New skill wishlist
I’d like to see them implement more utilities that played with HP/conditions. Lower CD utilities but at the cost of sacrificing HP to cast. Honestly anything that brings back the whole idea of playing with HP.
I wouldn’t mind if they added more minions, but I’d like to see ones that synergize with the rest, rather than just add in more things; or add in things we don’t have.
Also bring back some old abilites. I’d love to see us get team-support Aura’s that applied something like weakness on hit.
Just a cleaving skill. That is all I want. A weapon skill that cleaves.
Hmm, well what would Anet do, there’s currently x3 heals and x4 corruption/signet/spectral/minion/well utilities. It might be too much to add 1 utility to each type, but they could be adding them over time to keep fresh content. Then there’s the possibility of a NEW utility type, something like Auras.
This could mean Permanent or Temporary Vampiric Auras, Thorns Auras, Minion Summon Auras, Boon Stripping Auras, Condition Transfer Auras, DHUUMFIRE+TERROR AURAS (loljks).
fun
This could mean Permanent or Temporary Vampiric Auras, Thorns Auras, Minion Summon Auras, Boon Stripping Auras, Condition Transfer Auras
I’d love to see those kinds of things in the game.
Rising Bile. With a special animation.
That is all.
Bring back the Orders. I’m with Bhawb on that.
Seconding Lokyate.
They already have the Candy Cord/Zaithaffy vomit animation.
MAKE THIS HAPPEN!
1) Utilities and/or Traits to make more use of Torment
2) More Fear (not saying we need it, but it is a wonderful condition)
3) Another minion
4) Also very much like the ideas of new Auras as mentioned above
auras would be awesome :-)
New Set of Utilities called Bonds;
- Order of Pain; Form a bond with 3 nearby allies boosting their and your damage by 10%. Bond ends when your health goes below 50% or when your allies step out of range.
- Blood Bond; Form a bond with 1 nearby ally boosting their health by 10% and providing them 3s of regen every 5 seconds. You have 10% of less health and receive 3s of bleeding every 5s. This bond ends when you reach 20% health or your ally steps out of range.
- Cultist’s Fervour; Form a bond with 3 nearby allies boosting their and your endurance regen by 50%. This bond ends after 60s or when your allies move out of range.
EDIT: Thought I’d throw in one more since there’s 4 skills in every set for the Necro;
- Dark Bond; Form a bond with nearby 3 allies. For 60s, allies affected by this bond have a 25% chance to remove a boon, when a boon is removed from an enemy, that enemy takes damage.
Another Set of Utilities; LIFE STEALING!!!
- Vampiric Gaze
- Ravenous Gaze
- Angorodon’s Gaze(What happened to those animals anyway? Did they go extinct after the rising of orr? They were very funny necromantic animals)
- Blood of the Aggressor
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
(edited by Dirame.8521)
ORDERS!!!
Order of Undeath; Teleport each minions to a foe. Minions deal 33% more damages for 6 seconds, lose 6 % of Life Force each time a minion attacks. End prematurely if Life Force drops below 5%.
Order of the Vampire; For 5 seconds, allies deal 20% less damages, attacks steal life. Ally with less than 50% Health steals twice as much.
Order of Apostasy; Allies lose all boons, gain Quickness for 4 seconds.
Order of the Spectre; For 3 seconds, allies move twice as fast and chill nearby foes for 2 seconds each second.
[snip]
Another Set of Utilities; LIFE STEALING!!!
- Vampiric Gaze
- Ravenous Gaze
- Angorodon’s Gaze(What happened to those animals anyway? Did they go extinct after the rising of orr? They were very funny necromantic animals)
- Blood of the Aggressor
^ Seconded.
Also:
Insidious Parasite.
Hex Spell. For 5…13…15 seconds, whenever target foe hits with an attack, you steal up to 15…39…45 Health from that foe.
Since this was a hex spell in GW1 and GW2 doesn’t have hexes, it would have to be modified a bit. Turn it into an aura enveloping the necromancer who casts it. The necromancer then life siphons health from any foe striking him or her while under the protection of this aura. Think Chaos Armor but with a necromantic twist. It might even make sense to give it a similar name; Dark Armor.
Though, honestly, we do – functionally speaking – have hexes in the game. Look no further than the recent addition of Tainted Shackles. It applies an effect to an enemy which can not be removed short of getting out of range of the necromancer. If this skill can be made to apply such an effect to opponents, so, too, could Insidious Parasite. This way the necromancer is siphoning health from the “hexed” foe regardless of who or what that foe attacks; it’s not limited to attacks on the necromancer alone.
There are pros and cons to each approach. In the case of the armor version, this permits the necromancer to life siphon from any foe that strikes him or her. Thus, there’s the potential for a massive amount of life siphoning. Consequently, the amount of life siphoned per attack on the necromancer would have to be low or the duration short to balance it.
Conversely, in the latter version in which Insidious Parasite is applied to a single target, the life siphoning per attack would have to be greater or the duration would have to be longer in comparison to the aura/armor version. This is because the life siphoning is coming from a single foe rather than the potential for life siphoning from multiple foes.
Blood Renewal
Enchantment Spell. For 7 seconds, you gain +3…5…6 Health regeneration. When Blood Renewal ends, you gain 40…160…190 Health. (This first requires a 15% sacrifice of max health when casting this spell)
Like Insidious Parasite, this skill would have to be modified, as well, since there are no enchantments in GW2. However, we do have auras and unremovable, uncorruptable, passive effects such as guardians’ virtues. These fulfill the same role in GW2 as enchantments did in GW1; a persistent effect that grants a boon to a player.
I’d like to see a return to the days of necromancers being able to use their health as a resource; sacrificing it and manipulating it to benefit themselves. Currently, our extra health does little more than delay the inevitable; we’re just punching bags with high hit points. Being able to leverage all of that extra health to our advantage through skills would be very necromancer-y.
Well of Maiming
This well pulses once per second for 5 seconds. Each pulse inflicts 1 second of immobility on enemies caught within. A secondary effect would be to either do some minor damage, inflict 1 stack of bleeding for two seconds, or remove 10% of endurance with each pulse. Unblockable.
(edited by Kraag Deadsoul.2789)
What about something that made conditions look like boons on the enemy for like 5 secs. Might help with all the condition clearing. So stacks of bleeding will show up as stacks of might and so on and so forth.
Also, a condition that increases the bleed cap by 100% for 5/10 secs, stacks in duration.
Yeah I either want a mainhand sword. Or some utility skills which buff/support the team like auras. If we could boost group dps with some sort of aura we would instantly become viable in dungeons.
Vampire spells/blood sacrificing, please