Remove duration from rise

Remove duration from rise

in Necromancer

Posted by: guildabd.6529

guildabd.6529

Shambling horrons die after 25 seconds. Why? They can’t do much in that time.
Just add a hard cap (50 horrors) to prevent unlimited minion horde.

Remove duration from rise

in Necromancer

Posted by: Cogbyrn.7283

Cogbyrn.7283

50 horrors is your recommended cap? I personally prefer horrors that don’t degrade but last a set duration.

This isn’t GW1.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

Remove duration from rise

in Necromancer

Posted by: Tobias.8632

Tobias.8632

That doesn’t mean it shouldn’t be GW1

Remove duration from rise

in Necromancer

Posted by: Cogbyrn.7283

Cogbyrn.7283

That doesn’t mean it shouldn’t be GW1

Actually it does. GW1 worked because all of its systems supported its design. GW2 would need an overhaul to go back and approach GW1. Picking and choosing mechanics and smushing them together from both games would be a recipe for disappointment.

Rise! is designed to be a cool down with minions, not a minion ability. Shoehorning it into a minion ability doesn’t sound like good design to me.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

Remove duration from rise

in Necromancer

Posted by: Dead.5829

Dead.5829

I’m curious what you expect them to “do” in their time alive? They aren’t there to be damage dealers. They’re there to give you damage mitigation. You don’t need more than what’s required to give you that mitigation for X time period given your predicament.

While the idea of a huge horde of minions is interesting, it’s not necessary for the functionality of the skill. 2-6 is fine.

Remove duration from rise

in Necromancer

Posted by: Tom Wolf.1340

Tom Wolf.1340

U dont get it.. ive myself ran into the same problem runing a mm reaper.. suddenly they die due of their time limit and i get my kitten handed to me.. (zerk gear) wich sometimes kinda surprises me and i drop..
The last beta a few weeks ago worked flawlessly, as in their life scaled with minion traits. BUT.. the unlimited number of them was ridiculous, wich is a posibility if u have shouts traited in reaper..
The skill says up to 5 extra are spawned if there are that many mobs so a total of 6, so instead to add to that number why not replace the old ones with the fresh new ones if the “old” minions are still alive?
Kinda like a maximum number of that minion type would be 6 and if the skill cd is up and u use it again to raise new minions the old gets replaced if the total number would surpass 6.
That in it self would also trigger nova and what not u have traited..
so in short, they changed the functionality of that skill so it is much less useable than it was before, and can get u in nasty situations…
just my 2 cents for u.. :P

https://wiki.guildwars2.com/wiki/%22Rise!%22
This is the old functionality of Rise, instead of the current 25 sec duration why not replace that with “maximum number of minions: 6” or the like?

(edited by Tom Wolf.1340)

Remove duration from rise

in Necromancer

Posted by: mattmd.8162

mattmd.8162

50 cap too small. 1,000 horrors.

Remove duration from rise

in Necromancer

Posted by: Vydahr.4285

Vydahr.4285

Just, you know, out of hypothetical curiosity…………. how many shambling horrors would it take to freeze a PvP match? Just for the sake of academic knowledge, of course

Drahvienn
Sylvari Power Reaper

Remove duration from rise

in Necromancer

Posted by: Dadnir.5038

Dadnir.5038

I find that “rise” is in a good spot right now.

The duration is good and allow an interesting damage mitigation since these horror are not meant to do “damage” on there own. In most of the fight you’ve got near permanent uptime of these guy.

Also, 50 horrors would grant you 1000 toughness + 50% perma damage reduction as a basis. Add to this pretection (33% damage reduction), damage reduction from poison/chilled foe and the reaper become unkillable.

Unkillable lead to nerf. So yeah, 6 horrors with a gated uptime is fine.

NB.: I didn’t add vampiric effect because it would have become awfull for sustain as well as DPS.

No core profession should be balanced around an optional elite specialization.

(edited by Dadnir.5038)

Remove duration from rise

in Necromancer

Posted by: Clairenix.2780

Clairenix.2780

Rise is great right now.

Remove duration from rise

in Necromancer

Posted by: Tim.6450

Tim.6450

I prefer a cap of 6 and no limit or a duration increase to 40 second.

EverythingOP