Should we have powerful utility at a cost?

Should we have powerful utility at a cost?

in Necromancer

Posted by: hopaway.2860

hopaway.2860

I really like the theme of corruption skill and I think expanding the theme to the necro other utility skills could justify a huge power increases in our utility while maintaining a interesting theme.

Spectral:
Could use a percent of either total life force or current life force in the cast cost. The cool down of all spectral skills could be lowered and spectral skills would no longer grant life force.
_________________________Spectral skills___________________________

  • Spectral Wall
    blocks projectiles and fears foes who try to walk through or shoot through the wall
  • Spectral Walk
    Remove all movement impairing conditions and become invulnerable(3s?)
  • Spectral Grasp
    Remove the projectile and have the effect happen immediately on target, apply torment and chill.
  • Spectral Armor
    Gain protection and stability, chill foes (or damage foes) that attack you.

Signets:
Could cost a percent of health and have a very low cool down, however each signet apply an effect that increases the health cost of the next signet.
_________________________signets___________________________

  • Plague Signet
    Turn this into a signet that is good for conditionmancers, I currently do not have any really good ideas for this signet
  • Signet of Spite
    keep the passive. On active give a percent (not vuln) or flat damage bonus to the necro (and maybe teammates)
  • Signet of Undeath
    Passive needs to change, maybe move last rites to this signet. Active is fine, but needs to be improved.
  • Signet of the Locust
    Change the active to be a blink, with the right cost I do not see this as a problem.
  • Signet of Vampirism
    Passive: heal for a percent of the damage dealt. Active: Deal damage to target (Cost of activation + a percent of siphoned damage or passive healed), each attack siphons a portion of the damage. (For clarity: this skill would damage the target, then each attack siphones some health up to the amount of damage dealt by the active. )

___________________________wells___________________________
I imagine wells will be the most controversial when it comes to these changes. I personal favor a health upkeep cost, these would give them unlimited up time coupled with a low cool down. Mechanically I am hoping to incentives casting wells for a short time then moving them.

  • Well of Power
    Grant pulsing stability every second for the entire duration on top of original ability.
  • Well of Suffering
    Have damage increases by a percent of the health upkeep cost every three seconds.
  • Well of Darkness
    Targets are feared if they receive three stacks of blindness while in the well.
  • Well of Corruption
    Generate life force for each boon removed.
  • Well of Blood
    Water field that pulses a set amount of health, upon despawn/decast the well release a burst of healing(base amount + a portion of health upkeep cost).

_________________________Shroud_________________________
Shroud will need some changes as well to help balance out the changes to our utilities. Our weapon sets might need to be altered as well, but let’s not go there now.
-General changes*
Remove life force lost per second and replace with a set activation time (If a set activation time proves necessary for balance). Give resistance in shroud, we currently lack resistance and death shroud seems like a good place to give a strong amount of resistance. Give stability on skill 4.

Final notes:
I am ignoring minions because the AI is broken and needs to be fixed before they could undergo a massive overhaul. Corruption still needs some changes as well, but no a complete overhaul so I am ignoring Corruption skills as well. Traits for each of these utilities will need to be altered as well. Signet trait should probably allow for life force generation.

Thanks to Zefrost.3425 for suggesting a formatting style for necro skill changes.

Should we have powerful utility at a cost?

in Necromancer

Posted by: Marthkus.4615

Marthkus.4615

Hmmm I have an idea. It could be a utility that you channel. It starts out doing 1 damage and doubles every second. It does this damage to both you and your opponent.

Should we have powerful utility at a cost?

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

I don’t think it should be something we slap onto every single ability we have like you seem to be suggesting, it would be cool for our Corruptions to follow this idea since that is their whole point, but nothing more than one skill set.

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Should we have powerful utility at a cost?

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Posted by: Cecilia.5179

Cecilia.5179

I have to agree with Bhawb here. The only skills I’d ever like to see give a large benefit at a cost are corruption skills because they’re SUPPOSED to do this in the first place!

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