Spectral Armor

Spectral Armor

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Posted by: Coolguy.8702

Coolguy.8702

Make it turn incoming damage into life force.

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Posted by: Bigpapasmurf.5623

Bigpapasmurf.5623

Make it turn incoming damage into life force.

So kind of like the glint heal on rev, or thet underused heal on war but for lf?

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Posted by: Fenris Amarok.4052

Fenris Amarok.4052

As much as I love being nearly invincible already, that would make shroud necros fairly op. Wouldn’t need to take your soul is mine, wouldn’t really need rise, or any other life force generator. Would ruin the point of any other life force generator.

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Posted by: Lahmia.2193

Lahmia.2193

As much as I love being nearly invincible already, that would make shroud necros fairly op. Wouldn’t need to take your soul is mine, wouldn’t really need rise, or any other life force generator. Would ruin the point of any other life force generator.

If they did change it to damage → lifeforce then they’d need to make a few adjustments. I did have a similar idea a while back where it lasted for 3 seconds, all regular damage was reduced to 0 (like feel no pain) and whilst your life force was above a certain amount, you gained life force from hits. This would stop players from gaining an instant 100% life force bar.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: Bigpapasmurf.5623

Bigpapasmurf.5623

I could see maybe a heal where you heal a small amount of HP (guaranteed) and an equal amount (or another amount) of LF when struck .

- Twitch: https://www.twitch.tv/MC_Celestia
- I am currently a main thief roamer for SF in WvW. LOVE ME!
- {SOAP} Solo/Havoc roamer, lover of good fights

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Posted by: Coolguy.8702

Coolguy.8702

As much as I love being nearly invincible already, that would make shroud necros fairly op. Wouldn’t need to take your soul is mine, wouldn’t really need rise, or any other life force generator. Would ruin the point of any other life force generator.

Necros being the only class to not have a single block or evade outside of the 2 that every class have already balances that out. Besides, if you’ve ever been in teamfights you’d notice that lf is already easy to gen using staff and spectral armor which is why the meta build isn’t using the skills you’re talking about

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Posted by: Tongku.5326

Tongku.5326

Make it turn incoming damage into life force.

Nah, I’d rather have a much lower CD, maybe like half of what it is, then maybe I’d actually use it on regular basis instead of jsut some situation here and there on some particular trait combo.

Heavy Deedz – COSA – SF

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Posted by: Fenris Amarok.4052

Fenris Amarok.4052

As much as I love being nearly invincible already, that would make shroud necros fairly op. Wouldn’t need to take your soul is mine, wouldn’t really need rise, or any other life force generator. Would ruin the point of any other life force generator.

Necros being the only class to not have a single block or evade outside of the 2 that every class have already balances that out. Besides, if you’ve ever been in teamfights you’d notice that lf is already easy to gen using staff and spectral armor which is why the meta build isn’t using the skills you’re talking about

I’m not talking about pvp, though. The only time I play pvp is when I have guild missions requiring it. In PvE, the staff is absolute trash for life force genning.

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Posted by: Sublimatio.6981

Sublimatio.6981

I support the whole idea with all my heart. Necro doesn’t have any active damage mitigation unless you’re a sylvari. No evades, no blocks, no invulns. Something must be done for this weak class already

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Posted by: Shaogin.2679

Shaogin.2679

As much as I love being nearly invincible already, that would make shroud necros fairly op. Wouldn’t need to take your soul is mine, wouldn’t really need rise, or any other life force generator. Would ruin the point of any other life force generator.

Necros being the only class to not have a single block or evade outside of the 2 that every class have already balances that out. Besides, if you’ve ever been in teamfights you’d notice that lf is already easy to gen using staff and spectral armor which is why the meta build isn’t using the skills you’re talking about

I’m not talking about pvp, though. The only time I play pvp is when I have guild missions requiring it. In PvE, the staff is absolute trash for life force genning.

Staff is just as effective for generating life force in PvE as it is in PvP. However, the world of PvE is all about maximizing damage output, thus staff is never a good weapon choice. Even without staff though, no Necro should have any issues generating life force in PvE.

As for the suggested change in PvP, it would be insanely OP unless the skill was nerfed in some other way to compensate for the buff.

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Posted by: Dadnir.5038

Dadnir.5038

As for the suggested change in PvP, it would be insanely OP unless the skill was nerfed in some other way to compensate for the buff.

That!

Players are so addicted to vital persistence that they tend to forget that Spectral Armor traited last 9 seconds give 5% LF on use and have the potential to refil up to 75% of your life force over it’s duration. Add to that that it become a stun breaker on 32 second cool down that also grant protection.

This skill is already plenty strong enough. If anet were to do the listed change, we would probably end up with a depressive 2 second duration skill that wouldn’t help us at all since it would make thing really tricky to use it then rush to enter shroud and it would just end in no time.

I’m perfectly fine with player asking for buff to skills that aren’t that good like well of darkness, summon bone minion, spectral grasp or signet of undeath but seriously, leave strong skills as they are.

Seriously, look at signet of undeath, in it’s state we wouldn’t take it even if it granted 1% life force every second (which would already a scary huge buff in the devs view point).

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

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Posted by: Sublimatio.6981

Sublimatio.6981

they can change the functionality just for pve though and leave pvp version as it is, although i do believe necro in pvp should get this version as well since the class has no mobility, no blocks, no evades, no invulns. its a free target.

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Posted by: KrHome.1920

KrHome.1920

they can change the functionality just for pve though and leave pvp version as it is, although i do believe necro in pvp should get this version as well since the class has no mobility, no blocks, no evades, no invulns.

