(edited by meow one twenty.4376)
Opinions Wanted: Necros and Downstate
There is room to become a rezz bot (not a downstate fighter, it is highly frowned upon by both necromancers and non-necromancers), but we need a few things:
DS interaction: right now death shroud interrupts rezzing, which is downright detrimental for any down state role the necromancer can have.
Stability + damage migitation: if you want to rez you will have to be able to complete said rez, so you can’t be interrupted or killed in a reasonable amount of time. Unfortunatly DS doesn’t cut it because it does not cancel cc and DS cannot migitate the damage enough since you aren’t moving/dodging.
Plague: plague is the perfect tool for rezzing for a necromancer. damage migitation + cc problem is, you can’t rezz in plague unless you cast plague mid rezz which limits it’s rezzing capabilities. So if you can rezz people in plague it will help that role as well.
The need for stability isn’t unique to just rezzing. Of what we have now, how could we make them useful?
What about longer range teleport on Shroud 4 with Z-axis teleports? Or halving the cast time of Signet of Undeath? Ways to make reviving possible without actually pressing the “F” button could be great.
Signet of Undeath should have a range equal to the Life Transfer port/heal. Improve the passive so it’s more appealing and reduce the cooldown but 25%.
Allow ressing in form elites. Plague is an excellent contender for this.
You forgot : prevent “bleed” effect of downed allies.
1. No, it’s just Anet thinking that rezzing allies is a kind of usefull support.
2. You’d have to change the game to make these usefull. Well to be honest it could have been perceived as usefull at the begining of the game when nobody knew about game mechanisms and dodges.
A lot of people like the suggestion to move Signet of Undeath to the elite spot where it doesnt compete for a spot with a necessary stun break.
It wouldn’t even need to be buffed much.
The Necromancer downstate is trash even with the trait. Yet with the trait people say its OP. How can both Opinions be right at the same time?
A: Sigil Procs and Spinal shivers from Chilling Darkness does too much damage with the 25% bonus.
In the other thread, I suggested Spinal Shivers be tweaked so that it’s purpose was not to set up a team spike in the middle of a group fight (Necromancers suck in group fights and anet doesn’t seem to want to change this), but instead be a more spammy attrition control weapon meant to combat superior boon spam and mobility.
Suggestion:
Spinal Shivers. 3/4 s cast. Chill 4(s). Same Damage & no bonus damage. Convert two boons (no bonus damage) 10(s) cool down.
Less damage, less chill, less boon rip, less cast time, & less cool down.
Chilling Darkness Spinal Shivers needs its 50% proc nerfed hard if a lot of the things we need fixed are ever going to be fixed. (Bad downstate, no “finisher” skill on the class resulting in 1 spam gameplay)
Reapers are going to get chill on their fears.
Enemies hit with 1 second downstate fear will not even be moving out of stomp range. Ouch!
Brief overview of Necro’s downstate abilities:
- 25% increased damage while in downstate
- Revive 10% faster and cast Well of Blood when you begin reviving a teammate
- Exiting Shroud partially revives downed allies
- Shroud skill 4 teleports and partially revives downed allies
- Signet of Undeath revives up to three allies in 180 radius with 180 sec cooldownCurrently three of the traits are fighting against the self-heal and Vampiric traits in the Blood Magic line. Signet of Undeath has the same main purpose as Warrior’s Battle Standard, but lacks the Might, Fury, Swiftness, Blast Finisher and 600 radius. What’s worth noting is with the rise of Rampage there is a lack of Battle Standards being used.
So, I have a couple questions for everyone…
1) Do you think there could be a unique purpose for Necros as Masters of Downstate?
2) How do you think traits or skills could change to make these abilities more useful?
Actually, the main problem of Signet of Undeath is not the high cooldown or even the low radius, but the insane cast time. It should be reduced to 2 seconds. Also, the cooldown could be reduced to 120~150 seconds. This problem is not only of this skill, but all utility slot revive skills.
All utility revive skills are gabage, the only ones that is worth using are the banner and the ranger elite spirt.
I’ve been wondering about the “heals and partially revives” phrasing in Transfusion and Life from Death. I always thought that when you healed allies it also affected downed allies, was I wrong? If you’re downed and an ele casts Cleansing Wave next to you, don’t you receive any healing too?
If so, what does “heals and partially revives” means? Does the “partiallly revives” portion of the trait functionality act in addition to the healing? So if I’m downed and someone uses Life From Death, will I receive 790HP in healing, and also be revived an additional 5% my downed health? Or does the “partially revives” overwrite the healing, and downed players only receive that portion, and not the healing?
Or have I had it wrong all along and you can’t be healed in downed state?
I’ve been wondering about the “heals and partially revives” phrasing in Transfusion and Life from Death. I always thought that when you healed allies it also affected downed allies, was I wrong? If you’re downed and an ele casts Cleansing Wave next to you, don’t you receive any healing too?
If so, what does “heals and partially revives” means? Does the “partiallly revives” portion of the trait functionality act in addition to the healing? So if I’m downed and someone uses Life From Death, will I receive 790HP in healing, and also be revived an additional 5% my downed health? Or does the “partially revives” overwrite the healing, and downed players only receive that portion, and not the healing?
Or have I had it wrong all along and you can’t be healed in downed state?
I would like some clarity on this too.