Rifle Necromancer
Undead Hunter should use longbow and traps
Not to mention shouts and banshee wails…
- Sun Tzu, Art of War
I would love it to bits, but I don’t think it is highly likely. Thief or Ranger are much more … traditional … choices for that, and while GW2 is uncommon in some ways, it’s not really taken any class far from the traditional fantasy tropes.
Undead Hunter should use longbow and traps
more like a crossbow
There’s a play called “Die Freishütz” by Goethe, I think.
Here, a Hunter makes a deal with the devil for magical bullets that never miss their target. Could be a great Elite Spec for Necromancer. Even has the name “Freeshooter” up for grabs!
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
How about “Undertaker” ? To WWE ?
don’t worry, wooden potatoes has already made it so!
probably THE BEST pve build in the game now of any class
necro with a gun!
https://www.youtube.com/watch?v=XCq7Nwf351o
atleast until it gets nerfed XD
skip to 9:00 to see over 100 bleed stacks!
(edited by Liewec.2896)
Prefer defensive torch with blast/stelth/blind or mace with blocks/invulnerability.
ghostbuster???
a necro with rifle and traps… u guys know how broken guard trap had to be so players could accept them as balanced… and a good design spec.
(edited by Aeolus.3615)
Traps and a main hand gun. a witch hunter or something like that.
I had an idea of the necromancer adopting both the rifle and elixirs from the engineer. Except the rifle uses less bullets and more lasers and plague ridden shells and instead of the elixirs promoting your allies’ health and well-being, it forces them to instantly vomit, leaving behind a field that torments and cripples foes.
Traps and a main hand gun. a witch hunter or something like that.
guys dont ask for traps….seriously
Still wich hunter with sword/pistol would look so gut, but with traps ewww Anet had to make them broken to be accepted, it would be good but these guys dont know how to balance and design classes for pvp and pve at same time.
#Anet@balancelolz
Now u remminded me the female inquisitor from warhammer40k human campaign :\
(edit: Inquisitor Adrastia was the main characrecter for the human side)
(edit2) actually debuffing traps would be really nice, condy by debuffing punishing players on stances like we had on gw1, wards would be nice as well.
(edited by Aeolus.3615)
Traps! I want traps!
But unlike other profession traps, let these ones be triggered not by stepping on them, but by dying on them. Each would have also 2 separate effects – one if it’s triggered by ally death/downing, other if it’s triggered by enemy’s death.
As for triggering them in bosssing scenarios when one side doesn’t die till it’s over and other (players) does it’s darnest not to die either, we could have replacements for both provided by necro himself.
For player-triggered trap activation – a minion death could be used (hi bone and blood minion).
For enemy-death trigger maybe a trait that allows usage of lifeforce as “replacement sacrifice” to trigger the trap.
Traps! I want traps!
But unlike other profession traps, let these ones be triggered not by stepping on them, but by dying on them. Each would have also 2 separate effects – one if it’s triggered by ally death/downing, other if it’s triggered by enemy’s death.
As for triggering them in bosssing scenarios when one side doesn’t die till it’s over and other (players) does it’s darnest not to die either, we could have replacements for both provided by necro himself.
For player-triggered trap activation – a minion death could be used (hi bone and blood minion).
For enemy-death trigger maybe a trait that allows usage of lifeforce as “replacement sacrifice” to trigger the trap.
I dont see those skills working on pvp…. that decently
-Traps imo to work needed to punish players with, or make it use of wards class directly with punish stuff:
-Trap that punish players using or with a stance activated (mobs could have stances)
-Trap that punish and are triggered by players/mob skill activations, and causes xpto effect.
Still when traps get activated a ward on that zone will take the effect and punish the
players, traps inside another wards will not activate.
(edited by Aeolus.3615)