Necromancer Suggestions (Anet Please Consider these suggestions)

Necromancer Suggestions (Anet Please Consider these suggestions)

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Posted by: Mindx.9610

Mindx.9610

Blood is Power – Bleed yourself. Bleed your target and gain life force.
Needs a way to resist being removed … maybe a 30%- 60% chance to resist removal

Corrosive Poison Cloud – Weaken yourself. The target area is enveloped in a noxious cloud that poisons foes and leaves them weakened.

Needs to include cripple as well as do more damage

Summon Bone Fiend – Summon a bone fiend that attacks foes at range. Delivers a crippling attack once every ten seconds.
Needs to attack rapidly and do more damage,Needs to do a “is target in range check” before actually using its web. I would rather this one have a AoE pulse poison and 25% chance to grant you haste on auto attack.

*ALL MINIONS NEED TO RUN FASTER, AND EITHER HAVE REGEN OR LOWER COOLDOWNS

Summon Bone Minions – Summon two bone minions.
Needs to be a instant cast, they are to squish to have pre-summoned and their auto attack is useless, having to cast this slows my dps and by the time they are out the enemy has moved out of reasonable positioning and i can no longer explode them on the target i wanted to. Also could be switched to summon bone minions ( again instant cast) to attack your foe (again dealing more auto attack damage) 30% to explode when it attacks. Blast radius needs to be increased to 600-900, 240 is a joke

Summon Flesh Wurm- Summon an immobile flesh wurm to attack foes.
My favorite minion so far yes it is immobile but it is by far the hardest hitting besides golem and its teleport is more usefull than people know. Only addition I would add is instant cast or reduced cast time and peircing.

Summon Shadow Fiend – Summon a shadow fiend to attack foes.
This one is the minion that should have Immobilize not Bone fiend, single target blind? Thats a joke right?
Man if i were the developers i would have had so much fun with this one:
Summon Shadow FiendHarnesses the power of shadows and replicates itself every 5-8 seconds while in combat, up to 3.

Shadow’s Grasp- Teleports to target immobilizing them for 4 seconds, teleports back to user explodes dealing aoe damage and granting stealth.

Signet of Spite-
Passive: Improves power.
Active: Inflict bleeding, blindness, crippled, poison, and vulnerability on your foe.

This coupled with signet power is how i see it being used and the might is a nice substitute for the power granted by the signets passive but,THIS SIGNET NEEDS TO HIT HARD! AND I MEAN HARD! LIKE OMG WTF JUST HIT ME HARD, Either that or add a fear to the list of conditions it adds.

Signet of the Locust
Passive: You run faster.
Active: Steal health from nearby foes.
These effects need to be reversed it needs to grant swiftness upon activation and it needs to passively Siphon life (not a weak siphon life either 150- 250 a tick might be enough)

Signet of Undeath
Passive: Generates life force while in combat.
Active: Revive up to three downed allies in a target area.
Simply needs to grant you stability (or random boon) based on how many people you revive, as well as granting 5 secnd stability to those you revived. This is a great signet and works even better traited but i still feel something is missing.

Spectral Armor – Gain life force as you take damage. Removed when you enter Death Shroud. Also applies protection.
This one NEEDS to add stability no question about it, why it doesnt already is beyond me.

Spectral Grasp – Pull your foe to you and chill them.
Needs to stop being “OBSTRUCTED” by nothing, needs to be instant meaning increase projectile travel speed so its near instant. Needs to shoot out from any direction regardless of the direction the player is facing

Spectral Walk – Create a shadowy tether and become spectral, gaining life force when struck. You may return to your initial position by using Spectral Recall.

Needs to grant stealth for 3-5 seconds upon spectral recalling

Spectral Wall – Create a spectral wall that protects allies and makes foes vulnerable.

Needs to be Spectral Barrier, creating a dome barrier similar to guardians whether it knocks back or not is questionable but this thin wall needs to change.

Wells Dont need any changes.

To be Continued….

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

(edited by Mindx.9610)

Necromancer Suggestions (Anet Please Consider these suggestions)

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Posted by: Teknomancer.8475

Teknomancer.8475

While I agree some of these abilities are in need of some kind of change, are these changes you’re suggesting based upon how YOU as an individual play the class or are you basing them on how the class should be played as a whole?
Example:
Signet of locust: you want it to be reversed. I cannot understand why. What is the reasoning behind this? Why do you think overall necros need a way to passively take life from enemies?
Spectral walk: Why do we need this ability to grant us stealth also? I understand why stealth is a benefit to anyone but what would necros gain by this change except making other classes call for nerfs? The ability already is giving life force and a, in my opinion, rather long amount of run speed also.
Overall what I am saying is can you explain some of the reasons you want these particular changes to the class. Would love to hear your feedback.

Happy Friday!
Madame Moorshade Teknomancer

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Posted by: MooTownSnacker.3659

MooTownSnacker.3659

I’m all for revamping the necro, but I think you need to be careful about putting a major health regen on a signet. This is because heavy health drain builds need to be separated from heavy condition damage builds, so that any one build doesn’t “have it all”. The best health drain should be traited, as it is now, though it needs to scale wayyyyy better than it does currently.

