New ES Idea: Megathread

New ES Idea: Megathread

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Posted by: Tadsoul.6951

Tadsoul.6951

I have made my original post with a spoiler so it less wall text. If you feel like posting your suggestion of a new Elite spec feel free to post it here. I’ll update this one so people can find your elite spec idea easier. as a quick rule try to keep posts with spoilers in them to post with new ES idea for them
use the ctrl-f to find the poster ES idea here
pg.1 Drarnor Kunoram.5180
pg.1 Rym.1469
pg.1 Aerick Blackmoore.8167 (new ES)
pg.1 (further down)Rym.1469 (new ES)
pg.1 Dignified Loser.7689 (new ES)
[spoiler]

Elite Spec Name: Cultist

Fskills
Offering of blood
Target Ally’s maximum health increases by 30% of your total health. you lose 30% of your total health.
range:3000
turn over skill
selfish sacrifice
Remove your offering of blood from target ally reducing their maximum health and restroring your maximum health.

Weapon: sword
Skill1:
chain 1:
Binding
cast .6s
create the binding for your ritual.
Damage:275(.8)
Life Force: 2%
Number of Targets:3
Range: 130
Chain2:
Anchor
cast .6s
Set your anchor for your ritual
Damage:275(.8)
Life Force: 2%
Number of Targets:3
Range: 130
chain3:
Mark of Strength
cast 1s
Inscribe a Mark poison foe when they trigger it, and grants might to allies
Damage:300(1.1)
3Might(5s)
2Poison(7s)
Life Force: 4%
Number of Targets: 5
Radius:240
Blast Radius:300
Range: 130
Skill2:
infuse affliction
cast 3/4s recharge 6s
Infuse your target with pain inflict cripple and weakness.
Damage:152(1.3)
Weakness:3s
cripple:5s
range:600
skill3:
Vampiric Retaliation
recharge 30
Invert the next strike to healing for a short duration.
Vampiric retaliation (5): inverts the next source of damage to healing

utilities:rituals
Healing:
Blood Ritual
channel 2s recharge 30s
Sacricfice your health to go invulnerable. When the ritual is complete you heal 40% of your total health.
Sacrifice 10% health total
healing: 10% total health
healing:6135
utility1:
Order of the vampire
cast 1s recharge 20s
Sacrifice 10% health total
Grant Quickness and Resistance to yourself and nearby allies.
Quickness(5s)
Resistance(5s)
Number of Targets:5
Radius:600
utility2:
Touch of agony
cast 1/2 recharge 15s
Sacrifice 5% health total
blast the land in front of you dealing damage to foes and removing condition from allies. If a condition is removed sacrifice more health.
Damage:284(1.2)
Conditions removed:2
If a condition is removed: Sacrifice 5% health total
Range:600
utility3:
Blood of the Master
cast 1s recharge 20s
Sacrifice 10% health total
The blood spilt of the ground becomes a pool that nearby allies.It heals for the amount of health loss.
healing: 10% of total health
Number of Targets:5
Duration: 2s
Radius: 240
Combo field: water
Range: 1,200
utility4:
Dark Fury
cast 1s recharge 30s
Sacrifice 10% health total
Restore the energy of you and your allies with your ritual.
Alacrity(5s)
Number of Targets:5
Radius: 600
ELite:
Chain1
Rite of The Serpent
cast 3/4 recharge 120
Sacrifice 10% health total
Send out a serpent that bounces between foes and allies separting their energies. Foes take extra damage, allies take less damage.
Doom: (15s) 10% incoming damage; 10% incoming condition Damage
Salvation: (15s) -10% incoming damage; -10% incoming condition Damage
Number of Bounces:9
Range:1200
chain 2
balance
cast 1s window 20s
return the energies back to normal causing damage for doom and healing for salvation.
Damage:563(1.2)
stun:(1sec)
Healing:1200(.5)
conditions removed: 2

Shroud
Skill1:
renewing blast
cast .8s
Store up energy and blast your foe with the stored power, empowering allies around you.
Damage: 257(.7)
Energy: + 1 Energy Storage
Maximum Stacks: 5
Energy5:
Conditions removed: 1
Number of Targets: 5
radius: 240
Energy3:
Healing:435(.6)
Number of Targets: 5
radius: 240
Energy1:
Might (15sec)
Number of Targets: 5
radius: 240
range 1200
Skill2:
vampiric gaze
cast 1s recharge 3s
Gaze at your foe unleashing all your stored enery stealing their life.
damage:125(.5)
healing:200(.5)
damage per stack:139(.2)
healing per stack:100(.2)
skill3:
shrieking geists
channel 1.5s recharge 20s
Channel the undead souls to fear foes in front of you.
damage(x3):36(.03)
Fear(x3) (3/4s)
Number of Targets: 5
range:450
skill4:
soul twister
cast 4s recharge 40
Channel spirits into the wind damage nearby foes, applying a condition each strike and blocking projectiles.
Damage (11x):558(2.25)
Torment (6sec)
Blocks Missles
Number of Targets: 5
Duration: 4s
Radius: 300
skill5:
Meekness:
1s recharge 25s
sacrifice 10% life force
damage, apply chill and slow to target area.
damage: 500(1)
slow: (5)
chill: (5)

Trait
Minor

Favor of dark arts
allow yous to equip swords and rituals and give you access to blood offering and avatar of the abyss
Vampiric leadership
When you use a healing skill neaby allies steal health with their next attack.

