Necromancer, slight changes to fix us.

Necromancer, slight changes to fix us.

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Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Our Wall – currently grants protection and vulnerability, which is good. We lack a projectile reflection/destruction skill though and making this wall do that would be a good upgrade that isnt too powerul.

Well of Corruption / Well of Power- These are the ones that change their boons into conditions and our conditions into boons. Why not combine these skills and give us a much needed utility in the form of a well. NEW SKILL:
Well of Terror: Fears all enemies in the area on cast for 1.5 seconds, pulses once every 3 seconds for the next 9 seconds.

Another spell that is kinda of bad at the moment is the Signet of Locusts. 10% faster move speed and aoe healstealing. Unfortunately unless the amount of health is buffed or life stealing builds becomes actually viable this is useless when compared to the utilities we need to stay competitive. I suggest to keep the 10% move speed but to have it grant you swiftness for 5 seconds and fear your target for 2 seconds on use.

Additionally fears NEED to be 1.5 seconds base.

You might wonder why I’m focusing on fear so much. Without an abundance of hard CC fear is really supposed to be a necro-centric ability. it is powerful in theory but needs to be worked on to make it viable as a control aspect and not just a laughable condition that people dont even bother removing because its over before you can.

Weapon changes.

Staff: auto attack needs a slight damage increase and projectile speed increase, nothing major.

Scepter: Feast of Corruption – 750 damage base, +250 dmg per unique condition(no ratio with power) on a target (not 8% cuz that is counter-intuitive to a condition build… basing damage from conditions off of power is just stupid). This has to feel like a nuke as it is designed to be and it REALLY needs to give a good chunk of lifeforce or have its cooldown lowered cuz right now without Blood is Power we cannot sustain DS building as a condition necro.

Dagger: #2 needs to do more damage and have a better healing bonus ratio. 289 healing basically gives it 11 health per tick… woo (99hp over the whole cast)

Axe: Even with 20% increased damage from grandmaster spite this weapon still does no damage. Why?

DS: We need to be able to see our conditions/boons, but i’ve heard Anet is working on this already.

Offhands seem fine.

Combo Finishers: We need these to be more readily available. I know that DS #1 is one but we just dont have them on our weapons. 2 for staff (#2, #4), 0 for scepter, 0 for axe, 0 for dagger, 0 for focus, 0 for warhorn… what the hell? This is a major kitten to us.

I know that the utilities have a few (Bone minions and such) but it just isnt enough for people who arent using minions.

Thoughts?

(edited by Rump Buffalo.2594)

Necromancer, slight changes to fix us.

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Posted by: NixZero.7540

NixZero.7540

dagger 1 and 2 need to become cone aoe, max 3 targets, with a little bonus to healed amount for hitting 2 or 3 targets in n. 2.

if dagger is to be considered our burst “high risks, big results” weapon, axe 2 lacks of high damage is acceptable but it need some extra effeect, as its now is just pure damage and too little of it, even with all the weakness stacks from axe 1
maybe something defensive?

Necromancer, slight changes to fix us.

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Posted by: forice.3165

forice.3165

once play mesmer. you can cause 2 seconds daze 3 times instantly. and imbued diversion traits “daze multiple targets”. there should be cause fear multiple targets or cause fear longer than 3 seconds.

i said “very long conditions are useless in PvP because most people do 10~20k damage in seconds. and they can remove conditions easily. there must be trait that reduces condition duration or make necromancer skills be cast instantly” in this forum. but people called me troll. it is true necromancer is playable and not too weak. but also it is true those traits like 0.5 second longer fear duration are useless. i am talking about useless traits not your strong necromancer. everyone can be strong and top score even if this class has many bugs than other class. but we can’t stop complaining about those bugs and useless traits. most things i said are almost same like what op said.
the description about necromancer in this gw2 homepage doesn’t say necromancer is weak with bunch of long duration conditions. most people never think necromancer is weak with bunch of long duration conditions before they buy gw2. and when you create a character, the descriptions never tell you “necromancer has weak damage than other classes”. if you say necromancer is for the people who like “hard to play and long duration conditions”, the description must say “this class has weak damages than other class with longest condition duration and it is hard to play than other class”. and what do you feel when you read it? do you even want to play this class?

http://i45.tinypic.com/smqff5.jpg
it is the picture what people think about necromancer. when i said i want to play necromancer, he said “get off necro”. and they said “mesmer is very good in pvp. get off necro unless you are a hardcore pro gamer” in voice chat

(edited by forice.3165)

Necromancer, slight changes to fix us.

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Posted by: Rump Buffalo.2594

Rump Buffalo.2594

yeah our long-term conditions are very kittened in sPvP. Also the axe #2 generates life force so theres that…

Necromancer, slight changes to fix us.

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Posted by: Teknomancer.8475

Teknomancer.8475

one of the ideas I had to bring conditionmancers up to par with other fast damaging burst specs of other classes was to rework Feast of Corruption so that instead of flat 8% dmg per condition it gives us +condition Damage for a duration per condition already on the target. So an example would be if you had 3 conditions on the target you would get +20 condition damage per , resulting in +60 condition damage overall for 5 or so seconds. While these numbers are made up I think the idea would give condition necros using scepter a little bit more of a burst.
Hope i explained that well. =(