Need QoL Changes To These Skills

Need QoL Changes To These Skills

in Necromancer

Posted by: Jelzouki.4128

Jelzouki.4128

Theres a handful of necromancer skills that need quality of life changes. I am going to list the skill, the issue, and the possible solution that could follow. Please post your feedback and keep it constructive.

Reapers Touch (Focus #4)

This skill is pretty strong, but the velocity of the projectile is very slow and has a lot of terrain issues where it will get obstructed unless you are point blank in line of sight of your target. An increase in speed of the projectile and a 1/4 cast-time reduction would make this skill more reliable.

Spectral Grasp (Spectral Utility Skill)

This skill suffers the same issues as Reapers Touch, the same solution is proposed here but the cast time reduction is unnecessary.

Spinal Shivers (Focus 5)

This skill is very slow and often at times is not used due to how hard it is to land, and could use a 1/4 second cast time reduction. I myself use it mainly for the chill if I am using focus, the boon strip is just too hard to land in the midst of an intense fight. I usually use it to engage for the chill or if I am joining a fight unnoticed.

Flesh Wurm (Minion Utility Skill)

This skill is very good except it does not serve as a reliable disengage or teleport. The fact that it gets destroyed by using plague form, lich form, or getting moa’d deems it unsuitable as disengage. While in those 3 forms you are usually being focused, and now one of your stun breakers are gone. I’ve also been teleported into a wall countless times, or not teleported at all. This skill is super bugged out. The solution I would like to see is make this skill a single-man portal similar to a mesmer portal, and make it a spectral skill, while changing spectral grasp/walk to a minion skill somehow. For more frustration regarding this skill please see twitch.tv/LEET0

Superior Rune of Vampirism

This is obviously not a necro skill but is usually the meta choice for a zerker build but what is very annoying is that sometime when you enter your deathshroud the vampirism runes will proc after entrance, and force you out of your deathshroud and put your deathshroud on full cooldown. This can be really detrimental at times and I’ve found the only way to counter this is by using Unholy Sanctuary, which does not really fit in a zerker build.

Master of Corruption (Trait in curses)

While taking this skill, your healing skill consume conditions puts one of the most dangerous conditions that can possibly be applied to necromancer and that is blind! Please change this to something else.

In my honest opinion I think any type of AI such as minions or turrets or whatever should be revamped because of how much trouble there responsiveness has caused. If you can’t fix it after 3 years, why have it at all?

Post some changes you think should happen.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

(edited by Jelzouki.4128)

Need QoL Changes To These Skills

in Necromancer

Posted by: TheLastNobody.8319

TheLastNobody.8319

Pretty much agree with all of these except if like to add I think CPC should give projectile destruction above all else. It would serve as a wonderful zoning tool as well as help us in our defense.

It would most likely warrant a slight CD increase but I’d be fine with that. Also with flesh when id love for it to just change places with you really, as it would make it much easy to swap in for open world content as well, and maybe just make it so when he pops up from switching, it creates a poison area that applies poison and weakness for a time so he doesn’t get killed as easy from enemies.

Praise the G-man

Also! Just came to me! Not sure if this can be implemented though. Well of darkness, this skill needs some love. Maybe make it so when you cast it, you and allies are concealed from enemies and cannot be hit (projectile destruction) while inside the well. Enemies that enter the well cannot see out of it and cannot see enemies. Think tosen’s bankai from bleach!

A knight in shining armor is a man who never had his metal truly tested.

(edited by TheLastNobody.8319)

Need QoL Changes To These Skills

in Necromancer

Posted by: nekretaal.6485

nekretaal.6485

Focus 4: Reaper’s touch.

This isn’t a strong skill. The damage is terrible if you aren’t melee (because you don’t get bounce damage), and the damage in melee is outclassed by, say, Warhorn 5.

The projectile suffers from all slow projectile issues. (The focus also nerfs your damage in shroud).

Focus 5

Cast time is too long. Cooldown is too long. Basically it suffers from best case balancing issues. Conditional bonus damage is a bad idea that has to go.

It would be nice if the reaper had a decently long ranged chill on a weapon, on a short cast and cooldown, so that the reaper could use the chill to try to catch up to the kiting enemy.