Support
maggot therapy 10 recharge
remove two condition from nearby allies when you enter or exit shroud
Conditions removed: 2
radius 600
Ritualist leader
sacrificing health can no longer kill you. when you complete a ritual you and nearby allies gain super speed.
superspeed: 3s
radius: 600
Empowering blood
The target of your offering of blood deals more damage.
Damage increase: 10%
Life steal
unsuspecting victim
steal life every second from the victims of your crowd control effects.
Life siphon damage: 546
Life siphon healing: 442
Precise strikes 1s recharge
your attack steal life while under the effects of fury.
Life siphon damage: 243
Life siphon healing: 306
Vampiric family
the target of your blood offering shares your vampiric effects
boon
ritualistic sword
sword attack now cause bleeding and a chance to grant fury.
bleeding(5s)
chance on hit:25 %
fury (3s)
Frostbite
Gain retaliation when you chill a foe.
retaliation (3sec)
regenerative skin
gain regen when hit while you have retaliation
regen(3sec)

[/spoiler]

(edited by Tadsoul.6951)

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Posted by: Tadsoul.6951

Tadsoul.6951

this is the elite spec idea i made for the fun of it.
the theme of the spec is a support necro using sacrifices
feel free to leave comments about what you think about the elite spec

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’ve actually been working on a Cultist spec with the same theme. The amount of health I’m using for sacrifice costs is significantly higher, but the baseline power level I’m shooting for on basic utility skills is 60 second cooldown elite skills.

I’m not finished, though. Got the weapon skills to design as well as two more utilities and 5 traits.

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Posted by: Tadsoul.6951

Tadsoul.6951

I’ve actually been working on a Cultist spec with the same theme. The amount of health I’m using for sacrifice costs is significantly higher, but the baseline power level I’m shooting for on basic utility skills is 60 second cooldown elite skills.

I’m not finished, though. Got the weapon skills to design as well as two more utilities and 5 traits.

cool i will look forward to seeing it. How much health are you planning on sacrificing?

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’ve actually been working on a Cultist spec with the same theme. The amount of health I’m using for sacrifice costs is significantly higher, but the baseline power level I’m shooting for on basic utility skills is 60 second cooldown elite skills.

I’m not finished, though. Got the weapon skills to design as well as two more utilities and 5 traits.

cool i will look forward to seeing it. How much health are you planning on sacrificing?

It varies with the skill, but it’s a flat amount rather than a percentage (scaled down when downlevelled). For example, the Heal skill, Blood Renewal (yeah, I’m taking a lot of GW1 skill names for it), costs about 3,500 health. The elite costs ~6k health.

So roughly 15-33% of a Necro’s max health who hasn’t invested in Vitality, depending on the skill. Blood Renewal in particular is an absolutely massive heal, but it doesn’t work at all for tight situations as the main healing portion is delayed 7 seconds. Total heal is currently set at around 12k+150% healing power, but I’m looking at bumping it up higher.

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Posted by: Tadsoul.6951

Tadsoul.6951

I would like to state the way i imagined blood offering would interact with the game is that any trait or effect in the game that uses your health total would be calculated before the effects of blood offering
example
36k hp necro use blood offering
now has 25k total health
uses two rituals sacrificing 7k hp in total
now at 18k hp procs the trait Last Gasp

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Posted by: Dadnir.5038

Dadnir.5038

Not sure I would enjoy a spec that would help ennemy to kill me. Corruptions are already in a tight spot and aren’t that unforgiving so…

No core profession should be balanced around an optional elite specialization.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Not sure I would enjoy a spec that would help ennemy to kill me. Corruptions are already in a tight spot and aren’t that unforgiving so…

It wouldn’t be for everyone, but the skills have to be powerful enough to justify the self-harm. Unlike the way Corruptions are set up, though, health costs are easier to balance, as that cost can’t be transferred to make it a “strength” of the skill. It is, and only can be, a payment.

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Posted by: OlliX.1705

OlliX.1705

Surely a cultist should use the hammer, just like in the Cliffside fractal. :0

[qT] Necro main.

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Posted by: Kotte.2460

Kotte.2460

a Heretic would be better, and with mace with some type of shroud depleting heals to go with blood magic

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Posted by: Lahmia.2193

Lahmia.2193

An instant no purely because Necros do NOT need another detrimental utility line. We are already the primary target in pvp, we don’t want to aid in our own destruction.

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

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Posted by: Kulvar.1239

Kulvar.1239

but the baseline power level I’m shooting for on basic utility skills is 60 second cooldown elite skills.

