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Posted by: Sagat.3285

Sagat.3285

Terror vs Lingering is a good match up

No.

In PvP you would chose PoC,Terror no Lingering Curse unless you go PvE, a problem could be where Spite’s condition duration bonus went. Only the new Lingering curse causes a significant issue.

1/5 of distinct builds

I don’t know what you mean by that.

Terror is not taken by powermancer,MM,siphons build(if they exist),spectral masters it’s only used by terromancers,there is a loss of condition manipulation is but Barbed Precision got the +20% bleed trait,Target the Weak allows better synergy with Barbed Precision and rabid terromancers. Every thing stated before this sentence was simply the shift now for the partial improvement, give terromancers and conditionmancers a unique “sustain” choice while maintaining their strength you move Parasitic Contagion down a tier and allow it to work in DS. Terror alone is not worthy of damage so it’s damage is increased while Lingering Curse(my version) remains mostly PvE or a partial condition group support trait.

terrormancer/condi mancer. The difference is the presence of the Master of Terror trait, not Terror itself.

It really isn’t though.
Condi- and Terrormancer are synonymous terms. Condition builds always have Terror, and that makes them “Terrormancers”, that’s all there is to it. The amount of sources of fear or by how much you extend your fear duration is completely irrelevant.

By conditionmancers I see those PvE condition necros they don’t use terror, the lost of Spite’s bonus condition duration affected some variations of Terromancers so that’s why it’s damage should be buffed then the spec as whole can be improved.

Another thing about the curses grandmasters. Its a condi and crit line. But all 3 grandmasters are flat condi traits. They arent related to crit chance at all. We could simply have some kind of on crit trait which benefits both condi and powers. For example might on crit (forceful greatsword style trait but not tied to a specific weapon).

I proposed a trait that increase crit damage based on conditions on foes it fits with the previous stats of the line (precision+condition damage) and the rest of the minors and traits themselves.

Please and thank you.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

(edited by Sagat.3285)

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Posted by: Sagat.3285

Sagat.3285

Also a condition that negates boons effect(reverse of resistance) and is mainly found on necro will help the class in identity and put the meta in check(+actually improving it),don’t think about it for revenant. AoE boon generation and cleansing are on another level from their counterparts.

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Posted by: ronpierce.2760

ronpierce.2760

Also a condition that negates boons effect(reverse of resistance) and is mainly found on necro will help the class in identity and put the meta in check(+actually improving it),don’t think about it for revenant. AoE boon generation and cleansing are on another level from their counterparts.

That might be okay now, but honestly, I think Resistance should have never existed. That or rework condition removals to be more of resistance instead. Both just seem weird to me… Like they were grasping to have a unique way to handle conditions on revenant.

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Posted by: flow.6043

flow.6043

1/5 of distinct builds

Terror is not taken by powermancer,MM,siphons build(if they exist),spectral masters it’s only used by terromancers

Oh so you meant to say there are 5 types of builds for the necro?
Well, I could argue that we have even more and vamp builds are not one of them.
And what is a “spectral master”? It’s not like any type of build can’t pick spectral utility skills.

By conditionmancers I see those PvE condition necros they don’t use terror, the lost of Spite’s bonus condition duration affected some variations of Terromancers so that’s why it’s damage should be buffed then the spec as whole can be improved.

Well, in PvE you can use food, it’s very easy to max out bleeding duration this way. So do you really think people will still use Lingering Curse in PvE? Because it will no longer modify your base durations.
Also, if you had to balance Terror for PvE to make condi necros viable then a single tick would have to do 10k dmg.

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Posted by: Sagat.3285

Sagat.3285

1/5 of distinct builds

Terror is not taken by powermancer,MM,siphons build(if they exist),spectral masters it’s only used by terromancers

Oh so you meant to say there are 5 types of builds for the necro?
Well, I could argue that we have even more and vamp builds are not one of them.
And what is a “spectral master”? It’s not like any type of build can’t pick spectral utility skills.
I don’t follow specs and their name online but spectral masters are the one that uses full spectrals duh and focus on LF gain and protection not damage, by 5 I mean main builds,variations of powermancer are still powermancers.