Corrosive Poison Cloud

Is just really weak. Not QoL issues, it just weak.


I should probably start a thread on terrible necromancer themed rune sets. It’s not all bad news, because nightmare runes are actually good. But:

why lifesteal runes don’t work in shroud (Runes of Vmpirism)
Why would you take a jagged horror (Runes of the lich) when you can get a Rock dog and bonus damage on all of your skills on the same Cooldown?
What is the point of a skill that death nova’s yourself when you die (Runes of the afflicted)?

#24 leaderboard rank North America.

Need QoL Changes To These Skills

in Necromancer

Posted by: Jelzouki.4128

Jelzouki.4128

Yeah runes definitely need rework.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

Need QoL Changes To These Skills

in Necromancer

Posted by: Knighthonor.4061

Knighthonor.4061

Dagger #3 should have lower cast time.

Need QoL Changes To These Skills

in Necromancer

Posted by: Jelzouki.4128

Jelzouki.4128

Dagger #3 should have lower cast time.

I disagree, I would rather have a lower cooldown on that skill. The animation is obvious regardless.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

Need QoL Changes To These Skills

in Necromancer

Posted by: Misguided.5139

Misguided.5139

Master of Corruption (Trait in curses)*

While taking this skill, your healing skill consume conditions puts one of the most dangerous conditions that can possibly be applied to necromancer and that is blind! Please change this to something else.

Corrosive Poison Cloud (Corruption Utility Skill)

This skill puts AoE weakness and poison for 12 seconds which is strong but I would like to see the poison damage on this skill increased to match properties similar to a well, which requires players to actually leave the AoE to make condition necro a little more terrifying than what it currently is.

I don’t understand what you are getting at here. Maybe I am missing something. CPC (whose effects last 15 sec afaik because the last pulse is applied at the 12 second mark) already pulses every three seconds like a well and does as much or more damage than any well we have. What is it you want?

As for the blind on Consume Conditions, I just use an auto-attack after. Has never seemed like a big deal to me.

Need QoL Changes To These Skills

in Necromancer

Posted by: Jelzouki.4128

Jelzouki.4128

Master of Corruption (Trait in curses)*

While taking this skill, your healing skill consume conditions puts one of the most dangerous conditions that can possibly be applied to necromancer and that is blind! Please change this to something else.

Corrosive Poison Cloud (Corruption Utility Skill)

This skill puts AoE weakness and poison for 12 seconds which is strong but I would like to see the poison damage on this skill increased to match properties similar to a well, which requires players to actually leave the AoE to make condition necro a little more terrifying than what it currently is.

I don’t understand what you are getting at here. Maybe I am missing something. CPC (whose effects last 15 sec afaik because the last pulse is applied at the 12 second mark) already pulses every three seconds like a well and does as much or more damage than any well we have. What is it you want?

As for the blind on Consume Conditions, I just use an auto-attack after. Has never seemed like a big deal to me.

I must have calculated something wrong my mistake, the damage is pretty good for condition builds. It could still use something like a projectile destruction as many have mentioned before.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

Need QoL Changes To These Skills

in Necromancer

Posted by: Atherakhia.4086

Atherakhia.4086

Wurm
What if they changed spectral walk to a teleport skill that left a shadow behind and it allowed you to portal back to that shadow if you wanted to effectively turning the skill into shadowstep?

This would remove the need for Wurm to function as it currently does, gives us some mobility, and still retain the ‘feel’ of spectral walk.

You could then turn Wurm into a more fitting minion skill. A ‘necro turret’ for example that shot snot projectiles that left behind a line of poison.

Poison Cloud
It should consume/block projectiles.

Corruption skill & Master of Corruption
I agree that we shouldn’t be blinded. But as a whole, Corruption skills still aren’t strong enough to even warrant the initial condition let alone a second. This whole premise needs to be rethought.

Simply making it apply a condition to you and up to 5 targets around you, and then master of corruption causing this to be doubled would be enough for me. But they could take this anywhere.

Need QoL Changes To These Skills

in Necromancer

Posted by: Jelzouki.4128

Jelzouki.4128

Agreed

/15 chars

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]