What an ugly idea… Basically you spam AA and sometimes you get something else to do…

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

but the baseline power level I’m shooting for on basic utility skills is 60 second cooldown elite skills.

What an ugly idea… Basically you spam AA and sometimes you get something else to do…

No, that’s the power level of the skill I’m looking at. These are average utility skill cooldowns, ranging from 20-35 seconds. Basically, you can have an entire bar full of “elite” skills, but you have to be careful with use due to the self-harm.

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Posted by: Kulvar.1239

Kulvar.1239

My mistake ^^

Is the self-harm instant or ticking each second?
Are you not afraid that too much burst will end in nearly instant fight with the pressing of every key on the keyboard? Gambling on the result “either I kill him or I kill myself”.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

My mistake ^^

Is the self-harm instant or ticking each second?
Are you not afraid that too much burst will end in nearly instant fight with the pressing of every key on the keyboard? Gambling on the result “either I kill him or I kill myself”.

Self-harm is up-front, but “power” does not necessarily mean “burst.” For example, Plague is a powerful skill, but I wouldn’t qualify it as “burst.”

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Rather than creating a new thread, I figured I’d post my ideas here. I still need to create one weapon skill, two adept traits, and a master trait.


Cultist
Elite Specialization: Necromancer
Cultsits tend to be a bit more fanatical than most Necromancers, willing to go to greater lengths to meet their goals than most consider sane. The effects cannot be denied, however, as they do reach heights of power considered impossible by others.
Cultists gain access to Pacts in addition to Death Shroud as part of their profession mechanic. Pacts require life force to activate or maintain, but do not have cooldowns. Maintained Pacts can be deactivated by pressing the key again, but automatically end on foes that leave the leash range.
This elite specialization is meant to emphasize high-risk, high-reward playstyle. Pacts can turn the tide of a fight, but the increased strain on Life Force can mean the Cultist can find themselves without death shroud at a crucial moment if they aren’t careful. Sacrifice skills also make the Cultist easier to kill and may require that the Cultist wait for their full effects to be realized. The up-front cost and delay for effects can mean the Cultist is very vulnerable for a period, but the payoff should be well worth it.

Pacts:
F2: Price of Failure

Cast time: 1/4 second
Cost: 4% Life Force/second
Cast Range: 900
Leash Range: 1500
Your foe takes damage (~1,000, does not scale with Power, and cannot crit, but also is not subject to reductions) when they fail to hit with an attack. Damage can only occur once per enemy skill use. Every 3 seconds (starting after 3 seconds), the target is Blinded.
Damage: 1000

F3: Defilement
Cast time: 1/4 second
Cost: 6% Life Force/second
Cast range: 900
Leash Range: 1200
Boons applied to your target have -50% duration. Applies Poison (1 stack, 3 seconds) whenever they gain a boon.

F4: Life Pact
Cast time: Instant
Cost: 10% Life Force
Radius: 600
You and nearby allies evade the next attack that would hit them (5 seconds). Heals upon evading an attack.

Torch skills:
Dark Ritual (Torch 5)

Cast time: Instant
Cooldown: 15 seconds
Summon energies from the underworld to absorb incoming blows. These energies may be blasted out to damage foes, dealing less damage the longer the shield is maintained.
Block duration: 3 seconds

Soul Burn (Torch 5, sequence)
Cast Time: 1/2 second
Burn off your shield to damage foes. Blind foes suffering from a pact.
Radius: 240
Blind duration: 5 seconds
Combo finisher: Blast

Sacrifice skills:
Note: Costs for Sacrifice skills are for level 80. Downleveled cultists will sacrifice appropriately smaller amounts of health.

Healing skill:
Blood Renewal

Sacrifice
Cost: ~3,500 health
Cast time: 1/2 second
Cooldown: 20 seconds
Renew your blood, regenerating health and cleansing Poison for a time. Heal a large amount on the final pulse. Grants Life Force instead of health when in Death Shroud.
Heal per second: ~200+5% healing power
End pulse: ~10,000+120% healing power
Duration: 7 seconds
Conditions removed: Poison

Utilities:
Atrophy

Sacrifice
Cost: ~5,000 health
Cast time: 1 second
Cooldown: 25 seconds
Rapidly age your foes, Inflicting Slow (8 seconds), Weakness (8 seconds), Chill (8 seconds), and Poison (3 stacks, 8 seconds). Remove Might from foes struck.
Range: 900
Radius: 240

Parasitic Bond
Sacrifice
Cost ~4,000 health
Cast Time: 1/2 second
Cooldown: 25 seconds.
Tether yourself to your targeted foe (duration 5 seconds). Half of all healing your foe receives is redirected to you.
Range: 900
Tether Range: 1,200

Dark Prision
Sacrifice
Cost: ~4,500 health
Cast time: 1/2 second
Cooldown: 40 seconds
Creates a ring of unholy energies in the target area. Foes attempting to cross the ring are teleported to the center.
Range: 900
Radius: 240
Duration: 5 seconds

