Needed buff for staff

Needed buff for staff

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Posted by: Justine.6351

Justine.6351

Suggesting trait changes to help improve staff play,

Soul Marks: Now makes Necrotic Grasp unblockable and Necrotic Grasp will cast one random mark on target if it strikes more than one foe.

Fear of Death: Marks now pulse 3 times in total. Using Necrotic Grasp increases the size of your marks by 100 radius stacking up to 5 times. Resets if a mark is triggered.

Dhuumfire: Whenever one of your marks is evaded, that foe and all foes with 360 radius of them receive 3 stacks of burning for 5 seconds. When you apply burning, each stack causes 2 stacks of confusion for 5 seconds. If a target is already burning and suffering from confusion, causes 2 stacks of torment for 5 seconds.

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Posted by: Jinn Galen.2468

Jinn Galen.2468

Uhh Dhummfire might be a bit imbalanced there. I mean, marks are unblockable… so you could only evade them or go invul and yet you propose to reward people who evade them by burning them, confusing them, or tormenting them xD At least you made them dodge. Now they have one less to dodge your other attacks, no?

I’d be happy with just soul marks providing additional CD reduction and making that kitten staff autoattack faster by a bit.

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Posted by: Lahmia.2193

Lahmia.2193

Uhh Dhummfire might be a bit imbalanced there. I mean, marks are unblockable… so you could only evade them or go invul and yet you propose to reward people who evade them by burning them, confusing them, or tormenting them xD At least you made them dodge. Now they have one less to dodge your other attacks, no?

I’d be happy with just soul marks providing additional CD reduction and making that kitten staff autoattack faster by a bit.

See the thing is, staff already had all bar 1 of its traits made baseline (larger marks, cooldown reduction and +10% damage on marks).

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

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Posted by: Silv.9207

Silv.9207

That’s a little too much.
Staff trait already make marks unblockable and generate LF (still if 3%/mark and not 3%/enemy-hit), add so much things will make marks OP.
Necrotic grasp with 25% chance to spam Reaper2s Mark is too much and that hit already pierce targets. Back in time that Pierce effect was only by trait, now is baseline in the staff.

The only change in “pulsing” marks I would add is the Blast Finisher effect to be applied not only when the mark is triggered but also when the mark is placed, granting a Blast Finisher to the necromancer to be used also outside the fight (like to help to stack might before a boss in PvE)

Dhuumfire will be a little too much with a similar change.

The only things I’d like to change in the Staff are the skills and not the traits.
Skill 4 and 5 are really good and basicly the main reason to use the Staff paired with the LF generation. But staff 2 and 3 are really bad atm. Staff 2 grant regeneration and inflict 2 Bleed, that was good back in time with the old Bunker Meta before HoT, but now that Regeneration will change nothing to you, don’t granting any help in the current PvP enviroment. Also 2 stacks of bleed are really bad as damage. increase by a little the Power and add 2 stacks of Bleed should work to increase by a little the damage output of the staff without change it too much.
Skill 3 inflict Chill and Poison for a total damage of 1800 hp in 5 seconds if you play Condition. Not a Power of 1800 but a Damage of 1800, that is really different. That skill was designed to keep the enemy at range reducing his speed, but actually the amount of condi clean, Resistance and Movement skills make Chill useless to keep and enemy at range. Add damage via Power or Condition (adding 3 stacks of Confusion or Torment for 5 seconds for example) will make that mark useful, while actually isn’t really good.

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Posted by: Rapier.3675

Rapier.3675

mark 3 traited does chill, 3xpoison, 3x vuln, 3x bleed inv pve/1x bleed in pvp. so 3 is good also. while mark 2 is meeeeh for condi/power, but if someone is playing kvazi healer necro is good aoe heal with short recharge.
http://gw2skills.net/editor/?vRAQNAW7dnM0Albid3AW3A0biFcBD6qFAaBRbgOwII+K+FHjA-e

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Posted by: Sublimatio.6981

Sublimatio.6981

you can literally see the same thread on first page of this subforum* so why did you make second, OP?