By conditionmancers I see those PvE condition necros they don’t use terror, the lost of Spite’s bonus condition duration affected some variations of Terromancers so that’s why it’s damage should be buffed then the spec as whole can be improved.

Well, in PvE you can use food, it’s very easy to max out bleeding duration this way. So do you really think people will still use Lingering Curse in PvE? Because it will no longer modify your base durations.
Also, if you had to balance Terror for PvE to make condi necros viable then a single tick would have to do 10k dmg.
Food should not be considered in balance,also my version of it is "+150-200 condition damage to you and allies 600 radius(necro should be the to go for if conditions become optimal in significant PvE encounters),reduce Scepter CD 20%,increase all conditions by 33% not just bleed but again food should be taken in balance if it bothers nerf food especially + and – durations ones it’s been requested for a long long time.

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The Dhuumfire thread

(edited by Sagat.3285)

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Posted by: Cecilia.5179

Cecilia.5179

I just posted this, but I’ll link it here because I think it synergizes well with several necromancer traits, improving the quality of them.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Dark-Path-Change-Suggestion/first#post5013045

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Posted by: War Mourner.5168

War Mourner.5168

What if Path of Corruption, rather then only buffing dark path (which has it’s own CD, DS CD and life force gating it), it was just a straight up X chance on crit to corrupt a boon? (Or make it addition to it’s current effect, I unno)

Obviously this would be a GM tier trait, and the chance/ICD would need to be tweaked, but it would actually be useful to non condi builds, while still fitting with the crit/condition theme of the trait line.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Path of Corruption is plenty good for Power builds as well.

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Posted by: War Mourner.5168

War Mourner.5168

I meant how the current proposal has no useful GM traits for power – hence the suggestion.

Now that I think about it a bit more, it could be very useful for PvP, but not so much PvE. However I know some other skills/traits somewhere give a bonus to damage on targets without boons… Hm, that could be tacked on, making it useful regardless of gamemode.

Numbers pulled out of my kitten not withstanding, does the idea of some thing like this seem interesting?

Path of Corruption
25% chance on crit to corrupt a boon (ICD 5 seconds or whatever)
+10% damage on foes without boons

(edited by War Mourner.5168)

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Posted by: Anubis.7058

Anubis.7058

Numbers pulled out of my kitten not withstanding, does the idea of some thing like this seem interesting?

Path of Corruption
25% chance on crit to corrupt a boon (ICD 5 seconds or whatever)
+10% damage on foes without boons

How about something less sheer numbers and more play change like: If foe has no boons post corruption/after hit effect, next life blast is cast instantly?

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Posted by: War Mourner.5168

War Mourner.5168

Simplicity really.

Chance to corrupt boons and a damage buff for when they have none synergise with each other, and with our other boon removals (corruption CD trait being in the same line also helps).

This makes it straight forward and easy to understand in both use and purpose.

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Posted by: hennrick.4623

hennrick.4623

Well then i will mandrop my contribution:https://forum-en.gw2archive.eu/forum/professions/necromancer/They-want-necros-to-be-selfish/first#post5013430

Is a bit “excessive” and is just a theory, an exploration of different possibilities that might or might not be a good part for the new traits and the new system, but it is my contribution and i leave it to you to judge. The main reason i did this is because “utility/blast/ kitten DS” discussion are older than time, kept up from people wiser than me, so i went for other ways.

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Posted by: flow.6043

flow.6043

So one of my posts was deleted because it responded to another deleted post, but it included another suggestion for Curses:

Curses gm minor:

Terror: fear does damage + 2% crit chance for each condition on your target.

Curses gm:

Lingering Curse: change 100% duration to 30%, but keep the modified base durations for scepter conditions on this trait.

