Signets & Fear - The Rework Solution

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

Behold! The solution to some of the Necromancers problems!

The issue with being a DoT (Damage over time) class is that your damage can be removed, and in the case of the Necromancer, we have no way of countering the opponents counter. Everything a Necromancer does is damage over time – everything. So this is indeed an issue… but it has a clever solution.

This video explains DoT problems pretty well for the most part:
http://www.youtube.com/watch?feature=player_detailpage&v=Skgqsry_imM#t=3004s

This is a very serious suggestion and I’ve done quite a lot of research on current issues in the game and I believe this will solve a portion of those problems for PvE, PvP and WvW. I focused on Fear and Signets because the solutions I’ve come up with go hand-in-hand and a major Necromancer issue is their lackluster Fear abilities.


Fear – Current
Opponent flees for a short time.

Issues: Fear is the weakest form of CC in the game. The boosts that Fear is able to get for each class is also extremely weak and blunt; Fear duration increase or Fear does damage. Fear is so weak that in most cases it isn’t even worth using condition removal on.

Fear – Solution
Fear duration increases by 10% for each condition on your opponent.

Boosted CC power with DoT (Damage over time).

This creates the strategic situations with all classes but most importantly the Necromancer. The longest Fear duration possible with the Necromancers 1s Fear skills would be 3s if the opponent had 11 conditions on them and you boosted Fear duration.

This change would affect all classes in a positive and non-overpowered way. Warriors Fear Me! shout could possibly last 6s if they have 3 adrenaline bars and their opponent had 10 conditions for a 100% Fear duration boost.

Fear desperately needs an adjustment and this is the adjustment to make. It’s okay Anet, just because some random guy thought of this doesn’t mean you don’t have to use this idea. You can use it EXACTLY AS WRITTEN. Really, go ahead. I won’t sue.


Signet Mastery (Adept #4) – Current
Signets recharge 20% faster.
Signet Power (Master #8) – Current
Activating a signet gives you 3 stacks of might for 10 seconds.

Issues: Weak and worthless. Even with lowered cooldowns on signets these traits are still weak because their effects are a joke. And to make things worse, the two signet traits are separated from each other AND they’re in different tiers so you’d have to waste two traits to waste utility slots on signets.

Signet Mastery & Signet Power Combined (Adept #4) – Solution
Signets recharge 20% faster and grant you 3 stacks of might for 10 seconds.

Benefits
• Isn’t overpowered and maintains reason to still choose other adept traits.
• Combining the two signet traits into the first tier creates an opening for a brand new master trait.
• Signets become viable for builds which increases build variety.

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496


Conditional Might (Master #8) – NEW!
Gain 1 stack of might for 1 second every second for each condition on you.

11 total conditions in the game = 11 Might stacks possible with this trait if you have 11 conditions on you. No conditions on you means no might from this trait on you.

Benefits
• Replaces the currently useless master #8 trait Signet Power that no one uses.
• A brand new trait which isn’t overpowered and maintains reason to still choose other master traits.
• More build variety for players who like might stacking.
• More build variety for players who like risk vs reward.
• More build variety for players who like playing with conditions.
• Corruption skills can possibly grant you Might when inflicting yourself with conditions.
• Plague Signet becomes even more the biggest risk vs reward skill in the game.


Signet of the Locust – Current
Passive: You run 10% faster.
Active: Steal health from nearby foes.

Issues The passive effect doesn’t stack with other movement abilities and is very weak anyway. The active is also a weak effect. This Signet doesn’t fit it any build because it has no synergy with anything at all and has a high cooldown to boot. All it does is health a miniscule amount of health, really.

Signet of the Locust – Solution
Passive: You run 15% faster.
Active: Steal health from nearby foes and blind them.

Benefits
• Players looking for a movement speed increase now have two viable options to choose between with the suggested changes: Quickening Thirst and Signet of the Locust.
• Nearly instant AOE Blind.
• If traited with Chilling Darkness you can cause an AOE Chill.
• With the suggested Signet Mastery trait change the cooldown would be 48 seconds and grant 3 stacks of Might for 10 seconds.


Quickening Thirst – Current
Move 10% faster while wielding a main hand dagger, move 5% faster while wielding an offhand dagger.

Issues: Pigeon-holes players into playing Dagger/Dagger and is a weak trait. The current utility Signet of the Locust is just as bad of an alternative.

Quickening Thirst – Solution
Move 15% faster while wielding a dagger.

