Remove bleeds entirely from Necro and give us Necrosis stacks instead.

Remove bleeds entirely from Necro and give us Necrosis stacks instead.

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Posted by: Jawapima.6978

Jawapima.6978

Separate stack from bleed that only our class has access to called Necrosis (insert name here). It can function exactly as a bleed does now, but wouldn’t be subject to bleed stack caps.

It would alleviate the bleed stacking issue for our class. (Or at least mitigate it. We’d still run into the 25 cap with multiple necros in the group).

Would be nice I think.

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Posted by: Vagelis.9562

Vagelis.9562

Not a bad idea , a unique DoT would support our notoriety as condition freaks. I dont know about the name , but it could be inserted maybe on the crappy 1 staff skill , maybe in axe or somewhere in death shroud

Revive Tybalt Leftpaw, only guy obsessed with sth other than Dragons Zombies or outrunning centaurs

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Posted by: Jawapima.6978

Jawapima.6978

Yeah that’d be nice for the staff 1, for sure on the axe, and maybe it could be the 5th skill in DS.

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Posted by: Alekto.8297

Alekto.8297

well… that’s a nice idea! We would have something the other professions don’t have
+1

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Posted by: Ground Stop.9538

Ground Stop.9538

Yeah that’d be nice for the staff 1, for sure on the axe, and maybe it could be the 5th skill in DS.

I don’t know if they would ever consider adding these kinds of changes for a couple of reasons. The staff 1 will probably never get any condition damage added because it counts as a projectile combo finisher. The axe will probably never get condition damage because its primarily designed as a power weapon (much like how you’ll probably never see the scepter putting out burst damage as its designed for conditions). As for DS, a 5th skill would be cool but I think the norm for profession abilities is 4 abilities at the most.

Still, Necrosis sounds like an awesome name for a condition, haha.

Cronus | [FEAR] | Fort Aspenwood

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Posted by: NecropsY.8649

NecropsY.8649

I support this idea!

infact it would be nice if Necromancers had access to more then 1 type of custom dot

Necrosis (a great name great band(s) also have that name)
Carrion ( a great dot name)
Rotting ( more straight forward also great dot name (would have some kind of attack power lowering affect with dot dammage)
Riggor (like riggor mortis would be more of a freeze type effect)

i dont see why every class in gw gets the same 2-3 dots its just bleed/ poision burning
yawwn how boring

this would make us feel alot more like necromancers insted of warriors with sticks

this could be done in a couple hours
its not hard to program dot effects into games lol

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Posted by: Jawapima.6978

Jawapima.6978

I wouldn’t want to speculate on timeframes, but I agree. It’d be nice to have some class specific mechanics like this.

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

Are there any other profession-specific damage types?

As much as a I like this idea (and the name ‘Necrosis’) I imagine it would end up giving us an unfair advantage in DEs.

Stealth nerfs are the perfect fertilizer for mistrust.
PVE Power and Support Build

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Posted by: Wayfarer.2051

Wayfarer.2051

I actually propose dsomething like this a short while ago.
I think a unique Condition for the Necro should do more than just deal damage.
Some effects I though of were:
*increase damage dealt by conditions
*decrease damage dealt by target
*reduce Power and Condition damage
*increase in effectiveness with every additional condition on the enemy
*increase cast time of spells and abilities
*increases critical hit chance against target

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Posted by: Dibrom.6408

Dibrom.6408

Are there any other profession-specific damage types?

As much as a I like this idea (and the name ‘Necrosis’) I imagine it would end up giving us an unfair advantage in DEs.

Guardian’s Binding Blades is it’s own DOT type

Arenanet: The paragon of truth.

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Posted by: Daimius.7128

Daimius.7128

Considering that this class is the premier bleed/condition class of the entire game, it doesn’t make much sense to have necros compete for bleed stacks w/ every other playable class in the game. This is a great idea that would at least give necros competitive DPS instead of having to compete for DPS.

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Posted by: Jericho.4521

Jericho.4521

I think this is a cool idea, but I’m sure it would be pretty difficult to actutally implement and balance a brand new condition.

