Necrotic Grasp

Necrotic Grasp

in Necromancer

Posted by: Lily.1935

Lily.1935

I’m going to make a very very simple suggestion.

Necrotic Grasp should apply poison in addition to what else it does.

I don’t really know what else to say about it. Maybe its me just being greedy but I really love this weapon and I feel it could be just that little bit better without being pushed over the top.

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Posted by: Zero Solstice.9754

Zero Solstice.9754

Having an auto attack that applies a debilitating condition would be too strong. Necro has it on Scepter, but only the third auto in the chain. Thief has it on Dagger, but also later in the chain. It would generally be too strong to have permanent and free uptime on a condition that can impact players so heavily (33% healing reduction isn’t marginal).

“Reaper’s only big weakness will be that you have to play Necromancer to use it”
~Bhawb.7409

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Posted by: Lily.1935

Lily.1935

Having an auto attack that applies a debilitating condition would be too strong. Necro has it on Scepter, but only the third auto in the chain. Thief has it on Dagger, but also later in the chain. It would generally be too strong to have permanent and free uptime on a condition that can impact players so heavily (33% healing reduction isn’t marginal).

Not likely. Highly depends on the duration. At 7 seconds yeah, it would be too strong. At 3? nuh.

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Posted by: Lahmia.2193

Lahmia.2193

Honestly, I’d be happy if they just made this a duplicate of Fireball (staff ele fire #1).

Surrender and serve me in life, or die and slave for me in death.

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Posted by: Vukorep.3081

Vukorep.3081

you need to look the entire skill as it is not just pick something you dont like about it and add something you wish it to have (on top with other effects it already has atm)

its a 1200 range 5 target piercing free spammable attack that also increases your life force by 4% per hit. its also a 20% projectile finisher.

For me this skill is the best thing one can have to get your life force back up super fast.

5 targets = 20% life force (about 2800 life force per attack).
Maybe add extra short bleeds (like 2 seconds..considering how high it can get on condi necros) just so you can trigger something with it.
Spamable poison of 3 seconds (ends up about 6 seconds if you are constantly hiting a target with it without any condition duration) is too strong on a weapon that pierces 5 targets and is 1200 range…and spamable…..and brings your life force from 0-100% in 5 auto attacks…….

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Posted by: Anchoku.8142

Anchoku.8142

I like staff’s auto attack as it is, 5-target, piercing projectile finisher, but would not mind if traits could change it. Staff AA works well enough in a power build.

For example, in exchange for piercing, Dhuumfire might add a 1/2 sec burn, Unholy Martyr may siphon, Parasitic Contagion could poison for a second, or Corrupter’s Fever could apply vulnerability and bounce back on a crit to give 1 sec of regeneration.

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Posted by: Zero Solstice.9754

Zero Solstice.9754

Having an auto attack that applies a debilitating condition would be too strong. Necro has it on Scepter, but only the third auto in the chain. Thief has it on Dagger, but also later in the chain. It would generally be too strong to have permanent and free uptime on a condition that can impact players so heavily (33% healing reduction isn’t marginal).

Not likely. Highly depends on the duration. At 7 seconds yeah, it would be too strong. At 3? nuh.

3 second base duration on a 1 second cast time with no cooldown is still 100% uptime of Poison, which is the point I’m making. It’s not a matter of how long the condition lasts, it’s a matter of how regularly and how simply you are able to upkeep it.

“Reaper’s only big weakness will be that you have to play Necromancer to use it”
~Bhawb.7409

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Posted by: Lily.1935

Lily.1935

you need to look the entire skill as it is not just pick something you dont like about it and add something you wish it to have (on top with other effects it already has atm)

its a 1200 range 5 target piercing free spammable attack that also increases your life force by 4% per hit. its also a 20% projectile finisher.

For me this skill is the best thing one can have to get your life force back up super fast.

5 targets = 20% life force (about 2800 life force per attack).
Maybe add extra short bleeds (like 2 seconds..considering how high it can get on condi necros) just so you can trigger something with it.
Spamable poison of 3 seconds (ends up about 6 seconds if you are constantly hiting a target with it without any condition duration) is too strong on a weapon that pierces 5 targets and is 1200 range…and spamable…..and brings your life force from 0-100% in 5 auto attacks…….

You are looking at the absolute optimal situation. You also have to look at the worst situation if you are going to do that. We’ve had this sort of discussion about the necromancer years again how Anet balanced around an impossible optimal situation which left the necromancer stagnant and unused for years.

The skill is alright. 4% is pretty good, but the weapon over all isn’t balanced properly for either power or condi. At its worst the auto attack does nothing due to pathing, speed and after cast delay.

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Posted by: Lily.1935

Lily.1935

Having an auto attack that applies a debilitating condition would be too strong. Necro has it on Scepter, but only the third auto in the chain. Thief has it on Dagger, but also later in the chain. It would generally be too strong to have permanent and free uptime on a condition that can impact players so heavily (33% healing reduction isn’t marginal).

Not likely. Highly depends on the duration. At 7 seconds yeah, it would be too strong. At 3? nuh.

3 second base duration on a 1 second cast time with no cooldown is still 100% uptime of Poison, which is the point I’m making. It’s not a matter of how long the condition lasts, it’s a matter of how regularly and how simply you are able to upkeep it.