*edit: i typed “subreddit” there lel

(edited by Sublimatio.6981)

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Posted by: Egrimm Van Horstmann.7921

Egrimm Van Horstmann.7921

Staff is actually quite devastating. I dropped the GS on my condi Reapers because opening with the staff’s marks and switching to scepter is far more conditions stacked on mobs. Add in Suffer and Epidemic basically I can in short order have easily 25+ stacks of bleed with a multitude of conditions. I dropped Rise because the minions never get to explode before the mobs are dead, really don’t need more defense since I’m already MM.

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Posted by: Tongku.5326

Tongku.5326

Suggesting trait changes to help improve staff play,

Soul Marks: Now makes Necrotic Grasp unblockable and Necrotic Grasp will cast one random mark on target if it strikes more than one foe.

Fear of Death: Marks now pulse 3 times in total. Using Necrotic Grasp increases the size of your marks by 100 radius stacking up to 5 times. Resets if a mark is triggered.

Dhuumfire: Whenever one of your marks is evaded, that foe and all foes with 360 radius of them receive 3 stacks of burning for 5 seconds. When you apply burning, each stack causes 2 stacks of confusion for 5 seconds. If a target is already burning and suffering from confusion, causes 2 stacks of torment for 5 seconds.

Staff is quite tricky to balance and I think what you are suggesting is way over the top.

Mark 2 is quite potent on traited staff and bleed focused condi builds. It is a bit underwhelming on defensive condi builds and hybrid builds, but if you are traited for bleeds, chilling nova, slap a sigil of ice + earth and run krait runes (or alike combo) any buffs to it would make it wayyy OP and it would require a nerf. I don’t want staff 2 to get nerfed, I really like its low CD and the synergy it has between chills and bleeds. The damage and effects are a bit underwhelming but its an ideal skill to soften opponents due to its low CD.

Staff 3 is fine as it is. I don’t see any changes needed to it.

Staff 4 and 5 could use a slight CD reduction, with staff 4 being able to cast even if CCed. That would help out a ton in PvP situations both in SPVP as well as WVW.

Staff 1, auto attack, could use far better scaling of off power, so the weapon becomes somewhat more useful in hybrid builds. If you make it scale of off power, you will not make it OP on condi builds since those have already low power, but would help necros in general to have another weapon to use outside of condi or bleed focused builds.

Necrotic grasp has a slew of its own problems, but marrying it to staff isn’t the answer. It needs faster travel and cast time, and better pathing. The reason it is so luckluster and ineffective is because it simply doesn’t hit/land enough on its targets due to HOT powercreep and the amount of blocks, evades, reflects etc. available now + terrain bugginess on top of that.

Dhuumfire is still OK, but just OK not great, for vanilanecros and DS, but it sucks on RS. It needs a change. It got way overnerfed and is currently just not worth taking due to average target mobility + the above mentioned HoT boosted defenses. Its just way too hard to land and the burn application is extremely short and not even remotely close to being worth using a GM trait slot.

But again, I wouldn’t marry it to staff, rather solve its problems on its own. Give a buff to its range a bit and increase the burn duration for starters so its at least worth taking for some added PVE condi DPS if nothing else. Perhaps add additional LF gain, so that if you actually land it you have an option of remaining in shroud longer.

Heavy Deedz – COSA – SF

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Posted by: Famine.7915

Famine.7915

Regarding dhuumfire: creating a trait that punishes people and those around them for successfully evading is a little counter intuitive.

Vee/Volk
Maguuma – Predatory Instinct [HUNT]
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Posted by: Brokensunday.4098

Brokensunday.4098

Auto that moves faster and hit harder is al it need

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Posted by: Justine.6351

Justine.6351

Auto that moves faster and hit harder is al it need

For the aa they could make it unblockable exploding aoe the puts 2 stacks of burn for 3 seconds and maybe 2 stacks of chill for 3 seconds.

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Posted by: Tongku.5326

Tongku.5326

Auto that moves faster and hit harder is al it need

For the aa they could make it unblockable exploding aoe the puts 2 stacks of burn for 3 seconds and maybe 2 stacks of chill for 3 seconds.

