Lupi solos on 9/9 professions
Wost Engi NA
My idea is to add a new corruption type elite skill that gives all party members a buff that provides a large dps boost, while also causing them to take increased damage. Both the buff and the debuff would be unique, non-stacking, and unable to be cleansed.
It would act similarly to time-warp however with either a greater dps boost or a shorter cool-down allowing it to be used more often. This will be balanced by the increased damage received. The loss in defense allows the skill to fit the corruption theme, while also allowing it to be extremely strong dps wise without becoming game breaking in pvp.
This is in a sense just a band aid fix for the problem of pve encounters simply not requiring what necros are strong in. What it does do though is give necro a powerful way to support their teammates which is all the class is really lacking, aside from active defense. Additionally this comes under the assumption that we will ever get new elite skills, however if we do, one like this would help.
Problem is any debuff on an ally is cool in organized dungeons and such, but Anet didn’t implement those things because of the potential griefing.For instance, an upleveled necro could kill you by putting this debuff on you right before a backstab, or people would troll at any world boss by getting people one shotted, etc.
This will never ever be implemented. Also, you don’t need to add any new skills, just a few new traits, and changes to bad skills.
For instance, Blood is power should apply to all allies, the skill is incredibly weak. Corrosive Poison Cloud is equally bad, projectile destruction would make it much better. Add some blast finishers to current skills as well.
Then all you really need is change siphoned power, merge or delete some of the useless necro traits (at least a third will never be in any good build unless they are minors), and put traits that buff party dps in their place. There are about a million ideas for that, so I won’t go into it.
ultimate bunker.
What does a bunker have to do with the PvE meta? There is no “hold the point” in PvE.
i recently salvaged my necros scholar runes and put them on my thief. hope is dead.
What does a bunker have to do with the PvE meta? There is no “hold the point” in PvE.
You absolutely need this for arah p3 ritual and cof p3 event.
What does a bunker have to do with the PvE meta? There is no “hold the point” in PvE.
You absolutely need this for arah p3 ritual and cof p3 event.
Its good for rounding up adds and distracting them while the rest of your team does work. Not sure how it would do in fractals as I haven’t done fractals in almost 2 years.
What does a bunker have to do with the PvE meta? There is no “hold the point” in PvE.
You absolutely need this for arah p3 ritual and cof p3 event.
Its good for rounding up adds and distracting them while the rest of your team does work. Not sure how it would do in fractals as I haven’t done fractals in almost 2 years.
Last time i checked there was no controlled aggro mechanic in game. And the aim of PvE is to kill things. That requires damage. So the meta focuses on taking the minimum defence and support needed while maximising damage. Bunkering doesnt fit in the meta. It can fit in casual groups i suppose.
Eh I’d much rather have an elite that causes all nearby allies to steal health with every attack while active.
How to make necromancer welcome in dungeon?
Make the trait “furious demise” Party wide. Here you go, Necromancer give fury on demand, necromancer become usefull.
They could also change “Unholy Martyr” this Grand master trait that we wouldn’t take even if it was an adept trait, to something usefull (party wise) like :
Dark aura : while in death shroud, your teammate gain the buff “dark aura” allowing them to steal life each time they hit. Life stealed would be at the level of vampiric.
This would grant a real party support. (not saying that vampiric damage and heal is worth anything, just saying that this would be in a better direction)
Would giving Necromancers a trait that made their active well and mark duration increase by X second(s) each time they crit be overpowered? What if you limited it to crits while in deathshroud?
Would have an enormous impact on sustained damage while not having that large an impact in WvW because fights are very mobile and still leaves very easy counter play in PvP because you can just CC the necro’s life transfer which is the only skill that would really wrack up the timer because life blast has a long cast time.
In a perfect world a necro would drop Well of Suffering for 5 seconds. Life Transfer could up that an additional 9 (minus about 3 to 5 seconds to account for global cooldowns and the channel time) seconds and Life Blast spam could probably keep it active long enough for you to run out of Life Force. When you drop out the cooldown will be up and you’re ready to repeat once life force is full.
Just balance it so you can never have more than one active well of a single type up so people don’t manage to stack multiple wells on top of each other.