Target the Weak: 2% damage for every condition on your target + 50% chance to gain might whenever you inflict a condition (1 stack, 3 sec, no icd).

Soul Reaping master:

Master of Terror: +50% fear duration + fear deals additional damage if the target is afflicted with another condition.

Death Magic master:

Staff Mastery: merged Greater Marks and mark cd reduction.

I would move a merged staff trait either away from Soul Reaping or at least promote it to SR master tier so it doesn’t overshadow other traits too much.

baseline for marks: 1% life force per hit, instead of a static 3% on trigger to give it a scaling effect in team fights.

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Posted by: spoj.9672

spoj.9672

So one of my posts was deleted because it responded to another deleted post, but it included another suggestion for Curses:

Curses gm minor:

Terror: fear does damage + 2% crit chance for each condition on your target.

Curses gm:

Lingering Curse: change 100% duration to 30%, but keep the modified base durations for scepter conditions on this trait.

Target the Weak: 2% damage for every condition on your target + 50% chance to gain might whenever you inflict a condition (1 stack, 3 sec, no icd).

Soul Reaping master:

Master of Terror: +50% fear duration + fear deals additional damage if the target is afflicted with another condition.

Death Magic master:

Staff Mastery: merged Greater Marks and mark cd reduction.

I would move a merged staff trait either away from Soul Reaping or at least promote it to SR master tier so it doesn’t overshadow other traits too much.

baseline for marks: 1% life force per hit, instead of a static 3% on trigger to give it a scaling effect in team fights.

I like these. Only problem is both fear traits are essentially partial versions of the same thing. If you dont have curses and you have soul reaping you still get a terror. There are almost always conditions on foes. Dont know how else you would do it other than just moving them all together though. The target the weak grandmaster and terror minor is really nice though. Brings back power curse builds in a really nice way.

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Posted by: flow.6043

flow.6043

Only problem is both fear traits are essentially partial versions of the same thing. If you dont have curses and you have soul reaping you still get a terror. There are almost always conditions on foes. Dont know how else you would do it other than just moving them all together though.

You wouldn’t pick Master of Terror though if you have Soul Reaping but no Curses.

Edit: perhaps I should’ve phrased it differently. MoT: Terror deals additional dmg for other condis. So MoT alone wouldn’t do any damage of course.

So basically, I wanted to propose a solution that gives more meaningful choices in Curses and somewhat defuses any of the “omg Terror for free”-concerns by not giving it the damage boost for other conditions by default. Then you could pick MoT in SR to get the current version of Terror with a duration boost as an offensive option in the master tier, or go more defensive with Vital Persistance or Spectral Mastery.

(edited by flow.6043)

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Posted by: Bacon.1835

Bacon.1835

It’s nice that we have a direct channel to the dev’s through this post but I question why this is necessary in the first place. Nevertheless, I am grateful to you for your efforts. Here are my criticisms so far:

Axe training – Flat up nerf to axe. Would like to know the reason behind this.

Reaper’s Precision – Effect is almost non-existent, remove or rework trait.

Path of corruption/Terror – Swapping these traits has removed any build diversity for condition builds in pvp. Consider making reapers precision a viable alternative to path of corruption.

Soul Comprehension – Effect is almost non-existent, remove or rework trait.

Beyond the Veil – Grant protection to allies as well as minions.

Deadly Strength – Trait does not encourage thoughtful or meaningful trait allocation. Remove or rework.

Unholy Sanctuary – Direct copy of Backpack Regenerator which is a master Engineer trait. Consider moving this to master to open up for a new grandmaster trait.

Bloodthirst – Effects are almost non-existent, remove or rework trait.

Unholy Martyr – Consider drawing all conditions from allies when shifting into Death Shroud rather than just 1 every 3 seconds as long as you are in Death Shroud.

Deathly Invigoration – Consider granting Vigor (and Swiftness?) to allies when leaving Death Shroud. In its current form it is only a minor trait.