Benefits
• Isn’t overpowered and maintains reason to still choose other master traits.
• A simple change that doesn’t pigeon-hole players into playing Dagger/Dagger.
• Players looking for a movement speed increase now have two viable options to choose between with the suggested changes: Quickening Thirst and Signet of the Locust.


Signet of Spite – Current
Passive: Increased Power.
Active: Inflict bleeding, blindness, crippled, poison, weakness and vulnerability on your foe.

Issues: 90 second cooldown lol. Even with the current Signet Mastery (Adept #4) trait it is still a long 72 seconds cooldown. The effect is far too weak and the cooldown is far too long. This is currently a very weak utility. Reducing the cooldown would be too blunt and wouldn’t stop this signet from sucking.

Signet of Spite – Solution
Passive: Increased Power
Active: Inflict bleeding, blindness, crippled, poison, weakness, vulnerability and fear (1s) on your foe.

Benefits
• Necromancers now have another Fear ability which in turn enhances Fear builds viability.
• With the suggested change to how Fear works overall, the Fear from this skill alone would actually be 1.7s because it inflicts 7 conditions on the opponent.
• With the suggested Signet Mastery trait change the cooldown would be 72 seconds and would grant 3 stacks of Might for 10 seconds, which in turn increases the damage output that this signet applies.


Terror – Current
Fear does damage every second.

Issues: This deals level x 1.5 + 15% of Condition Damage damage per second, equal to damage from confusion. The damage is insanely, laughably weak. Only scales with condition builds. This isn’t helping power builds much.

Terror – Solution
Fear deals damage of level x 1.5 + 35% of Condition Damage + 35% of Power per second.

Benefits
• Creates a trait that people may actually choose. They will not choose the current.
• Enhances Fear builds viability.

These solutions aren’t overpowered and will solve a lot of issues. You can use them Anet, really.

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Dibrom.6408

Dibrom.6408

Anet’s really busy trying to figure out spectral walk. I doubt they have time for this.

Arenanet: The paragon of truth.

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Unpredictability.4086

Unpredictability.4086

Anet’s really busy trying to figure out spectral walk. I doubt they have time for this.

bahahahahaha

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Cruentus Liber.6042

Cruentus Liber.6042

mate very very very good post with very nice ideas/feedback. +1000
i hope Anet reads it and suggest it to the necro developers

good post

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Dante.3754

Dante.3754

6s potential fear on the warrior? Ummm, I like the fear concept but that potential is just absurd, the 3 second fears from warrior and thief should be lowered to 2 seconds if they use your idea imo. Also, the conditional might is a tad weak don’t you think? 2 stacks would be better because I doubt you’ll have more than 3 conditions on you in most fights.

Aside from that I love your ideas, especially the fear does damage and signet ones. I feel like having a utility fear option as well as letting both condition damage and power necros use the same trait is great.

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

I agree that the Thief’s stolen Fear is pretty overpowered as it is already. 3s AOE Fear every ~35 seconds? That’s just nuts. That skill should be nerfed to 1s IMO. It would still be on a faster cooldown than our Mark of Fear. Not sure why the Thief was given such a powerful ability(s) that just involves 1 click.

For Warriors I think it’s fair though. That shout of theirs already has an 80s cooldown, requires 3 adrenaline bars and they won’t be putting 10 conditions on you anyway. Chances are that their average Fear Me! would be 4 or 5 seconds which seems fair IMO for the requirements to do that.

Fear is also a removable condition which the majority don’t realize because it’s usually over by the time you even need to remove it lol.

I find Conditional Might would really fit into certain builds really well, without becoming a trait that outshines the other traits in that line. It competes with Spiteful Marks, Training of the Master and Chill of Death. Those traits all work with very niche builds (staff, minions, burst), as does Conditional Might (conditions, hybrid). So I don’t think it would be underwhelming if your build supports it.

(edited by Ruufio.1496)

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

Tried the Terror trait after the patch hoping for ninja buff. Still did 76 damage LOL.

(edited by Ruufio.1496)

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Levian.6742

Levian.6742

Great ideas, all of them are well though out and well laid out. As they are, I wouldn’t even consider adding a signet for a utility. I’d love for signets to actually be a real contender for a slot or even to be able to make a build around it.

Right now, I would almost never consider getting rid of well of darkness for anything. As a dagger build, nothing is better for melee fights.

I still think that DS#3 should be an aoe fear, either PBAoE on the caster, PBAoE on the target, or a wave like underwater DS3

Signets & Fear - The Rework Solution

in Necromancer

Posted by: cerulean moth.2743

cerulean moth.2743

Love these ideas. You’ve done a good job of making these skills seem better and more fun, which is what I personally think the bad necro skills are plainly lacking in.