Discord
Sacrifice
Cost: ~3,000 health
Cast time: 1/4 second
Cooldown: 30 seconds
Target foe Fears their nearby allies.
Range: 900
Radius: 360
Fear: 2s

Elite:
Unleash Soul

Sacrifice
Cost: ~6000 health
Cast time: instant
Cooldown: 60 seconds
Remove impairing conditions and gain Stability (10 stacks), Quickness, Super Speed, and 10% bonus attributes for 5 seconds.
Conditions removed: Blind, Cripple, Chill, Immobilize, Weakness, Vulnerability, Slow.
Breaks Stun

Traits

Adept
(minor)Occultist Study: Gain access to Pacts, off-hand torch, and Sacrifice skills.
Zealous Sacrifice: Sacrifice skills grant 5% Life Force when cast. Reduce recharge of sacrifice skills by 20%

Master
(minor)Blood Flow: Gain Regeneration (3 seconds) when disabled. Gain Regeneration (3 seconds) when critically hit (10 second ICD).
Dark Cautery: Torch skills give you Regeneration (4 seconds) and deal 10% increased damage to foes suffering a pact, Reduce recharge of Torch skills by 20%
Masochism: Gain endurance when you are struck. Endurance gained: 5

Grandmaster
(minor)Spiteful Recovery: Gain 2 seconds of Retaliation when you gain Regeneration. Retaliation heals you when it deals damage.
Insidious Parasite: Steal health when a foe suffering from a Pact uses a skill.
Cultist’s Fervor: Deal increased damage and condition damage as you lose health. (<75%=10% damage, <50%=20% damage, <25%=+30% damage)
Vengeful Soul: Gain a stack of Unholy Defiance (9 seconds) when disabled. Upon reaching 3 stacks, cast Unleash Soul without paying its sacrifice cost.

I have not decided on a ballpark healing value for Life Pact, and I know there are refinements to make. Yes, Discord has your target be the source of the Fear, meaning it will use their condition duration and traits to determine its full effect.

Dragonbrand |Drarnor Kunoram: Charr Necro
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(edited by Drarnor Kunoram.5180)

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Posted by: Tadsoul.6951

Tadsoul.6951

Pacts:
F2: Price of Failure

Cast time: 1/4 second
Cost: 4% Life Force/second
Cast Range: 900
Leash Range: 1500
Your foe takes damage (~1,000, does not scale with Power, and cannot crit, but also is not subject to reductions) when they fail to hit with an attack. Damage can only occur once per enemy skill use. Every 3 seconds (starting after 3 seconds), the target is Blinded.
Damage: 1000

F4: Life Pact
Cast time: Instant
Cost: 10% Life Force
Radius: 600
You and nearby allies evade the next attack that would hit them (5 seconds). Heals upon evading an attack.

Utilities:
*Dark Prision

Sacrifice
Cost: ~4,500 health
Cast time: 1/2 second
Cooldown: 40 seconds
Creates a ring of unholy energies in the target area. Foes attempting to cross the ring are teleported to the center.
Range: 900
Radius: 240
Duration: 5 seconds

Discord
Sacrifice
Cost: ~3,000 health
Cast time: 1/4 second
Cooldown: 30 seconds
Target foe Fears their nearby allies.
Range: 900
Radius: 360
Fear: 2s

hey like the idea I have a few question about how some of the skills work exactly.
1st Price of failure : does it only cause damage when miss occurs from blind or does it affect any attack that doesn’t connect ie out of range
2nd Dark prision : is there any actions that the foes within the barrier to get out
ie evades or teleports or stab

Life pact : does it have a cd? think maybe should be block instead of evade
evade=no counter play
if the evade only affected us i would be okay with evade cause it uses life force but it affect teammates.
Discord : the source of the fear might be better off being you programming wise and effect wise. you can trait for terror you know your condi duration.
maybe a multi-hit knockback effect may work better

I recommend for your other torch skill to provide life force in some way.
maybe
Soul sieze
your flame becomes a wisp that flys out chilling foes returning life force to you.
(works like ranger axe 4)

(edited by Tadsoul.6951)

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Posted by: Tadsoul.6951

Tadsoul.6951

for the traits how about a theme of health % traits and when hit traits.
you alrdy have those 2 for grandmaster and a when hit trait for master.

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Posted by: Rym.1469

Rym.1469

One of finished pre-HoT suggestions:

https://forum-en.gw2archive.eu/forum/professions/necromancer/What-do-you-think/first#post5329594


My favourite E-Spec would be one adding 6-0 Shroud skills and making them use Life Force as a resource while reducing maximum amount of LF and increasing it’s generation.
I’ve been saying this for 3 years, Necromancer and whole Life Force mechanic just screams for resource management. Maybe I’ll give some more rough ideas later.