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Along with the problem of traits, Necromancer’s still aren’t able to benefit from siphons in death shroud and minion AI hasn’t been fixed from 2012.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Well, apparently the Devs wanted Necromancers to get hit whenever they are in DS (Like wat?) – so why no Fire Aura instead? It punishes people who attack, which is in line of the design with the Necromancer, helps both Power and Condi specs (more might stacks and of course burning) and can be counterplayed

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Posted by: djooceboxblast.9876

djooceboxblast.9876

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Well, apparently the Devs wanted Necromancers to get hit whenever they are in DS (Like wat?) – so why no Fire Aura instead? It punishes people who attack, which is in line of the design with the Necromancer, helps both Power and Condi specs (more might stacks and of course burning) and can be counterplayed

I think this is a brilliant idea! The duration is up for discussion..

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Posted by: OlliX.1705

OlliX.1705

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Well, apparently the Devs wanted Necromancers to get hit whenever they are in DS (Like wat?) – so why no Fire Aura instead? It punishes people who attack, which is in line of the design with the Necromancer, helps both Power and Condi specs (more might stacks and of course burning) and can be counterplayed

I think this is a brilliant idea! The duration is up for discussion..

100% duration. 3 sec Fire Aura pulsing every 3 sec while in Death Shroud.

[qT] Necro main.

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Posted by: Bacon.1835

Bacon.1835

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Well, apparently the Devs wanted Necromancers to get hit whenever they are in DS (Like wat?) – so why no Fire Aura instead? It punishes people who attack, which is in line of the design with the Necromancer, helps both Power and Condi specs (more might stacks and of course burning) and can be counterplayed

I think this is a brilliant idea! The duration is up for discussion..

This sounds absolutely amazing. Fire fields grants 5’s of aura so maybe 4 or 5s? Just spitballin here.

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Posted by: Anchoku.8142

Anchoku.8142

Would rather have Dhuumfire be a fire field around the caster and Life Blast changed to a projectile finisher. Then you get group value and still have fire on LB.

There is also the (faint) hope that the great sword will have a leap to target closer to enable auras.

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Posted by: Roe.3679

Roe.3679

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Well, apparently the Devs wanted Necromancers to get hit whenever they are in DS (Like wat?) – so why no Fire Aura instead? It punishes people who attack, which is in line of the design with the Necromancer, helps both Power and Condi specs (more might stacks and of course burning) and can be counterplayed

I think this is a brilliant idea! The duration is up for discussion..

Agreed, really great idea. Love it for pvp, but I think the pve crowd wouldn’t be as happy.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Well, apparently the Devs wanted Necromancers to get hit whenever they are in DS (Like wat?) – so why no Fire Aura instead? It punishes people who attack, which is in line of the design with the Necromancer, helps both Power and Condi specs (more might stacks and of course burning) and can be counterplayed

I think this is a brilliant idea! The duration is up for discussion..

Agreed, really great idea. Love it for pvp, but I think the pve crowd wouldn’t be as happy.

To be fair, I think for PvE, it would still be Death Perception > Anything else… It will be hard to make it in line with that

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Posted by: Anchoku.8142

Anchoku.8142

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Well, apparently the Devs wanted Necromancers to get hit whenever they are in DS (Like wat?) – so why no Fire Aura instead? It punishes people who attack, which is in line of the design with the Necromancer, helps both Power and Condi specs (more might stacks and of course burning) and can be counterplayed

I think this is a brilliant idea! The duration is up for discussion..

Agreed, really great idea. Love it for pvp, but I think the pve crowd wouldn’t be as happy.

I am one of the PvE crowd and would like to suggest a compromise.

On entering DS, Necromancer with Dhuumfire drops a small 120-180 fire field for 5 sec (or until exiting DS) of 1 stack, 1 sec burning with 1 sec pulses to burn targets who remain within the small field or apply burning to targets that leave but are still hit by LB.