It is kind of annoying how we were told that we would at least have a unique CC (fear), but we didn’t and to rub salt in the wound, we don’t even do it best.

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Posted by: Jawapima.6978

Jawapima.6978

It shouldn’t be too difficult to balance if it is just bleed under another name with a separate stack. I agree about the fear thing.

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Posted by: MrDreadful.7014

MrDreadful.7014

Bleed Warriors and Necros could be friends!

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Posted by: Sparda.9750

Sparda.9750

good idea.. but.. they’ll never realized.. should be change too much thing ( traits, skills, weapons skills) and find a new kind of mechanic.. either if could be very nice!!

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Posted by: Reevac.1748

Reevac.1748

I’d rather take burning. We have no access to burning. It’s get the biggest % of damage upgrade for each point of condition damage.

Call it whatever you want but I’d rather take burning. I mean elementalists get bleed and poison, so we should get burning.

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Posted by: Andele.1306

Andele.1306

That would be just like the impaled effect of the warrior, unremovable by condition removal, still just working like a bleed, not effected by cap, good idea.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Xyvius.1679

Xyvius.1679

This is a great idea. I believe the Necromancer should be condition-focused and this is a great way to do it.

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Posted by: MysticoN.5068

MysticoN.5068

Separate stack from bleed that only our class has access to called Necrosis (insert name here). It can function exactly as a bleed does now, but wouldn’t be subject to bleed stack caps.

It would alleviate the bleed stacking issue for our class. (Or at least mitigate it. We’d still run into the 25 cap with multiple necros in the group).

Would be nice I think.

Nice ide, but it realy a half fix. 25 stack of “Necrosis” can still be easly done if its a few necros attacking the same target.

MysticoN – 80 Necro
Draci – 80 Guardian ( on hold)
-Far Silverpeak-

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Posted by: Archmagel.1350

Archmagel.1350

I’d rather take burning. We have no access to burning. It’s get the biggest % of damage upgrade for each point of condition damage.

Call it whatever you want but I’d rather take burning. I mean elementalists get bleed and poison, so we should get burning.

Agreed with having fire here. 25%cond(burning) > 5%cond (bleeds) and 10% (poison, which I don’t think many use)

I do wish we had our own unique condition again (Fear anybody?). We are supposed to be the masters of conditions. I saw something about hexes or curses earlier in another post and that sounded good, too. I miss having the exclusive things like the hexes we had in GW1.

Fort Aspenwood~ Archmage Logan(80 Necro)
(“Big Hat”)Praise the Sun!

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Posted by: Kaleygh.1524

Kaleygh.1524

This sounds pretty awesome, i hope the devs take this into consideration.

Kaleygh – MNMN
3 wvw kills

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Posted by: Ascii.9726

Ascii.9726

Its a good idea but things “unique” to a class dont stay unique for long. The devs do need to do something about condition builds losing out DPS in dynamic events due to the 25 bleed stack limit though.

Rank 580+ Necromancer WvW Stream
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Posted by: Maskeus.2396

Maskeus.2396

If they make a new condition, I’d really like for it to be able to affect objects. Attacking turrets/generators/gates/cells with a condition build is hell.

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Posted by: digiowl.9620

digiowl.9620

Or how about having some kind of mechanic for when the bleed stack overflows?

Anyways, i think the real issue is how events deal out rewards. You can’t really do anything but hurt the event mobs or else you get a bronze. Bump into the condition stack roof, revive fellow toons, or do anything but hurt the mobs and you see your end reward slip.

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Posted by: digiowl.9620

digiowl.9620

If they make a new condition, I’d really like for it to be able to affect objects. Attacking turrets/generators/gates/cells with a condition build is hell.

Well “necrosis” could tie into that as a kind of accelerated decay. So when hitting inanimate objects they would rot or rust, and hitting living beings they would kind of age rapidly (More accurately, cells would die faster than they could be replenished. But outwardly it would take on the appearance of aging. if the engine had allowed such detail that is).

