Post your unique effect necromancer traits
Aura of the Lich – every minion is summoned with an unremovable buff that, when killed, has a chance to summon a jagged horror.
Order of Undeath – minion damage is largely increased whenever they crit, but you receive feedback equal to the extra damage caused.
And just to appease all the MMs:
Blood of the Master -when a minion takes damage that would kill it, you jump in a dramatic (and slow mo) fashion in from of them screaming NOOOO, and are downed, and all minions are healed to full.
Mostly stolen from GW1 and dota:
Parasitic Bond: Every 25 seconds, a parasitic bond is placed on your current target for 10 seconds. While active, it slowly leeches health from the enemy. Will be removed when using a condition cleanse (or when dodging, like the bees/karka/birds?). When the bond is removed, runs out or the target dies, the necromancer is healed for a big amount.
Heartstopper Aura: Up to 5 enemies near the necromancer lose 2%/3% of their max health per second. The necromancer gets 0.5% life force per affected enemy.
Insidious Parasite: You siphon life from enemies every time they attack you. (Blood magic, grandmaster/master)
Defile Defenses: Every time an enemy blocks/evades/blurs/distorts one of your attacks, you deal X damage to them. (the attack itself is still avoided).
Corrupting Combos: Your combofields corrupt the ground, removing any hostile combo fields (or turns them into a poison-field for the enemy). Main purpose is to deny enemies heals/might stacks in wvw and get some area controll. I actually wanted Corrosive Poison Cloud to have that effect, but since the thread is about traits…
Eldritch Resonance – Upon generating 100% life force, you let out a wail of sorrow, binding enemy hp to your life force for x amount of seconds
what do you mean with ‘binding’?
Sigils for everyone!: Your minions use your current Sigil(s). The internal cooldowns of the sigils for each minion are independent from each other. On-crit-sigils will trigger on crit, On-swap-sigils will trigger when the minion’s special ability is used or the minion dies.
Gunnar’s Hold
(edited by RashanDale.3609)
what do you mean with ‘binding’?
Tshackles, Morgana ulti, Wisp, etc. If you mean what as a effect, easy all the damage they deal to DS is taken by them, but also all life force gained (what at 100% would be 0 unless you use it just for a absorb) heals them for 1/4 of the % value or something like that.
(edited by Andele.1306)
From the Grave – A well (with the Grasping Dead animation) which cripples and Torments each second. Lasts 7 seconds.
Play Dead: Reduces Health to 1 and puts the player in a defeated stance but causes mobs to release aggro and grants invulnerability for 30 seconds.
Jagged Bones: Whenever one of your minions die they inflict bleeding on nearby foes and summon a jagged horror. Jagged horrors are exempt from this effect.
sigil: on crit 10% chance to spawn a jagger horror
Ranger/Necromancer- Anvil Rock PvP
Deadball: Every time you get CC’ed more than 10 seconds, you spawn 1 jagged horror with stability.
Ping Pong Powie! Necromancers hit with three knockdowns, knockbacks, or tosses within 30 seconds gain an automatic stun break, 5 stacks of Might and Stability for 5 seconds.
Oh, wait. That’s actually helpful.