Then, Life Blast is changed to be a projectile finisher letting LB pick up burning for targets outside the fire field. (Through a dark field, LB would siphon life, not health, though we would all love it to siphon health, if the balance team allows.)

Dark Path becomes a leap to allow Necromancer to use fields for auras that apply conditions on receiving a hit. I am still hoping great sword includes a leap or whirl to get some use of fields.

Edit: I also wish that Tainted Shackles would apply the Bind first, then the Torment. It takes way too long for the Bind to go off, if it goes off at all due to player and target movement/dodges.

Also, the small fire field for PvE would be a huge improvement for group utility, of course, but the Necro must be very close to its target for allies to blast off of it and LB would not pick up burning, which is usually not needed in group play.

(edited by Anchoku.8142)

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Posted by: djooceboxblast.9876

djooceboxblast.9876

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

Well, apparently the Devs wanted Necromancers to get hit whenever they are in DS (Like wat?) – so why no Fire Aura instead? It punishes people who attack, which is in line of the design with the Necromancer, helps both Power and Condi specs (more might stacks and of course burning) and can be counterplayed

I think this is a brilliant idea! The duration is up for discussion..

Agreed, really great idea. Love it for pvp, but I think the pve crowd wouldn’t be as happy.

I am one of the PvE crowd and would like to suggest a compromise.

On entering DS, Necromancer with Dhuumfire drops a small 120-180 fire field for 5 sec (or until exiting DS) of 1 stack, 1 sec burning with 1 sec pulses to burn targets who remain within the small field or apply burning to targets that leave but are still hit by LB.

Then, Life Blast is changed to be a projectile finisher letting LB pick up burning for targets outside the fire field. (Through a dark field, LB would siphon life, not health, though we would all love it to siphon health, if the balance team allows.)

Dark Path becomes a leap to allow Necromancer to use fields for auras that apply conditions on receiving a hit. I am still hoping great sword includes a leap or whirl to get some use of fields.

Edit: I also wish that Tainted Shackles would apply the Bind first, then the Torment. It takes way too long for the Bind to go off, if it goes off at all due to player and target movement/dodges.

Also, the small fire field for PvE would be a huge improvement for group utility, of course, but the Necro could must be very close to its target for allies to blast off of it and LB would not pick up burning, which is usually not needed in group play.

I find these ideas really really interesting! They would bring a lot more play into dhuumfire and necromancer as a whole. Necromancer lacks mechanical combos and this change would def. add some. The burning field would add a defensive to the already offensive mechanic that might help reduce a little focus from the necro. Enemies would have to make a sacrifice to do damage by taking a lot in return as in eating a lot of burning.

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Posted by: Anchoku.8142

Anchoku.8142

General comments on the proposed trait lines.

Each level of each line should have a choice of
1. damage improvement
2. defense or sustain improvement
3. group utility.

Weapon support
Because each line is designed to support a weapon, make the ICD reduction part of all GM major or minor traits. The weapon is already being “attached” to that line so its ICD reduction may as well be buried within a, or all, GM trait(s). Curses’ scepter is good as it is. Off-hand weapon ICD reduction might be stuffed into a minor trait or attached to a Master level trait.

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Posted by: djooceboxblast.9876

djooceboxblast.9876

Curses:

  • Remove reapers precision
  • Move parasitic contagion to master
  • Rename old target the weak and make it a gm trait

Now power necros have a GM option in curses

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Posted by: flow.6043

flow.6043

  • Remove reapers precision

Yes.

  • Move parasitic contagion to master

No.
This needs to remain in gm as a defensive option.
Terror needs to be merged into minor or made baseline to give way for a power trait.

  • Rename old target the weak and make it a gm trait

Too weak. If this is just copypasted into grandmaster then power builds will basically lose out on a trait compared to now because the crit chance buff in minor is really just a compensation for the loss of the trait line’s stat bonus.
Which is why I made this suggestion earlier:
Target the Weak (as a gm trait instead of Terror): 2% damage for every condition on your target + 50% chance to gain might whenever you inflict a condition (1 stack, 3 sec, no icd).