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Posted by: poe lyfe.5879

poe lyfe.5879

why not call it disease and make it seperate but linked to poision with only a stackable duration i could settle for that. it should also spread.

Wintersday is for the Charr, also Meatober.

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Posted by: Sparda.9750

Sparda.9750

stacking duration?? terrible.. need to stack in intensity..
should be interesting knows how Anet thinks about it

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Posted by: Levian.6742

Levian.6742

I’ve never played a condition Necro, so forgive me.

I keep hearing that the bleed cap limit is an issue for our profession. I can see why, quite obviously. But why is it just an issue for Necros? Isn’t this an issue with all professions that go for a condition build? Most profession’s conditions are bleed, with a few exceptions for burning.

Can someone explain why we specifically need a new condition to mitigate this issue, while other classes don’t?

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Posted by: digiowl.9620

digiowl.9620

Not so much we need it as it is either that or a boost in direct damage performance.

This because our non-DS direct damage lags our condition damage ability.

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Posted by: Xomic.5792

Xomic.5792

Actually, I tend to dislike the idea of “unique” debuffs or conditions. It makes balancing much easier and easier for a player to understand if there’s only a limited number of debuffs or conditions.

I’d rather just see a stack of 25 bleeds turn into something like a greater bleed. IE upon reaching 25 bleeds the game removes them and replaces them with a single ‘greater bleed’ which has the same intensity as the bleeds it’s replacing but in a separate package allowing a second stack of bleeds to be generated.

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Posted by: digiowl.9620

digiowl.9620

Hemorrage perhaps?

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Posted by: Sheobix.8796

Sheobix.8796

^ this.
I support the simple change from bleeds to another DoT to avoid caps, but too many runes ans sigils would no longer effect our conditions. i.e Afflicted runes

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Posted by: TanMan.1374

TanMan.1374

You guys are just now realizing that condition builds are worthless?

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Posted by: BabelFish.7234

BabelFish.7234

Actually, I tend to dislike the idea of “unique” debuffs or conditions. It makes balancing much easier and easier for a player to understand if there’s only a limited number of debuffs or conditions.

I’d rather just see a stack of 25 bleeds turn into something like a greater bleed. IE upon reaching 25 bleeds the game removes them and replaces them with a single ‘greater bleed’ which has the same intensity as the bleeds it’s replacing but in a separate package allowing a second stack of bleeds to be generated.

That’s so simple its brilliant…+1

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Posted by: Sheobix.8796

Sheobix.8796

You guys are just now realizing that condition builds are worthless?

hush. we already know that, it’s okay to dream for the other 1/3 of necro players.

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Posted by: NeuroMuse.1763

NeuroMuse.1763

The problem here is that condition scaling and condition stacking limitations are still the primary problem if that wasn’t the case this idea wouldn’t have any merit. The condition system as a whole needs to be reworked first imho. While stacking limitations in small scale doesn’t come up to often unless you have multiple bleed/condition classes the fact that ANet assumed that it would be a non-issue by capping at 25 is just silly.

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Posted by: Archmagel.1350

Archmagel.1350

Actually, I tend to dislike the idea of “unique” debuffs or conditions. It makes balancing much easier and easier for a player to understand if there’s only a limited number of debuffs or conditions.

I’d rather just see a stack of 25 bleeds turn into something like a greater bleed. IE upon reaching 25 bleeds the game removes them and replaces them with a single ‘greater bleed’ which has the same intensity as the bleeds it’s replacing but in a separate package allowing a second stack of bleeds to be generated.

This would be fine and dandy in pve, but I support this idea for the pvp aspect. As of right now, it would be only under the best circumstances that we achieved that 25 bleed stacks in pvp. Plus, we are the masters of corruption. I think it would make sense for us to have advanced knowledge of conditions enough to have an exclusive one. We only have direct access to bleeds and poison. They are the weakest ones on the list.

Fort Aspenwood~ Archmage Logan(80 Necro)
(“Big Hat”)Praise the Sun!