Attachments:

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

hey like the idea I have a few question about how some of the skills work exactly.
1st Price of failure : does it only cause damage when miss occurs from blind or does it affect any attack that doesn’t connect ie out of range
2nd Dark prision : is there any actions that the foes within the barrier to get out
ie evades or teleports or stab

Life pact : does it have a cd? think maybe should be block instead of evade
evade=no counter play
if the evade only affected us i would be okay with evade cause it uses life force but it affect teammates.
Discord : the source of the fear might be better off being you programming wise and effect wise. you can trait for terror you know your condi duration.
maybe a multi-hit knockback effect may work better

I recommend for your other torch skill to provide life force in some way.
maybe
Soul sieze
your flame becomes a wisp that flys out chilling foes returning life force to you.
(works like ranger axe 4)

1. Price of Failure damages on any attack that doesn’t connect, regardless of reason.

2. Life Pact only evades one hit (then the buff is consumed, it doesn’t stack at all), so there is still counterplay. For example, it could avoid one tick of a well, or it could avoid an Eviscerate. I chose Evade so it’s guaranteed to protect you from something (as the 10% life force it costs would), but the more you have coming in, the more likely it is that what you evade is something rather unimportant (like a Locust Swarm tick). There is no cooldown, however.

3. Dark Prison can still be escaped with teleports/shadowsteps, but the area is large enough that you can dodge roll without leaving. It should also not interrupt, so evasions that take you farther than the wall should last their full duration. Some skills like Burning Retreat might see some interesting counterplay options with this.

4. Discord’s idea is to make the enemy team basically abandon your target, so they need to be the origin of the Fear. It will, however, mean some targets are more interesting picks. Terrormancers are obvious, but what about Moment of Clarity Rangers or Slow Time Chronomancers?

Torch is the spot where things are tricky, because the weapon has to have good life force generation capability to fuel the profession mechanic. I’m also considering ways to make Pacts interact more with the new weapon and utility skills. You can see an example of it on the Torch 5.

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Posted by: Tadsoul.6951

Tadsoul.6951

i think dark prision wouldn’t be worth the cost I would make it stronger or change it

edit fixed the typo

(edited by Tadsoul.6951)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

i think dark prision would be worth the cost I would make it stronger or change it

Is or isn’t worth the cost? Main thing about it is that it’s an area your opponent can’t leave, which can mean quite a lot. If nothing else, run it, Well of Suffering, and Well of Corruption for a highly effective bomb.

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Posted by: nearlight.3064

nearlight.3064

What new weapons would you guys like to see for future necro elite specs?

Personally, I’d be in favor of a main hand mace with hybrid damage or support. A lot of off hands like torch or shield sound plausible too, but I don’t want to imagine playing necro without warhorn so I wouldn’t want them as much.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: Salamander.2504

Salamander.2504

What new weapons would you guys like to see for future necro elite specs?

Personally, I’d be in favor of a main hand mace with hybrid damage or support. A lot of off hands like torch or shield sound plausible too, but I don’t want to imagine playing necro without warhorn so I wouldn’t want them as much.

Gimme a mainhand shield.
1st elite spec: Meet the “reaper”
2nd elite spec: Nail the “coffin”

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Pistol. One that summons a jagged horror on one of its skills ^.^

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Posted by: nearlight.3064

nearlight.3064

Pistol. One that summons a jagged horror on one of its skills ^.^

Can it be on the autoattack plz?

Necromancer Main
Taking a break from GW2 to play various
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Posted by: Tadsoul.6951

Tadsoul.6951

maybe i don’t understand how the skill functions but it sounds like its very easy to leave for most classes and skills like ring of warding sound better or just as powerful with no penalty

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

maybe i don’t understand how the skill functions but it sounds like its very easy to leave for most classes and skills like ring of warding sound better or just as powerful with no penalty

Fair enough. This is a ranged version that can’t be escaped with Stability, but I can certainly see your point. I’ll see what I can come up with to add to it.

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Posted by: Reknarok.7582

Reknarok.7582

id rather see one more focused around raising more and more minions

using your life force as costs for different minions with different effects, the quicker you can generate your life force and summon, the more minions you can have

of course, we would need some sort of minion control

but yeah, sacrificial specs are hard to do in an mmo

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Posted by: Tadsoul.6951

Tadsoul.6951

i was thinking about working on making either a revision of my cultist using a set of health percentage trait or working on a demon hunter idea with venoms and long range.

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Posted by: Aerick Blackmoore.8167

Aerick Blackmoore.8167

Greetings fellow Necromancers and Reapers !

With the addition of the Reaper we’ve seen a lot of positive changes to our class.
Yet, personally, I miss the support side our class used to have way back in Guild Wars 1.
We used to support through Enchantments and all sorts of good things in Tombs of Primeval Kings. All the while we had to manage our health, because of the Sacrifice mechanic.

So, I thought of The Cultist: An Elite Necromancer Specialization that uses the Hammer as a weapon and support while also granting the class the use of Glyphs.
With Sacrifice as a new mechanic as opposed to a new Shroud form.

Now, what is the Sacrifice mechanic you may ask.

Sacrifice is a resource cost required by a few skills, mostly from the necromancer profession. After successfully activating these skills, you forfeit a fraction of your maximum health, making it possible to sacrifice yourself to death.
Sacrifice counts as health loss and cannot be eliminated by any means, although you can reduce sacrifice costs by lowering your maximum health.

