemo Randolf- Human Guardian

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Posted by: CureForLiving.5360

CureForLiving.5360

Well my suggestion then.

The reason I did not do a minion build is two fold, minions are rather squishy (well the starting ones in any case), and they don’t have health regen out of combat. Now if ANet wants to keep the squishies squishy that’s fine, but health regen is kind a must as most of my minions have the wonderful ability to all be at almost zero health after a battle meaning they don’t last 5 seconds if I attack another mob.

I do feel that my dual dagger necro seems to lack the ability to take a good beating. Granted I understand the need to dodge and to try and max out toughness, but the current toughness traits seem more focused towards minion/staff necros. The dagger traits (which I obviously selected being a dual dagger necro) do offer health steal but it’s not all that impressive. I guess this means my necro won’t be tanking anytime soon but I’d at least like to be a bit less effective in melee.

Although so far I haven’t been doing a lot of PvP so maybe my experience is a bit lacking.

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Posted by: Karther.7481

Karther.7481

@CureForLiving:

Take Life Transfer heals in the first 10pt Blood Magic Trait box. Now you have an in or out of combat pet heal.

The Death Magic trait line really is purely for staff and minions. You’ll likely benefit more from Life Force traits on the Soul Reaping line, the extra Death Shroud health bar will probably help you survive just as much whilst applying all the extra DPS and extra utility from Death Shroud too.

Rhelex – 80 Asura Necromancer
Time To Leave [GTFO] – a WvW Guild
Piken Square server

(edited by Karther.7481)

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Posted by: Vangy.7403

Vangy.7403

1. Give Real Pet Control on the minions. Link them all on commands such attack/follow/agressive/passive etc. necro is a Pet class now that its pet are always on and not temp like in GW1.
2. We need a way to heal the pet and/or leech hp from pets some new skill would be good
3.Pet need to get more armor..i dunno if they are linked with their master about toughness but they should.
4.make all the pets regain HP after fight as it is with Flesh Golem
5. give us the siphon life as an utility or put it on a weapon that its not melee range… or even better make the daggers autoattack to have at least 600m range as it has the siphon life skill… for me siphon life was the favorite skill now i cant use it due to melee auto attack of dagger…
6.those little minions that get spawned now and then are very fragile and their bleeding is WAAAAY too fast!! give as the ability to sacrifice some of our HP to heal them… or something like it..

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Posted by: Vangy.7403

Vangy.7403

oh and we need a skill that make new temporal minions through dead bodies on the ground… like in gw1.. with the universal cap of 10..