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Posted by: Sparda.9750

Sparda.9750

I’d rather just see a stack of 25 bleeds turn into something like a greater bleed. IE upon reaching 25 bleeds the game removes them and replaces them with a single ‘greater bleed’ which has the same intensity as the bleeds it’s replacing but in a separate package allowing a second stack of bleeds to be generated.

like to say: don’t limit the stacks.. not the same thing but really near..
i think that necro has one own charateristic: DS. In fact we haven’t a particular attack ( think about the turret of ingeneering, or the mesmer’s clones ) that ain’t the DS.. unfortunaly for a condition build, or a minion build isn’t too important..
a cool changing could be a developed of other 3 DS ( f1, f2, f3, f4), everyone for a kind of build, or, like necrosis, something exclusive to our class

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Posted by: Xomic.5792

Xomic.5792

Actually, I tend to dislike the idea of “unique” debuffs or conditions. It makes balancing much easier and easier for a player to understand if there’s only a limited number of debuffs or conditions.

I’d rather just see a stack of 25 bleeds turn into something like a greater bleed. IE upon reaching 25 bleeds the game removes them and replaces them with a single ‘greater bleed’ which has the same intensity as the bleeds it’s replacing but in a separate package allowing a second stack of bleeds to be generated.

This would be fine and dandy in pve, but I support this idea for the pvp aspect. As of right now, it would be only under the best circumstances that we achieved that 25 bleed stacks in pvp. Plus, we are the masters of corruption. I think it would make sense for us to have advanced knowledge of conditions enough to have an exclusive one. We only have direct access to bleeds and poison. They are the weakest ones on the list.

I believe Anet’s design speaks to an attempt to reduce the amount of “debuff clutter” on the game’s UI, as well as simplify and clarify what every attack will do. If I’m a engineer, I should be able to fight a warrior and receive bleed debuffs, and expect that anyone else applying a similar debuff would do so in a manner than functions in the same way, rather than needing to keep track of 8 profession’s worth of unique powers and effects.

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Posted by: TanMan.1374

TanMan.1374

Why does everyone want to run a condition build and are so against a power build?

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Posted by: gamefreak.5673

gamefreak.5673

Because power builds are so bland for a necro. Ok same for condition builds but overall necro is a boring class no matter how you look at it.

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Posted by: Xomic.5792

Xomic.5792

Why does everyone want to run a condition build and are so against a power build?

I’m much more likely to run a power build than a condition build currently, because I’m trying to force myself to use DS as much as possible, which benefits greatly from power builds rather than condition. But I’ve used conditionmancer in the past and I understand the problems inherent to a 25 stack cap for bleeds.

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Posted by: ZeroRaiNs.7154

ZeroRaiNs.7154

The problem here is that condition scaling and condition stacking limitations are still the primary problem if that wasn’t the case this idea wouldn’t have any merit. The condition system as a whole needs to be reworked first imho. While stacking limitations in small scale doesn’t come up to often unless you have multiple bleed/condition classes the fact that ANet assumed that it would be a non-issue by capping at 25 is just silly.

Correct. The current condition system is quite atrocious. I’m not even sure what the thought process was when it was designed.

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Posted by: Ice Furl.4982

Ice Furl.4982

I really like the idea of giving necros a new condition although bleeds would not need to be entirely from the class, just toned down.
Often when I group with people for dungeons I ask if anyone is speced for lots of bleeds and if more than one other person in the group is than I ask if either of them could bring less bleeds because necros dont have many other choises than bleeds to do damage and always stacking bleeds on a 25 bleed stack obviously useless.
Like op said it could work just like bleeding but would just stack differently. One of the best ideas I have ever seen about how to make necros more viable. I really hope this thread catches the eyes of a developer even though it is an unlikely change to happen it should atleast give them some ideas.

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Posted by: Archmagel.1350

Archmagel.1350

Actually, I tend to dislike the idea of “unique” debuffs or conditions. It makes balancing much easier and easier for a player to understand if there’s only a limited number of debuffs or conditions.