If you stick with auto attacking the entire time. However, there are weapons with almost 100% crippling up time on their auto yet they’re not too powerful.

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Posted by: Zero Solstice.9754

Zero Solstice.9754

Having an auto attack that applies a debilitating condition would be too strong. Necro has it on Scepter, but only the third auto in the chain. Thief has it on Dagger, but also later in the chain. It would generally be too strong to have permanent and free uptime on a condition that can impact players so heavily (33% healing reduction isn’t marginal).

Not likely. Highly depends on the duration. At 7 seconds yeah, it would be too strong. At 3? nuh.

3 second base duration on a 1 second cast time with no cooldown is still 100% uptime of Poison, which is the point I’m making. It’s not a matter of how long the condition lasts, it’s a matter of how regularly and how simply you are able to upkeep it.

If you stick with auto attacking the entire time. However, there are weapons with almost 100% crippling up time on their auto yet they’re not too powerful.

Warrior Sword Auto #3 and Ranger Sword Auto #2 are the only auto attacks that apply Cripple. You can’t entirely compare the two scenarios because A) Cripple does not deal damage while Poison does. B ) The auto attacks that apply Cripple aren’t the first or only auto; they rely on landing another attack beforehand to be able to use. C) Warrior Sword Cripple is only 1 second on an auto chain that takes 1.25 seconds to complete, meaning it’s not 100% uptime, and Ranger Sword Cripple is 2 seconds on an auto chain that takes 1.5 seconds, so it’s is 100%, but it still has half the total condition duration that you’re proposing for Staff autos. D) Staff autos take roughly 1 second to complete, so you don’t only have to auto attack to maintain 100% uptime of Poison, whereas the other weapons do just to maintain Cripple.

You can have your opinions and that’s cool, but statistically in gameplay it’s too powerful for me to want to implement.

“Reaper’s only big weakness will be that you have to play Necromancer to use it”
~Bhawb.7409

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Posted by: Lily.1935

Lily.1935

Having an auto attack that applies a debilitating condition would be too strong. Necro has it on Scepter, but only the third auto in the chain. Thief has it on Dagger, but also later in the chain. It would generally be too strong to have permanent and free uptime on a condition that can impact players so heavily (33% healing reduction isn’t marginal).

Not likely. Highly depends on the duration. At 7 seconds yeah, it would be too strong. At 3? nuh.

3 second base duration on a 1 second cast time with no cooldown is still 100% uptime of Poison, which is the point I’m making. It’s not a matter of how long the condition lasts, it’s a matter of how regularly and how simply you are able to upkeep it.

If you stick with auto attacking the entire time. However, there are weapons with almost 100% crippling up time on their auto yet they’re not too powerful.

Warrior Sword Auto #3 and Ranger Sword Auto #2 are the only auto attacks that apply Cripple. You can’t entirely compare the two scenarios because A) Cripple does not deal damage while Poison does. B ) The auto attacks that apply Cripple aren’t the first or only auto; they rely on landing another attack beforehand to be able to use. C) Warrior Sword Cripple is only 1 second on an auto chain that takes 1.25 seconds to complete, meaning it’s not 100% uptime, and Ranger Sword Cripple is 2 seconds on an auto chain that takes 1.5 seconds, so it’s is 100%, but it still has half the total condition duration that you’re proposing for Staff autos. D) Staff autos take roughly 1 second to complete, so you don’t only have to auto attack to maintain 100% uptime of Poison, whereas the other weapons do just to maintain Cripple.

You can have your opinions and that’s cool, but statistically in gameplay it’s too powerful for me to want to implement.

Thats what people said about giving a boon corruption on an auto attack. Heck, they gave it to the scepter, a weapon which already can maintain perma poison…. Just saying, its not as powerful as you might thing. But yeah the scepter auto is great. but not for the poison.

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Posted by: Muchacho.2390

Muchacho.2390

I dont know about posion, staff already has poison on chillbrains.

I would rather see a faster casttime/projectilespeed.

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Posted by: Lahmia.2193

Lahmia.2193

I dont know about posion, staff already has poison on chillbrains.

I would rather see a faster casttime/projectilespeed.

Its funny. They already buffed projectile speed twice for 10% then 50%, yet its still slower than pretty much every projectile in the game.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: Anchoku.8142

Anchoku.8142

I thought they buffed and normalized all of the projectile speeds a while back.

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Posted by: Muchacho.2390

Muchacho.2390

I thought they buffed and normalized all of the projectile speeds a while back.

No that never happened.

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Posted by: Lahmia.2193

Lahmia.2193

Also unlike many auto attack projectiles, it cannot extend beyond its max range. In WvW attacking those inner SMC cannons with most bows/ele fireball is possible, despite being out of max range, yet our necrotic grasp still cannot hit.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: KrHome.1920

KrHome.1920

The aftercast is horrible – like it was on GS pre buff.

Reduce aftercast and increase projectile speed the same amount… Then the skill is totally fine.

(Why buffing both things?!: Reducing the aftercast without increasing projectile speed would result in two flying projectiles at the same time. Guess ANet wants to avoid that.)

(edited by KrHome.1920)

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Posted by: Justine.6351

Justine.6351

I think the staff already does what it’s designed to do and then some.