Now onto the Cultists Hammer Skills!

  1. 1 – Angorodon’s Gaze
    1s Activation time
    Blast a foe dealing 210 damage. You deal 65 more damage if you have a condition on you.
    Life Force: 2%
    Damage: 210 (0.95)?
    Number of Targets: 3
    Pierces
    Range: 1,200
  1. 2 – Awaken the Blood
    1/2s Activation time – 30s Recharge time
    Grant fury, might, and quickness to yourself and nearby allies.
    33% Sacrifice
    Fury (20s): 20% Critical Chance
    5 Might (20s): +150 Power, +150 Condition Damage
    Quickness (6s): Skills and actions are 50% faster.
    Number of Targets: 5
    Radius: 750
  1. 3 – Offering of Blood
    1/2s Activation time – 40s Recharge time
    Grant protection, stability, and resistance to yourself and nearby allies.
    20% Sacrifice
    Protection (8s): Reduces direct damage by 33%
    5 Stability (8s): Protects against control effects.
    Resistance (5s): Negates effects caused by conditions.
    Number of Targets: 5
    Radius: 750
  1. 4 – Vampiric Spirit
    1/2s Activation time – 25s Recharge time
    Grant swiftness, regeneration, and vigor to yourself and nearby allies.
    17% Sacrifice
    Swiftness (15s): 33% Movement Speed
    Regeneration(12s): Grants healing over time.
    Vigor (10s): Increases the endurance regeneration rate.
    Number of Targets: 5
    Radius: 750
  1. 5 – Dark Pact
    1s Activation time – 30s Recharge time
    Heals you and nearby allies for 1,840 (1.0)?
    8% Sacrifice
    Number of Targets: 5
    Radius: 750
  1. 1 – Angorodon’s Gaze: A ranged attack with a twist, our only way of dealing Direct Damage as a Cultist, powerful but with the same attack speed as the Revenant.
  1. 2 – Awaken the Blood # 3 – Offering of Blood # 4 – Vampiric Spirit: Different Group boons for different situations, very powerful but with long cooldowns and Sacrifice penalties to balance them.
  1. 5 – Dark Pact: A quick spot heal a little more powerful than a Druids, but with a twist because of the Sacrifice.

Dear Reader, if you made it this far, thank you so much.

I would greatly appreciate the feedback regarding this concept for the Necromancer, the idea of Hammer, Glyphs and Sacrifice as added mechanics. Also any feedback regarding the balancing of these skills is greatly appreciated.

Next week on the 7th of February I will continue with the Glyphs for the Cultist and the idea is to post the Traits on the 21st of February.

In this thread:
https://forum-en.gw2archive.eu/forum/professions/necromancer/New-Elite-Specialization-The-Cultist/first#post5961383

Kind regards,

Courage.

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Posted by: Tadsoul.6951

Tadsoul.6951

hey Aerick Blackmoore.8167 just wanted to let you know i edited the op so people can find you suggestion easier
hmm i never thought of putting the sacrifice skills on the weapon you choose

I would prefer to avoid just getting 4 shouts on a weapon set
vampiric spirit and dark pact(already a skill in the game dagger3) would be good opportunities maybe an effect like phoenix

the hammer has a ton of support condition cleansing, healing and damage absorption i think would fit necromancer type better.

lastly I don’t think there should be group invulnerability/evasion.

question would this elite spec come with a new shroud?

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Posted by: Aerick Blackmoore.8167

Aerick Blackmoore.8167

Thank you for editing the OP Tadsoul.

I should look into renaming the 5th skill! Idea behind the hammer is as a support type weapon but an idea like Phoenix on skill nmbr 5 is a good suggestion.

About the Glyphs, I was pointed out that under differen tcircumstances they do different things, so,… I’ll be redisigning them to work with Death Shroud.

That also anwsers the question about a new Shroud, no not a new one but different mechanics added to it.

Kind regards,

Courage.

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Posted by: Tadsoul.6951

Tadsoul.6951

how about blood ritual?
in gw1 it healed you and require a sacrifice cost

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

how about blood ritual?
in gw1 it healed you and require a sacrifice cost

It healed you?

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Posted by: Aerick Blackmoore.8167

Aerick Blackmoore.8167

Blood Ritual: – Enchantment Spell. For 8…13…14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.

What was meant is:

Blood Renewal: – Enchantment Spell. For 7 seconds, you gain +3…5…6 Health regeneration. When Blood Renewal ends, you gain 40…160…190 Health.