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Posted by: Anchoku.8142

Anchoku.8142

Curses:

  • Remove reapers precision
  • Move parasitic contagion to master
  • Rename old target the weak and make it a gm trait

Now power necros have a GM option in curses

How would you define a power Necro under the new system? Suppose Spite was one trait line you choose because you like the soft CC and damage bonuses. What two other lines would you choose?

I only ask because I no longer believe you have to trait Spite to have a power build. Blood Magic is automatically better for not being tied to awful healing and wells do work with power. A power build with DM, SR, and the new elite line is possible.

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Posted by: djooceboxblast.9876

djooceboxblast.9876

  • Remove reapers precision

Yes.

  • Move parasitic contagion to master

No.
This needs to remain in gm as a defensive option.
Terror needs to be merged into minor or made baseline to give way for a power trait.

  • Rename old target the weak and make it a gm trait

Too weak. If this is just copypasted into grandmaster then power builds will basically lose out on a trait compared to now because the crit chance buff in minor is really just a compensation for the loss of the trait line’s stat bonus.
Which is why I made this suggestion earlier:
Target the Weak (as a gm trait instead of Terror): 2% damage for every condition on your target + 50% chance to gain might whenever you inflict a condition (1 stack, 3 sec, no icd).

I can agree with that

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Posted by: djooceboxblast.9876

djooceboxblast.9876

Curses:

  • Remove reapers precision
  • Move parasitic contagion to master
  • Rename old target the weak and make it a gm trait

Now power necros have a GM option in curses

How would you define a power Necro under the new system? Suppose Spite was one trait line you choose because you like the soft CC and damage bonuses. What two other lines would you choose?

I only ask because I no longer believe you have to trait Spite to have a power build. Blood Magic is automatically better for not being tied to awful healing and wells do work with power. A power build with DM, SR, and the new elite line is possible.

You don’t have to but i want to (Furious Demise, Banshee’s Wail, Weakening Shroud).
I do not play wells – i do not think that wells are superior for power builds – i would much rather go with something that synergizes (corrupt boon, signet of spite) with the current target the weak. Wells are good against bad players and for downstate cleave – good players will know how to counter your wells – same goes for lich.

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Posted by: Thoros.8019

Thoros.8019

Since all the popular kids are doing it, I guess I’ll link my thread as well. https://forum-en.gw2archive.eu/forum/professions/necromancer/Attrition-Ideas-for-Blood-Magic/first#post5013310 . My first suggestion, not so good. The one below it much better. Other classes got crazy new shiny traits, so I don’t think siphon with retaliation is asking too much. There’s other great suggestions as well.

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Posted by: flow.6043

flow.6043

Another idea:

Reaper’s Precision is removed, Reaper’s Protection takes it’s place.

This way condi builds could choose between this as a defensive option and Path of Corruption for offense.
Also, it has been pointed out that without a staff (should Greater Marks or a merged Staff Mastery remain there) the Death Magic master tier only provides the choice between Reaper’s Protection and a stat conversion (Deadly Strength).
So with moving RP to Curses you could create a new defensive trait that better matches the Death Magic line or you solve the problem that there is no proper minion trait in DM master tier but Death Nova and Necromantic Corruption are both in gm, so you could move down one of the minion grandmasters and have room for another defensive trait besides Unholy Sanctuary.

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Posted by: flow.6043

flow.6043

How would you define a power Necro under the new system? Suppose Spite was one trait line you choose because you like the soft CC and damage bonuses. What two other lines would you choose?

You want to give PvE necros the option to trait for full dps. This excludes Death Magic.
Blood Magic has Vampiric traits which do damage, but since healing/life stealing is tied to them they could never exceed pure damage traits. Hence, for PvE builds: Spite, Curses, Soul Reaping, as usual.

For PvP I can see a lot of necros taking Death Magic. Blood Magic however will only ever be viable when the traits actually work with Death Shroud.