It already has an exploding AOE, though not unblockable I think (would have to double check the exact mechanics and effects.

Chilling Nova + Deathly Chill + Superior Sigil of Ice give you exactly and precisely that on a 10 secs CD. I use this very often, viper staff with ice and earth sigils are part of my offensive condi build and I switch out for the defensive, it is very effective. So if you slap another AOE on top of that it will become extreme.

I love the above combo and would not want it to be nerfed.

On the side note, just FYI, if you use this combo with scepter and its GM trait its super OP (thats why you run scepter over axe, as per your other thread). But this is for another topic.

Heavy Deedz – COSA – SF

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Posted by: Oslaf Beinir.5842

Oslaf Beinir.5842

Staff isnt too bad but some improvements can be made

Skill 1: landing the skill while life force is above 70% reduces marks cooldowns by 0.5-1 seconds (condition can change)

skill 2: weakest skill applies too little of a pressure and regen flies around like candy so no one needs your weak regen ticks over someone else’s imo. Increase bleed stacks from 2 to 3-4. Extend the bleeding duration already on target if they already suffer from bleeds by 3-4 seconds.

skill 3: Make the poison field the mark creates actually PULSE 1 stack of poison for 1-2 seconds after 1 second of the mark’s activation.

Skill 4: if you land this skill while not suffering from conditions, the skill removes 1 boon from affected targets.

skill 5: reduce shroud cooldown by 0.5 seconds for each target you successfully fear.

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“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

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Posted by: Sublimatio.6981

Sublimatio.6981

necro staff is the worst weapon in the game. also the ugliest. 4 skills doing the same thing visually is underwhelming. there is no variety to it and im not pleased aesthetically with it. also the weakest for dps support and control.
dps = close to 0
support = regeneration, condi transfer. wow
control = 1x fear, great

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Posted by: miguelsil.6324

miguelsil.6324

Instant cast marks. This class is unc9nfortable in almost everything except shouts because of cast times.

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Posted by: Muchacho.2390

Muchacho.2390

necro staff is the worst weapon in the game. also the ugliest. 4 skills doing the same thing visually is underwhelming. there is no variety to it and im not pleased aesthetically with it. also the weakest for dps support and control.
dps = close to 0
support = regeneration, condi transfer. wow
control = 1x fear, great

I dont think a weapon that is a stable in spvp/wvw since the beginning can be called the worst weapon in the game. Staff may be boring or ugly but it is still one of the more effective weapons in the game.

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Posted by: Lahmia.2193

Lahmia.2193

necro staff is the worst weapon in the game. also the ugliest. 4 skills doing the same thing visually is underwhelming. there is no variety to it and im not pleased aesthetically with it. also the weakest for dps support and control.
dps = close to 0
support = regeneration, condi transfer. wow
control = 1x fear, great

Depends on how you look at it. You’ve got 4 skills that, if traited, are unblockable life force generating instant hit 5 target 1200 range aoes. #2 is a spammable bleed/regen skill. #3 is a snare + anti regen (with massive synergy with necro traits). #4 can transfer 3 condi per foe hit which potentially is every condi in the game. And #5 is an aoe fear, again, with great synergy with Reaper traits. I’d say it was arguably the most useful weapon in the game.
And to your point about it being visually underwhelming. Who cares? I’d take a weapon with amazing utility over one that’s all animations, no substance.
It’s very much a pvp/wvw weapon. Don’t expect it to have much use in pve.

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

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Posted by: Sublimatio.6981

Sublimatio.6981

I care. i play pve therefore i criticize from my point of view. besides, necro in pvp is also a trash tier since it relies heavily on support and has tragic survivability when compared to classes that can shadowstep, evade, block, invuln, turn dmg to health etc

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Posted by: Orangensaft.7139

Orangensaft.7139

staff could maybe use a buff in PvE
but it is mostly just not viable for PvE because of the way it works since it is just a ranged burst weapon with little to do once you dropped the 4 marks…

And in WvW/PvP it is already in a very good spot and doesnt need to be more powerful
It was buffed enough when the cooldown reduction trait was made baseline i think

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Posted by: Lahmia.2193

Lahmia.2193

I care. i play pve therefore i criticize from my point of view. besides, necro in pvp is also a trash tier since it relies heavily on support and has tragic survivability when compared to classes that can shadowstep, evade, block, invuln, turn dmg to health etc

I get where you’re coming from but that’s a core issue, not specific to staff.