And I think Blood renewal is a fitting name for skill #5 Hammer – Blood Renewal

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Posted by: Sublimatio.6981

Sublimatio.6981

I’d love an elite spec with:
-hammer (melee, control)
- lots of health % sacrifices to grant boons or to do some powerful stuff
- utility skill that makes a teleportation ritual (summon a party member to the ritual site, something like portal but different)
- can ressurect defeated player by sacrificing own life or sth
- turning into cloud of bats/smoke of death ride-the-lighting style
- summoning ghouls, like an army of death
- becoming a ghost for some time after death
- more minion types
- something more than just different kinds of death shroud
- oceans of blood + lifting the age requirement for the game

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Posted by: Rym.1469

Rym.1469

So, I’ve been working for fun on next concept of E-spec of mine after the first one, this time one that could maybe fill the “support” role, have a bit of vampiric theme and come with a risk of using both Life Force and Health as your resources if you want to make “plays”.

Running with Pistol main-hand that, together with new Shroud, would ideally provide necessary tools to make Staff no longer required (although still useful). Somewhat inspired by Tremere & Tzmisce clans in Vampire The Masquerade universe. A lot of it is still stuff I work on for fun from time to time, but I could share some early concepts:


Thaumaturgist

Thaumaturgist is a Necromancer who devoted himself into understanding and having control over Life itself and all it’s aspects – from blood to whole body of both his allies and enemies.


Mechanics: Offerings [F2]

Outside Shroud: Offering of Blood
Draw on the power of blood, weakning boundaries with the mortal world to reset Shroud cooldown and gain Life Force. The less health you have, the more Life Force you gain. 1/2s cast, lose 20% base health on activation (3,842).

In Shroud: Offering of Life
Draw on the power of Life in order to shorten the cooldown of next Shroud ability and heal allies. The less Life Force you have, the bigger the healing is 1/2s cast, lose 15% Life Force on activation.

Note: I think most “On entering/leaving Shroud” traits have potential, just lack that little something now. This F2 mechanic could give them much stronger presence.


Elite Specialization-specific utilities: Orders
Orders are Thaumaturgist-specific skills that manipulate vitae of both enemies and allies and can be modified depending on previously used Utility skill type. (In Combat)

Check attachments below for examples

Note: By “ability negation” in Order of Defeat descreption I mean not only being interrupted, but also failing an attack i.e. attack being blocked or evaded.
———————————————————————————————————————————————————————-

Traits:

Check attachments below for examples


If anyone has ideas or would like to suggest some improvements, please let me know. Everything is still a concept and in development and numbers are there for the sake of it.

Attachments:

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
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(edited by Rym.1469)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

How did you get those tooltips to look like they do in game?

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Posted by: Dignified Loser.7689

Dignified Loser.7689

I’ve been teetering around an idea in my down time and figured I might as well add it to the bunch.
Poltergeist (or something more suitable): Haven’t thought of a good description, but I wanted something more mobile and potentially “caster/summoner” like in some way. The E-spec grants access to swords (main hand) and “tricks” for utility skills. The tricks are broken up into two sub-categories:
-Harrowing Blades: Thin, shadowy blades that jut from the ground (similar to Mind Stab: Mesmer greatsword 3) leeching health and lifeforce from up to three targets in a 180 radius. (Note: blade skills get an equivalent skill for underwater combat)
-Phantoms: Shadowy figures that are impervious to damage but are still susceptible to impairing conditions and cc. All phantoms fade after 10 seconds if they do not successfully strike (includes blocked attacks) a target or have their sequence skill activated (when applicable).

“Poltergeist’s” Shroud Skills:
1. Whispering Twilight: “Breathe” festering shadows onto your foes, periodically inflicting conditions (something similar to Cleansing Fire: Guardian torch 5)
-Damage (x6): x
-1 stack of poison (2s)
-1 stack of torment (4s)
-Number of Targets: 3
-Range: 600
-Channel time: 3 seconds
-Interval: 1.5s ( about every third hit conditions are applied)
2. Ghastly Blade: Summon a blade at the target location, leeching lifeforce from foes (12s cooldown).
-Damage: x
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 6%
-Targets: 3
-Range: 900
3a. Dismay: Teleport to your foe and fear them (32s cd).
-Damage: x
-Fear (1s)
-Number of Targets: 1
-Range: 900
3b. Despair: Teleport to your foe, fearing and crippling them.
-Damage: x
-Fear (1s)
-Cripple (4s)
-Number of Targets: 1
-Range: 900
3c. Dread: Teleport to your foe, inflicting heavy damage and fearing them.
-Damage: x
-Fear (1s)
-Lifeforce: 12%
-Number of Targets: 1
-Range: 900
4. Mournful Dusk: Channel the shadows, damaging and tormenting foes around you (50s cd).
-Damage (x15): x
-15 stack of torment (5s)
-Number of Targets: 5
-Radius: 600
-Channel time: 1 3/4s
5. Withering Blades: Send out several blades in a line before you (28s cd).
-Damage: x
-Weakness (4s)
-Number of Blades: 8
-Range: 900

