Necromancer bow idea
Currently we have a utility weapon (staff), a condition set scepter/dagger, a power melee set dagger/warhorn, and a ranged power set axe/focus. We need a melee condition weapon in the form of greatsword, sword/sword, hammer, or mace before we get any more ranged weapons. We have literally 1 melee skill in dagger 1 while everything else is ranged even on that weapon. This weapon set would be cool, but we need a real melee weapon first and foremost.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
There is no order that we need weapons in. We need a melee cleave weapon, we need a melee condition weapon, we need ranged power, we need defensive off-hands, we need utility weapons that aren’t staff. There are tons of things we need, and none of them should be pushed off for not being important enough.
As for the bow: an auto attack that applies cripple and torment on its own won’t happen. It would allow us to apply up to 6 conditions just by auto attacking: torment, bleeding, cripple, weakness, burning, and chill/vulnerability.
My point is we have a utility weapon in staff, a ranged power weapon in axe, and a melee power weapon in dagger, so why would arena net address those first as opposed to things we clearly lack like a melee condition weapon or a defensive offhand as you pointed out. I agree that we have a lot of attack types our weapons don’t cover, but part of that is due to a lack of weapon identity. That’s why I posted a thread on reworking necromancer weapons.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
We need a melee condition weapon
We have that in the form of Scepter, sure its not exactly a full Melee weapon but it can be used in the same sort of area as Axe, so if you can consider Axe a Range weapon then i would consider Scepter just as much as a Melee weapon.
We need a melee condition weapon
We have that in the form of Scepter, sure its not exactly a full Melee weapon but it can be used in the same sort of area as Axe, so if you can consider Axe a Range weapon then i would consider Scepter just as much as a Melee weapon.
The problem with that is a scepter has reduced damage. Normally in video games melee weapons do more damage than ranged weapons because you take a risk being in melee range. This risk results in higher damage if you can stay in melee range. Using the scepter as a ranged weapon is simply a waste as it doesn’t have the added damage one gets with a melee weapon.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
1. Cripple is too powerful outside of an auto chain imo. I think a low duration torment is good enough.
2. The skill isn’t bad, but I think it should be replaced with some sort of power based active skill to set off putrid mist like warrior LB 3. (The fear will also put staff out of a job)
3. I would move this skill down to the 5th spot and add a duration to the mark.
4. I think this skill is too complicated and should be replace with some sort of tether which weakens your target and nearby enemies giving might to nearby allies depending on how many enemies are affected.
5. I would remove the detonation and scrap the confusion and poison (puts corrosive poison cloud out of a job if it had one lol) and instead focus on blind and torment. The duration could use being dropped to 5s and I would move it down to the 3rd position.
Very good ideas overall, but I felt like there was too much fire and forget going on. I would have personally used 1-2 to create an opening to blow 3-5 then pressure them with dagger/x while they struggle to navigate it all.
Makonne – Hybrid Regen Ranger
(edited by Monoman.2068)
My idea is pretty rough around the edges and some polish is highly welcomed;) However i stand strong on the role of bow in necro’s kitten nal (yup auto censor is stoopid). It’s a damage support weapon. In no way can it be compared to staff, which is a condition application and removal weapon.
The bow is to be the weapon you swap to make your damage epic then get back to your mainhand.
Notice the following advantages the bow gives to power players:
- untraited, fire & forget might stacking (totem). It has to be bit hard to set up, cause necro is not a boon class. Think of it as less easy to use warrior banner.
- short cd teleportation with swamp fiend follow up skill. This gives you the much needed evasion that your regular dodge just can’t provide enough of. And the nature of teleport does not give too much advantage in pvp (always to same spot and costs precious life force to use).
- torment stacks on auto attack to punish both runners and pursuers
- mist offering both severe condition damage or raw burst damage (at expense of your life force once again)
- a controllable fear cast that’s easier to use then the rest (save DS one).
It’s not a cleaving melee weapon nor it should be. Having options is one thing, having necro act like conan the barbarian is another. That’s just not necro like. But then again there’s always a way. Anyway my idea for the bow is to give extra damage sources as well some more opportunities for damage oriented necros and their lacking defense and mobbing abilities.
(edited by ZeftheWicked.3076)
Just a note: Conan the Barbarian would probably get along with GW Necros just fine, with maybe a bit of banter between the two about differing opinions of how to bash skulls.