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

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Posted by: Avigrus.2871

Avigrus.2871

Staff is fantastic in WvW…. bag farming ahoy!

80 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

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Posted by: Brokensunday.4098

Brokensunday.4098

Auto that moves faster and hit harder is al it need

For the aa they could make it unblockable exploding aoe the puts 2 stacks of burn for 3 seconds and maybe 2 stacks of chill for 3 seconds.

Its too much maybe make it like thief bow auto that bounces and add chill or cripple

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Posted by: Sublimatio.6981

Sublimatio.6981

I get where you’re coming from but that’s a core issue, not specific to staff.

weapon skills are part of the core especially when talking about skills

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Posted by: Lahmia.2193

Lahmia.2193

I get where you’re coming from but that’s a core issue, not specific to staff.

weapon skills are part of the core especially when talking about skills

But you could justify adding an invuln/evade/turn damage into health skill onto any of our weapon skills since we don’t have it already. The problem doesn’t lay with staff. It’s just you aren’t a fan of it since it isn’t used for what you want it to be used for. Thus you want to change it.

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

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Posted by: Sublimatio.6981

Sublimatio.6981

thats partly correct and i believe staff is the best weapon to start. it’s absurd that daredevil gets 2 evade skills and projectile reflect on autoattack while doing top tier power damage on the same weapon. ON TOP of having utility block, 3 evades, mobility and effective immortality gained by invigorating precision.

and im not saying necro should have all these things, it’s just that other classes have some portion of active defenses like these, except necro. there is this misrepresentation of facts running around about necro being tanky, but the truth is it’s the weakest class in the game and it needs a major overhaul in power dps and active defenses

examples would be: spectral armor turns incoming damage into life force, spectral walk works 1 minute instead of 8-12 (just like a portal), spectral wall reflects projectiles, DS2 is a teleport to target/in 1200 range, not a projectile, gravedigger grants evade for half the animation (until the spin is released), dagger 3 is a teleport 600 range to target, focus 4 grants might not regen, axe and warhorn have blast finishers, nightfall destroys projectiles. and then add % dmg modifiers to power traitlines. make the reaper grandmaster grant block “parry” during gs 3rd auto and increase GS damage by 10%

i would also redesign some minion skills to make them on par with functionality. shadow fiend and bone fiend would be destroyed on their bonus skill but make more powerful effects. shadow fiend would either summon a nightfall or teleport the player by making a rift or sth. bone fiend would die and make AOE immobilize 600 range. bone minion explosions i would turn into targeted aoe and make the minions jump/leap into the designated area. that would make it easier to aim blast finishers and other things.

(edited by Sublimatio.6981)

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Posted by: Methuselah.4376

Methuselah.4376

Changes I would make to staff:

1. Necrotic Grasp – faster casting and projectile travel speed. 50% chance blast finisher.

2. Mark of Blood – 4 stacks of bleed for 10s, regen for 10s (5s CD)

3. Chilblains – 5 stacks of poison for 8 s and chill for 6 seconds (10s CD)

4. Putrid Mark – Blast Finisher. Transfer all your conditions into the mark (their timers will be suspended). All “stored” conditions will be transferred to each target that triggers the mark. (15s CD)

5. Reaper’s Mark – Fear for 2 seconds. (20s CD)

Souls Marks will change as following: Marks are unblockable, regenerate lifeforce per target struck and gain an additional effect.
-Mark of Blood: Steal health from each target hit
-Chilblains: targets are crippled for 10s
-Putrid Mark: corrupt 2 boons
-Reaper’s Mark: this mark also inflicts 5 stacks of Torment for 7 seconds

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Posted by: Fenris Amarok.4052

Fenris Amarok.4052

Don’t you dare touch my dhuumfire. They finally made it viable with reaper. Don’t you touch it.