Also, I like the permanent run speed boost. I’d love to take the dagger trait that boosts speed, but then I’d miss out on buffing my wells. Grrr, too many good choices in the blood line. >(

Necromancer Suggestions (Anet Please Consider these suggestions)

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Posted by: Mindx.9610

Mindx.9610

While I agree some of these abilities are in need of some kind of change, are these changes you’re suggesting based upon how YOU as an individual play the class or are you basing them on how the class should be played as a whole?
Example:
Signet of locust: you want it to be reversed. I cannot understand why. What is the reasoning behind this? Why do you think overall necros need a way to passively take life from enemies?

we have a whole tree dedicated to siphon life as of right now you gain siphons from hits / crits / minions / wells you can grab 3 of these as well as an option to increase overall siphons by 50%,, the majority of players say that life siphon is weak and i suspect the majority ignore this signet as a whole, reversing the effects will give it more synergy with blood magic as well as give you swiftness while you wait for the signet to recharge. I feel that the heal given by this signet is relatively weak and that Necromancer would benefit from a constant life siphon of course balancing will be the main focus when changing any moves. Maybe only allow it to siphon from 3 people max?

Spectral walk: Why do we need this ability to grant us stealth also? I understand why stealth is a benefit to anyone but what would necros gain by this change except making other classes call for nerfs? The ability already is giving life force and a, in my opinion, rather long amount of run speed also.

For the most part when you use spectral walk it tends to be in a “OMG HIDE” moment, running away is great and all but it isnt always practical, also roots and knock downs seem to effect it rather harshly, yes the stun breaks are nice but i still feel like it needs 1 last effect and i think stealth would be perfect for it, ending it early would give you stealth so (atleast in my opinion) if forced to end it sooner than you would have liked you dont feel as if you wasted the ability. The life force gain is best used in DS IMO, with the recent changes you can no longer teleport while in DS when spectral walk ends you need to get out of DS and use it…. this is fine! I have no complaints with that but if i do this and decide to stay in DS I lose out on the teleporting feature, I think the decision of do I want to stealth? Or do i want to
stay in DS should be made at this point. I feel like it would work out nicely without being to OP.

Overall what I am saying is can you explain some of the reasons you want these particular changes to the class. Would love to hear your feedback.

Happy Friday!
Madame Moorshade Teknomancer

Overall I am basing the changes on what I feel would be good changes for the necromancer, they are merely my opinion and I doubt any of them will be taken seriously but i always enjoy turning Anet’s wheels either way.

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

(edited by Mindx.9610)

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Posted by: SgtSarcasm.1653

SgtSarcasm.1653

My main gripes with Necro as is, is that we have no reliable Stability buffs for stomping in sPvP. Our only Stability buffs are gained upon using abilities that transform us into a new shape in which we cannot stomp (Can’t stomp in Lich & Plague form, or in DS).

Also, pet AI is horrible, and I wish they’d at the very least give us controls for the minions to be set to:

-Passive (never attacking without being ordered to, and toggling Passive during combat makes it stop attacking and follow the Necromancer)
-Defensive (only attack when it or its master is being attacked)
-Aggressive (which is basically how it works now)

As the AI is now, the minions (In my case, the Flesh Golem) is often playing against me in sPvP, by keeping me in combat for a lot longer after I disengage from a fight to go and help elsewhere, causing me to run slower and thus arriving to my destination a lot slower than anyone else.

Example: On Kyhlo, I go help a team mate on one of the side nodes after he calls out that he has 2 incoming to him. We kill 1, and knowing that he can easily kill the second guy alone, and that Clocktower is now in danger of being lost, I disengage and run towards the Clocktower. However, my Flesh Golem has other plans, and just keeps attacking the last guy, keeping me in combat and reducing my movement speed because of that until I run so far that it eventually leashes.
Because of this, I arrive 3 seconds too late at Clocktower, my teams node defender is dead and Clocktower has been neutralized.

At the very least I would like to be able to dismiss my minions at will, instantly.

Khaine [80 Guardian] – Night of Wallachia [80 Warrior]
Minister of Fear [80 Necromancer] @Far Shiverpeaks EU

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Posted by: SgtSarcasm.1653

SgtSarcasm.1653

Spectral Armor – Gain life force as you take damage. Removed when you enter Death Shroud. Also applies protection.
This one NEEDS to add stability no question about it, why it doesnt already is beyond me.

It would make sense that if they were to rework a skill to give us Stability, it should be Spectral Armor. It should also have its CD lowered, as 90 seconds for what would be our only Stability boon that can be used while stomping is way too long.

As a compromise, they could remove the Life Force generation on it, and make the Stability only last 5 seconds, making it a ~40-60 sec CD. Either that, or keep the CD long, but allow us to stomp people in DS, Plague & Lich (although I guess that would require them to give those forms an animation for stomping, which I doubt they currently have.

Guardian can use a 5sec Stability boon to stomp every ~22ish sec (with the 20% shorter shout CD trait), also breaks stuns and gives retaliation (I think, not 100% sure if it was retaliation or something else).
Warriors can use a 8sec Stability boon to stomp every 40 sec.
Thieves can abuse stealth mechanics to get a free stomp (although they can still be hit by AoE CC, I believe (not 100% sure about this).
Most other profs can also stomp in the heat of battle with little chance of being interrupted, but not Necromancers.

Khaine [80 Guardian] – Night of Wallachia [80 Warrior]
Minister of Fear [80 Necromancer] @Far Shiverpeaks EU

(edited by SgtSarcasm.1653)

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Posted by: Dibrom.6408

Dibrom.6408

Agree with all the points made by the Sgt. But I think the minions should be like pets, I’d rather just have a dismiss command.

But ugh, stability. I don’t bother with the stomp anymore, just stack more bleeds on them.

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