High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)
Warlord Sikari (80 Scrapper)
Just some personal thoughts on the subject:
Trait changes:
- Minion master and Flesh of the Master become merged. Lowers cooldown of Minion abilities (now including pet active skills) by 20% and increases minion health by 20%. (Increase baseline hp by 25% so it easier for non MM to use a minion utility or two.) Minor trait.
- Re-design Reanimator to: Whenever a minion dies, summon a Jagged horror in it’s place. (Incentive to use minion’s sacrifices more frequently, gives the attrition effect/snowball effect back to MM a little bit, and gives Jagged Horrors more time in the lime light of combat.) Master trait, covers the spot where Flesh of the Master was. This does not trigger off of other Jagged Horrors, obviously. Jagged horrors may need to be toned down, too? I don’t know, I didn’t get to see mine very much…
- Move Necromantic Corruption to Master, add a non-minion related Grand Master to fill its spot.
- Personally, I still think Staff Mastery and Greater Marks should be merged. Many other weapon Cooldown reduction traits have more than 1 effect, plus it’d be a little give-back to staff after all the massive nerfs staff recently saw. Post-nerfs it’d be a fitting minor.
- Dark Armor: Take 50% less damage when channeling. (For the most part, you’re not constantly channeling, and you’re still interruptable, its current implication isn’t really going anywhere, and even still, this may not… Hell, I’d be cool if it made you temporarily invulnerable for some real potential avoidance, but axe2 cooldown is way too low for that, so I’m not even going to try that.)
-Death shiver: Pulses every 2 seconds.
- Ritual of protection: Gives 1 second of protection to targets in wells with each pulse. Remove radius fact.
New Minors:
- Move Shrouded Removal to 5 point minor. (Possibly increase to 2 conditions removed? Discussable, I’d have to see it in action.)
- new Shadow Cloak – (15 point minor) Death shroud now gives you and nearby allies protection for 2 seconds. (My reason for this; it really brings the death tree into perspective. It’s a tanky tree, for one, it has boon boost, but not enough boon share, and works well by giving Minion masters active control over protecting their minions when expecting heavy AoE, assuming the Necro stored/saved some life force for the occasion.) I’m thinking something like 900 range, with like a max of 5-10 targets other than yourself.
New Major Traits
- Darkest Path: Dark Path is now ground-targeting, and deals 100% more damage. Grandmaster trait.
Jokes
- Shadow Play – Death shroud now gives stealth for 3 seconds.
- Dark Armor – Now grants immunity while channeling.
Will update later. Give constructive feedback and I’ll revisit my current suggestions shortly.
(Blood Magic throw in, have Bloodthirst allow leeching effects to heal through death shroud.)
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