Signet effects could be so cool for necromancers…

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Funky.4861

Funky.4861

i like the ideas OP but conditions are on the necro for such a short time (cos we transfer them to the enemy) that i dont think conditional might would have any impact. Tbh, if they doubled our fears’ duration i still would only use them as a last resort or to buy myself some time.

Why beat about the bush? Is there anything wrong with asking for a 3/4/5 sec fear with a 1 min cd?

Think about it- if ur launched/knocked back (unless ur using/have a staff) it has the same effect as fear, it even resets your cd’s and just think about how many launches that lots of classes have access to. Give us decent fear, is it too much to ask?

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Ruufio.1496

Ruufio.1496

Great ideas, all of them are well though out and well laid out. As they are, I wouldn’t even consider adding a signet for a utility. I’d love for signets to actually be a real contender for a slot or even to be able to make a build around it.

Right now, I would almost never consider getting rid of well of darkness for anything. As a dagger build, nothing is better for melee fights.

I still think that DS#3 should be an aoe fear, either PBAoE on the caster, PBAoE on the target, or a wave like underwater DS3

Agreed with a wave of fear for DS #3. It’s clearly not overpowered under water so I don’t understand why we wouldn’t have an AOE above water.

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Arcades Saboth.5139

Arcades Saboth.5139

Tried the Terror trait after the patch hoping for ninja buff. Still did 76 damage LOL.

Fear is a condition, if you run condition it would deal about 800~900 damage (talking about jewels on xPvP). Of course with 0 condition damage it doesn’t deal much damage. Anyway as far as I know it would deal at least 400 damage, with 0 condition damage.

In my opinion Terror IS a good trait, the problem is our Fears are a joke.

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Unpredictability.4086

Unpredictability.4086

Tried the Terror trait after the patch hoping for ninja buff. Still did 76 damage LOL.

Fear is a condition, if you run condition it would deal about 800~900 damage (talking about jewels on xPvP). Of course with 0 condition damage it doesn’t deal much damage. Anyway as far as I know it would deal at least 400 damage, with 0 condition damage.

In my opinion Terror IS a good trait, the problem is our Fears are a joke.

That 800-900 is if you put condition damage into everything and get a critical hit. About 400 to 650 is more realistic.

Signets & Fear - The Rework Solution

in Necromancer

Posted by: natsos.3692

natsos.3692

Actually I use both signet power and signet of the locust in my vampiric build which works pretty well.
Signet of the locust can heal you up to 10k if you use any amulet with + healing(on pvp)which is MORE than a second heal, plus it does a good 1-2k dmg, combining it with signet of power and plague signet(as my defensive utility) it all fits pretty well.

Natsos, Necromancer
Officer of Spartians GR[SPGR]
Gandara EU

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Arcades Saboth.5139

Arcades Saboth.5139

Tried the Terror trait after the patch hoping for ninja buff. Still did 76 damage LOL.

Fear is a condition, if you run condition it would deal about 800~900 damage (talking about jewels on xPvP). Of course with 0 condition damage it doesn’t deal much damage. Anyway as far as I know it would deal at least 400 damage, with 0 condition damage.

In my opinion Terror IS a good trait, the problem is our Fears are a joke.

That 800-900 is if you put condition damage into everything and get a critical hit. About 400 to 650 is more realistic.

Fear is a condition. Conditions don’t critical hit. Condition ignore toughness, so this is direct damage (almost: it’s mitigated by few things like Guardian’s I-don’t-know-what which decrease by 10% the damage received). Anyway 800 damage was in my wettest dreams: I tested it in the mist and review the formula. Fear deals level * 1.5 + 15% of your condition damage, this means it’s about sixty damage¹ with 200 Condition Damage (for having Terror you have 20 points in Curse). With about 1k Condition Damage you deal about 280 damage.
This is strange however, I killed many people with Fear when their health was low but not that low, I’m sure I saw that number but I must be drunk.

So yes, Terror isn’t so great however I still believe it’s our Fear that is a Joke then the trait itself.

¹: for some reason I can’t write “sixty” in numbers follow by “damage” because they are transmuted in mice by the forum filter.

(edited by Arcades Saboth.5139)

Signets & Fear - The Rework Solution

in Necromancer

Posted by: Dekazer.3017

Dekazer.3017

Awesome ideas dude! :o