Sword Skills:
1. Rending Shadows: Cast out three projectiles in front of you, inflicting poison on the first projectile, torment on the second, and confusion on the third.
-Damage (per projectile): x
-1 poison (4s)
-1 torment (5s)
-1 confusion (6s)
-Range: 1000
-Projectile chance: 20%
2. Harrowing Blade: Summon a harrowing blade at your targets location (8s cd).
-Damage: x
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 1%
-Number of Targets: 3
-Range: 1000
3a. Festering Omen: Inflict your foe with a festering omen, inflicting conditions and generating lifeforce while it’s active (35s cd).
-1 torment (2s)
-1 confusion (2s)
-Lifeforce: 2%
-Range: 1000
-Interval: 1s
-Duration: 10s
3b. Bane of the Chosen: Teleport to your target, corrupting two boons and gaining fury.
-Damage: x
-Boons Converted: 2
-Fury (8s)
-Range: 1500

Trick Skills:


Healing Skill:
Leeching Blade: Heal yourself and summon a blade that leeches health from foes (10s cd).
-Initial Heal: 1000
-Damage: x
-Lifesteal Damage: 325
-Lifesteal Heal: 900
-Lifeforce: 1%
-Number of Targets: 3
-Range: 1200

Utility Skills:
Blades of Lament: Summon several blades at the target location (24s cd).
-Damage: x
-1 torment (5s)
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 1%
-Number of Blades: 5
-Radius: 240
-Range: 1200

Phantom of Hosts (a): Summon a phantom at the target, or your, location, periodically infliction conditions on nearby enemies (15s cd).
-Damage: x
-1 confusion (3s)
-Radius: 240
-Range: 600
-Interval: 3s
-Duration: 10s
Parasitic Gathering (b): Teleport toward the phantom, consuming it and gaining lifeforce.
-Lifeforce: 7%
-Range: 600

Phantom of Condemnation (a): Summon a phantom that follows behind you, periodically taking your conditions to itself (40s cd).
-Conditions Removed: 1
-Interval: 1s
-Duration: 10s
The Sins of One (b): Cause the phantom to rupture, spreading all of its conditions to nearby enemies.
-Damage: x
-Number of Targets: 5
-Radius: 240

Grieving Phantoms: Summon several phantoms that attack your target, inflicting conditions (32s cd).
-Damage (per phantom): x
-Blind (7s)
-Boons Converted (per phantom): 1
-Duration: 10s

Elite Skill:
Blades of Despair: Summon a multitude of blades at the target location over a period of time, inflicting conditions and corrupting boons (90s cd).
-Damage: x
-1 confusion (6s)
-Boons Converted: 1
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 1%
-Number of Blades per Interval: 5
-Interval: 1
-Duration: 3s
-Radius: 240
-Range: 1200

Traits:


Minor Adept:
Poltergeist: Gain access to Poltergeist’s shroud, swords, and tricks.

Adept:
Leeching Phantoms: Your phantoms leech health. Summon a phantom when you use your heal skill.
-Siphon Damage: 80
-Siphon Heal: 125
Debilitating Blades: Your blade skills inflict cripple. Your critical hits cripple your foe.
-Blade Skill cripple (3s)
-cripple (2s)
-Cooldown: 12s
Boisterous Entity: Gain fury when you evade an attack; whenever you gain fury, nearby allies do as well.
-Fury (3s)
-Radius: 300
-Cooldown: 1s

Master Minor:
Enraging Contingency: When you or a pet/minion/phantom strike a foe gain fury.
-Fury (5s)
-Cooldown: 10s

Master:
Gnashing Hunger: Gain a stack of “Gnashing Hunger” when you siphon health.
-Condition Duration per Stack: 1%
-Ferocity per Stack: 10
-Maximum Stacks: 15
-Duration: 10s
Swift Condemning: Reduces the recharge of Infectious Omen. Whenever you critically hit a target, summon a Harrowing Blade.
-Cooldown Reduction: 33%
-Cooldown: 8s
Delightful Dread: Dismay, Despair, and Dread corrupt boons. Whenever you corrupt a boon, gain fury.
-Boons Converted: 1
-Fury (1.5s)

Grandmaster Minor:
Nefarious Leech: While under the effects of fury, your critical hits siphon health and lifeforce.
-Siphon Damage: 50
-Siphon Heal: 60
-Lifeforce: 0.5%

Grandmaster:
One of Many: Phantom skills inflict vulnerability and have a reduced recharge. Your Harrowing Blade skills are now equivalent Phantom skills.
-1 Vulnerability (6s)
-Cooldown Reduction: 15%
Midnight Traversal: Teleporting reduces the cooldown of Harrowing Blade skills and removes conditions. Your dodge roll is replaced with a short range teleport.
-Conditions Removed: 1
-Cooldown Reduction: 2s
-Range: 350
Dhuum’s Enlightenment: You periodically gain fury. Sources of fury outside of Dhuum’s Enlightenment now grant a stack of Dhuum’s Wrath, increasing the damage of your next critical hit.
-Fury (3s)
-Interval: 2s
-Critical Hit Damage per Stack: 2%
-Maximum Stacks: 25
-Duration: 20s

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Posted by: Rym.1469

Rym.1469

How did you get those tooltips to look like they do in game?

http://tooltips.thatshaman.com/

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144