Give us Grenth’s Balance Elite from GW1 and make it work on bosses.
Here, Necromancer required in every single PvE encounter.
Give us Grenth’s Balance Elite from GW1 and make it work on bosses.
Here, Necromancer required in every single PvE encounter.
Would be pretty funny to do 600k with one skill. Let it crit and be affected by buffs and modifiers and do even more.
Necro 1 shot meta.
(edited by Spoj The Second.7680)
“Grenth’s Balance is most effective when:
The target has as much health as possible and
The caster has a high maximum health, but is left with very little actual health.
"
Sorry no 1 shot meta, it balances around caster health.
(edited by Targuil.3741)
Ah sorry I missed the cap of casters maximum health. So i guess potentially the max damage would be around 40k. Which is pretty average considering frostbow burst.
New utilities. Give Necro the party support it needs, and new utility skills that consume a portion of their life force pool when cast
How to make necromancer welcome in dungeon?
Make the trait “furious demise” Party wide. Here you go, Necromancer give fury on demand, necromancer become usefull.
I actually like this. It would be the necro version of Phalanx Strength. I could go for that. Having near perma fury for everyone in the party would cause necros to be highly sought after.
But one thing to help bring necros to more usefullness in PvE (read: dungeons) would be to have more cleave options on weapons, and a rework of how conditions work in group settings. And of course being able to provide group support in the form of boons. (i.e wells)
at OP, as far as your suggestion, it’s not terrible, but I think with the right amount of tweaking something like that could be pretty cool. Kind of like a stance or aura.
Furious demise being group fury would be nice for pug groups without eles. But persisting flames on ele completely negates the need for a fury stacker. Plus its permanent whereas furious demise is like just over 70% uptime maximum and thats by reducing damage to get near to death. You can get more if you stack boon duration. But you are gonna lose even more damage that way. Otherwise its 50% uptime assuming perfect DS flashing.
I definately still support the suggestion though. Its a step towards making necro less selfish. But it wouldnt really effect the meta.
There are two ways to get necro into the meta.
1. Give us so much damage that we are worth more than an extra ele taking icebow and glyph of storms. A unique group buff might also be an option. But ranger has frost spirit and spotter and thats not worth it over an extra ele currently.
Or
2. Give us a load of extra utility so we can play a defensive role. For example a guardian might be currently required for one dungeon but its a bit overkill on defence so you could swap it for a necro which provides slightly less defensive support but more damage. To do this we would need reflects/projectile blocks. And maybe group stability (well of power?). A good way to ensure this method would be to give us the defensive utility but also give us a unique group damage buff. That way we provide a hybrid role of ranger + guardian but at the cost of less mobility.
(edited by spoj.9672)
Mobility in PvE isn’t a real issue and giving you the ability to replace 2 other classes isn’t fair for the other 2 classes.
Part of the problem is the damage just isn’t there and the other part is the utility that PvE players want isn’t provided by the Necromancer at all.
Since most PvE content revolves around a stationairy boss stuck in a corner while a stack of players is in front of it hammering away, you’d think the Necromancer would do well because of all the wells and marks, but it just doesn’t.
This is why I suggested what I did above… if they could find a way to allow Necros to dramaticaly increase well uptime without overpowering things in sPvP on points, you’d have enough sustain damage plus the perma 300hp/s would probably give you the utility you need to get invites.
When i said a hybrid of the two i didnt mean it would replace them. I meant it would take some aspects of both of them. For example some group damage buff alongside some defensive support. Guardian would still be better for defensive support and ranger would still be better for group buffing. Necro would just be a balance inbetween. Which means in places where higher defence is needed guard would still be taken. In places where a little is needed then Necro might be taken. In others you might take a ranger although i suspect in those you would just take an extra ele.
But thats a problem with ranger balance. Ranger does actually have some good defensive stuff aswell so they are already a kind of buff + defence hybrid. But its not quite good enough to use them in the current meta outside of casual runs. But despite that they are in a decent place for casual runs and casual PvE. So putting necro into a similar role can only help.
(edited by spoj.9672)
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