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Posted by: flow.6043

flow.6043

One more idea:

If they merge Greater Marks and Soul Marks the empty spot could be filled by bringing back Decaying Swarm: At 25% health, you become surrounded by a locust swarm.

https://wiki.guildwars2.com/wiki/Decaying_Swarm

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Posted by: Odjira.9274

Odjira.9274

While I still think this is all one big collective waste of effort because the devs don’t give a kitten about this class, I’ll offer one small suggestion that would somewhat unkitten what is happening to us now.

When in death shroud, give us pulsing stability, applying 1 stack of stability every 5-10 seconds per enemy within 1200 radius. This would enable necro to participate in group fights without just being bounced around them map until we die.

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Posted by: manveruppd.7601

manveruppd.7601

Would have been nice if we’d gotten a blind on fear trait to go with it!

That buff and the small buff to Armored Shroud seem to have gone unnoticed by everyone.

Ooh! It could be called Blind Panic!

Fear of the Dark

Both awesome names, but as a metalhead I’d have to go for Fear of the Dark! ;p

A bad necromancer always blames the corpse.

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Posted by: Swamurabi.7890

Swamurabi.7890

While I still think this is all one big collective waste of effort because the devs don’t give a kitten about this class, I’ll offer one small suggestion that would somewhat unkitten what is happening to us now.

Just the volume of replies and views should put this thread top on the devs’ “to read” list.

You might mention that fact and also compare the Necro forum specialization threads to those of the other classes.

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Posted by: runeblade.7514

runeblade.7514

Path of corruption/Terror – Swapping these traits has removed any build diversity for condition builds in pvp. Consider making reapers precision a viable alternative to path of corruption.

I would rather just merge Lingering curse with Parastic contagion. Two great condi trait. One is more defensive, the other is more offensive.

Soul Comprehension – Effect is almost non-existent, remove or rework trait.

No. It is in the theme of necro and I like this trait.

Beyond the Veil – Grant protection to allies as well as minions.

I like this.

Deadly Strength – Trait does not encourage thoughtful or meaningful trait allocation. Remove or rework.

No comment.

Unholy Sanctuary – Direct copy of Backpack Regenerator which is a master Engineer trait. Consider moving this to master to open up for a new grandmaster trait.

I disagree. I can see some potential in a gm trait. It could use a buffing.

Bloodthirst – Effects are almost non-existent, remove or rework trait.

Yeah, this should be baseline. It is uninteresting.

Unholy Martyr – Consider drawing all conditions from allies when shifting into Death Shroud rather than just 1 every 3 seconds as long as you are in Death Shroud.

That would kill my necro instantly before I could get consume condi up. Instead, it should draw one condition from every five allies.

Deathly Invigoration – Consider granting Vigor (and Swiftness?) to allies when leaving Death Shroud. In its current form it is only a minor trait.

No. It should be resistance.

Dhuumfire – Consider burning in an area around the necromancer when shifting into Death Shroud.

I can live with that.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Bacon.1835

Bacon.1835

Oh I forget to add that the new weakening shroud now has a 25s increased cooldown compared what is currently live. Despite adding an additional stack of bleeding to the spell, it clearly doesn’t warrant this type of change (sigh). Trait’s like weakening shroud should only be limited by the cooldown of Death Shroud.

This is really pushing the envelope…

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Posted by: Vatt.4695

Vatt.4695

One note: Corruption recharge should work with “Toxic Landing” adept trait but seems not.

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Posted by: nekretaal.6485

nekretaal.6485

(posted in the other thread by accident)

Unholy Martyr. —- Since basic necromancer condition removal is awful, this needs to proc a second of resistance when it draws conditions (similar to the previewed Revenant skill) or it will not see play.

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Posted by: spoj.9672

spoj.9672

Oh I forget to add that the new weakening shroud now has a 25s increased cooldown compared what is currently live. Despite adding an additional stack of bleeding to the spell, it clearly doesn’t warrant this type of change (sigh). Trait’s like weakening shroud should only be limited by the cooldown of Death Shroud.

