Proposed changes to traits and skills

Proposed changes to traits and skills

in Necromancer

Posted by: Riccardo.7254

Riccardo.7254

-Spectral Armor: now grants protection and stability 6s each (untraited)
This will partially solve our problem of being too susceptible to control effects

-Signet Of Vampirism: remove passive cooldown or improve active duration to 10s
Terribly designed skill which need a total rework or at leas a big makeover

-Axe AA: add a small bleeding effect each hit like 1 stack 3s per skill hit
Cleave would have been better but required a redesign of the AA, adding a small bleeding each hit will at least provide some condi pressure and a good dps improve overall

-Dagger skills from 2-5: reduced 20% of their cooldown
seriously..

Spectral Walk: redesign skill. Make it like Mesmer teleport and call it “Spectral Vanishing”. Keep Stun Break. 900range. cooldown reduced to kitten (untraited)
this will give us some little more mobility ooc and in combat

-Spectral Wall: added a reflecion effect.
this will give people a little reason to bring a necro into PVE content

-Blood is Power: redesign skill. Draw conditions from nearby allies giving them 2 stacks of might 10s for each condition drawned
this will give people a serious reason to bring a necro into PVE content

Blood Magic traitline:
-II Bloodthirst: siphoning effect increased to 50%
-III Mark of Evasion: removed trait cooldown
-V Vampiric Precision: scales more with power
-VII Vampiric Master: ALL minions now siphon
-IX Deathly Invigoration: healing effect increased (doubled) and healing also on entering DS
-XIII Unholy Martyr: interval decreased to 1s

this traitline needs a lot of rework

Some clarification:
-i main Necro since right after beta
-i played through these years every kind of combination of traits and skill of this profession
-i didnt proposed changes to every trait or every skill because some of them are still viable
-i focused the changes to the areas where necros lack competitiveness

i hope ANET will hear necromancer’s community too and change the balancing they intend to release since it’s not what this profession is asking

Commander Soundless Death, Necro 80 – IoJ
Commander Gammaburst, Warr 80 – IoJ
Headhunter Jaeger, Thief 80 – IoJ

Proposed changes to traits and skills

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

1) Too strong. SA is already a very strong skill, giving it stability on top is too much.

2) Removing passive CD potentially makes the skill a bit too strong against channeled abilities. I’d start off by giving it the 1s ICD per enemy, instead of total. It also needs to siphon not just heal.

3) Axe doesn’t need bleed, its a power weapon 100%

4) Seriously no. Dagger 4/5 are extremely strong, 3 could potentially use a slight reduction, 2 needs a cast time reduction not CD reduction.

5) We’re not supposed to have OOC mobility. This skill is very strong and taken a lot as is.

6) Agreed.

7) Condition removal is useless in PvE, not to mention just a wee bit of might isn’t that good when LH ele can bring 22 or PS warrior can bring 25 on their own.

8) a) Agreed
b) Agreed
c) Agreed
d) What? Minions siphon now already, unless there is a bug I missed. Could you list which ones you don’t see siphoning?
e) This trait’s HPS is already fine, the reason it isn’t taken is more because we can’t live very well without DS and a support Necro isn’t a thing
f) I don’t feel like this fixes the issue, but it might so I’ll back it simply off the basis of the trait being awful

Note: telling ANet to “listen to the community” when the community itself agrees on absolutely not one single detail of how to change the class isn’t possible.

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