I’d rather just see a stack of 25 bleeds turn into something like a greater bleed. IE upon reaching 25 bleeds the game removes them and replaces them with a single ‘greater bleed’ which has the same intensity as the bleeds it’s replacing but in a separate package allowing a second stack of bleeds to be generated.

This would be fine and dandy in pve, but I support this idea for the pvp aspect. As of right now, it would be only under the best circumstances that we achieved that 25 bleed stacks in pvp. Plus, we are the masters of corruption. I think it would make sense for us to have advanced knowledge of conditions enough to have an exclusive one. We only have direct access to bleeds and poison. They are the weakest ones on the list.

I believe Anet’s design speaks to an attempt to reduce the amount of “debuff clutter” on the game’s UI, as well as simplify and clarify what every attack will do. If I’m a engineer, I should be able to fight a warrior and receive bleed debuffs, and expect that anyone else applying a similar debuff would do so in a manner than functions in the same way, rather than needing to keep track of 8 profession’s worth of unique powers and effects.

I can see the UI attempt, but I have still had enough boons for them to go under my map, lol. Though, I don’t think that 1 more condition, especially one that we could most definitely use, such as this one, will do much harm.

They already have many ways of allowing professions to do things in different manners, though. I am not exactly sure what you mean there. Could you elaborate more? (Sorry, I just get lost in the text sometimes.)

Fort Aspenwood~ Archmage Logan(80 Necro)
(“Big Hat”)Praise the Sun!

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Posted by: Sparda.9750

Sparda.9750

Why does everyone want to run a condition build and are so against a power build?

I’m much more likely to run a power build than a condition build currently, because I’m trying to force myself to use DS as much as possible, which benefits greatly from power builds rather than condition. But I’ve used conditionmancer in the past and I understand the problems inherent to a 25 stack cap for bleeds.

a power build is the only way to use DS and liche form good..

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Posted by: Lil Puppy.5216

Lil Puppy.5216

Everyone has bleed of some type, why can’t we just poison and inflict vulnerability and fear? I’m so tired of adding another stack of bleed onto the stacks that EVERYONE ELSE put there.

Necromancer is a follower of Grenth, power of the dead, inflicter of cold, and yet we bleed everything… Our freeze and chill is pathetic, our minions aren’t ours, and our fear is laughable.

Grenths’ Anticipation – For every downed/defeated player in 2000 measures our ‘something’ increases by 100%. That is something I would spec into.
Frost Might – While in cold environments our ‘something’ increases by 100%. Yeah!
Nightwalker – When it’s nighttime our ‘fear’ is increased by 200%(2 seconds still sucks though). Here we go!
Necrotic Embrace – When target is undead you have a 5% chance on critical to turn it to an ally with full health – maximum (x) turned – cooldown 90 seconds.

There are so many environmental conditions thing like that that are completely missed opportunities.

Thief in the Shadows – while you’re near (400) a tree/building/other shadow caster or at night your ‘something’ is increased 100%.

Elementalist – while standing on hot/cold your burning/chill lasts 100% longer.
While it’s raining your water skills are improved.

100% is just a catch-all, but these should get your minds flowing on different ways to do things and open up to additional traits.

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Posted by: Mammoth.1975

Mammoth.1975

Bleed thief necrosis necro epidemic team wipe.

If you’re not playing to win, don’t complain when you lose.

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Posted by: Aren.9478

Aren.9478

Lil Puppy.5216 – That is starting to sound a lot like Skyrim vampirism : “at certain times or in certain places you get a very powerful buff”…..but we all know what happens next: “In other places and at different times you get a very bad debuff” That is nearly always the case, especially with the characters stereotyped as evil (necromancer, vampire, liche and all the seemingly evil guys) and then the game will be more or less like “I’ve got to play at night and not enjoy the wonderful scenery visible at day time because of buffs/debuffs” and so and so forth.

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Posted by: Lil Puppy.5216

Lil Puppy.5216

Never said it had to be powerful but yeah I guess Skyrim does do that. Anyway, diversity, environmental effects, and thinking outside the mmo box is nice once in a while.