This is really pushing the envelope…

Agree. I cant stress this enough. I understand the devs want to use real weapon skills on DS entry so they benefit from weapon skill reduction. But this destroys DS flash builds. One of the coolest things about DS is the choice of using it or flashing it to gain benefits. If everything has a longer cooldown than DS itself then it destroys the fun in flash builds.

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Posted by: Anchoku.8142

Anchoku.8142

I suggest SR Master of Terror be changed to proc on interrupt rather than on downed. It is not a very good defensive trait on downed despite along extending all fear duration.

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Posted by: Anchoku.8142

Anchoku.8142

In Blood Magic, I suggest having Deathly Invigoration also add maybe 200 healing to Life Transfer.

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Posted by: flow.6043

flow.6043

Yeah, Weakening Shroud bums me out too especially after the community had to argue the very same issue last time they wanted to make it a regular Enfeebling Blood.
And the sad thing is, some necros will even consider this a buff.

I understand the devs want to use real weapon skills on DS entry so they benefit from weapon skill reduction.

Honestly, I don’t understand this. This might make sense in general but not when skills are already time gated by the cooldown of Death Shroud. You just lose control over your abilities because you won’t be able to tell when the cds is ready.
Also, I’m sure that even if you’ll have Quickening Thirst or Axe Traing (jk, nobody will use them) the average “cooldown” by simply using Death Shroud as usual will be somewhere around 25 seconds anyway.
But if you ever need to go into DS more frequently because you need to defend yourself you’ll not only lose out on the aoe weakness for defense but the actual time passing between procs would probably double to somewhere between 30-60 seconds.

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Posted by: flow.6043

flow.6043

I suggest SR Master of Terror be changed to proc on interrupt rather than on downed. It is not a very good defensive trait on downed despite along extending all fear duration.

That would be Reaper’s Protection, still exists in Death Magic.
That fear when downed was just added to MoT because Fear of Death was in Soul Reaping as well, now they’re merged.

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Posted by: spoj.9672

spoj.9672

Yeah, Weakening Shroud bums me out too especially after the community had to argue the very same issue last time they wanted to make it a regular Enfeebling Blood.
And the sad thing is, some necros will even consider this a buff.

I understand the devs want to use real weapon skills on DS entry so they benefit from weapon skill reduction.

Honestly, I don’t understand this. This might make sense in general but not when skills are already time gated by the cooldown of Death Shroud. You just lose control over your abilities because you won’t be able to tell when the cds is ready.
Also, I’m sure that even if you’ll have Quickening Thirst or Axe Traing (jk, nobody will use them) the average “cooldown” by simply using Death Shroud as usual will be somewhere around 25 seconds anyway.
But if you ever need to go into DS more frequently because you need to defend yourself you’ll not only lose out on the aoe weakness for defense but the actual time passing between procs would probably double to somewhere between 30-60 seconds.

Exactly. It just doesnt make sense on the necro. Its fine on the other classes. But with DS its just a build hindrance.

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Posted by: Tadsoul.6951

Tadsoul.6951

what if
vampiric did this
life force gain 50%
gain healing equal to double the amount of lifeforce gained.
(takes 2 damage to remove 1 point of lifeforce)
when in death shroud, lifeforce gain is doubled
(back to normal)

example 1
necro has 17812 total lifeforce
Necrotic stab
damage ???
Life Force: 1%(178)
Healing : 356
range:130

Maybe a some damage to it
also the trait change adds very little sustain

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Posted by: Bhawb.7408

Bhawb.7408

Parasitic Contagion needs to be a Blood Magic trait, no other build has to select between its major damage option and sustain in the same tier. Power builds can have Death Perception and Close to Death while still picking up Vampiric Rituals, MMs can get whatever they want and still get blood magic sustain, but condi builds have to choose? Makes absolutely no sense.

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