No they can’t as they already stated that balance splitting between game modes will not change skill funktionality but only modifiers, stacks, ranges and cooldowns.

There is a reason for that policy: Mechanics should feel the same over all three game modes. And that’s a wise decision!

Spectral Armor is fine as it is.

its a free target.

And to adress that issue you want to mess up one of the very few really good necro utility skills?

(edited by KrHome.1920)

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Posted by: Lord Velar.1509

Lord Velar.1509

I’m lost on some of you saying “it would need to be tweaked”

Umm no it wouldn’t and this wouldn’t make it op

It already has a long cool down, even after taking the spectral trait. Damage numbers are high in this game and I see that these same ppl are obviously forgetting how non mobile necros is the term “punching bag” when referring to us is there for a reason

All of our defensive abilities are really quite useless, I have a thief, I can still count on 1 hand how many necros players have fought him 1v1 and won….that in itself is an extremely small group of ppl

We cant tank damage at all unless who evers attacking us is still learning or we have a engi or ele supporting us, we die pretty fast even with our high health

Other classes (as already stated) have abilities that doe the same if not better

I mean my rev can take 3 ppl on for quite some time, I usually manage to hold out till someone else or the rest of the team comes along

Rev and Warrior both have healing abilities that not only block attacks, but also abilities that takes incoming damage and converts it to kittening health

All this would do is convert incoming damage to life force….means if my health is at 10k when I activate it, my health will still be at 10k after its done in which its not like it stays up long at all

So yeah no there would be nothing op about

Hell if anything that sounds fair to me, the least mobile class with the least amount of actual defenses (name 1 time you fought a necros who blocked your attack or turned your damage into a 0….go ahead ill wait) with a good idea that will at least give the ele something to do besides baby sit us

Yeah see this why I don’t get the forums sometimes

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Posted by: Dadnir.5038

Dadnir.5038

So 9 seconds of invulnerability, with a break stun on use, on a 32 second cool down seem fair for you?

Lord velar, for a very short amount of time, spectral armor was granting 4% life force on hit witout ICD. Just 4 little percent. The necromancer was basically unkillable. Even worse, spectral walk who was granting 2 little percent without ICD was enough for the necromancer to stay in shroud for the whole duration of the spectral walk buff.

This change might not be able to refil full life force but it’s more than enough to keep the necromancer unscath for 9 whole second without being hindered in any way. This would obviously end into a balance issue.

The strength of this skill does not lie in it’s ability to egate damage but in the length of the buff it give. This allow for a very long time of virtual invulnerability to damages.

Players that are against this change know the value of this skill. And that’s why they disagree.

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

(edited by Dadnir.5038)

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Posted by: Sigmoid.7082

Sigmoid.7082

I’m lost on some of you saying “it would need to be tweaked”
Umm no it wouldn’t and this wouldn’t make it op

Depending on game mode and build you are looking at anywhere from 19.2k~37kHP and anywhere from 13k~29.6k shroud, equating to 26k~ 59k due shroud inate -50% damage reduction to everything including falling damage. You would functionally be immortal.

Right before you drop to 50% HP pop SA.
Proceed to not die for 9s.
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper. Exit shroud, drop below 50% hp..trigger Last Gasp.
Proceed to not die for 9s.
Heal with heal skill/incoming healing from others.
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper.
Exit shroud…do normal things for X amount of seconds because SA is not off cooldown.
Get pressured enough, use SA.
Proceed to not die for 9s..
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper.
Survive for 10~20s.
If you drop below 50% HP trigger Last Gasp.
Proceed to not die for 9s.
…You get the idea.

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Posted by: Brokensunday.4098

Brokensunday.4098

I’m lost on some of you saying “it would need to be tweaked”
Umm no it wouldn’t and this wouldn’t make it op

Depending on game mode and build you are looking at anywhere from 19.2k~37kHP and anywhere from 13k~29.6k shroud, equating to 26k~ 59k due shroud inate -50% damage reduction to everything including falling damage. You would functionally be immortal.

Right before you drop to 50% HP pop SA.
Proceed to not die for 9s.
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper. Exit shroud, drop below 50% hp..trigger Last Gasp.
Proceed to not die for 9s.
Heal with heal skill/incoming healing from others.
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper.
Exit shroud…do normal things for X amount of seconds because SA is not off cooldown.
Get pressured enough, use SA.
Proceed to not die for 9s..
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper.
Survive for 10~20s.
If you drop below 50% HP trigger Last Gasp.
Proceed to not die for 9s.
…You get the idea.

Make it end when ds is full and activates it problem solved

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Posted by: Sigmoid.7082

Sigmoid.7082

I’m lost on some of you saying “it would need to be tweaked”
Umm no it wouldn’t and this wouldn’t make it op

Depending on game mode and build you are looking at anywhere from 19.2k~37kHP and anywhere from 13k~29.6k shroud, equating to 26k~ 59k due shroud inate -50% damage reduction to everything including falling damage. You would functionally be immortal.

Right before you drop to 50% HP pop SA.
Proceed to not die for 9s.
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper. Exit shroud, drop below 50% hp..trigger Last Gasp.
Proceed to not die for 9s.
Heal with heal skill/incoming healing from others.
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper.
Exit shroud…do normal things for X amount of seconds because SA is not off cooldown.
Get pressured enough, use SA.
Proceed to not die for 9s..
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper.
Survive for 10~20s.
If you drop below 50% HP trigger Last Gasp.
Proceed to not die for 9s.
…You get the idea.

Make it end when ds is full and activates it problem solved

Looking at what i quoted that counts as a tweak. Point is showing how that if its not tweaked in ANY way this change would be dumb.

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Posted by: Sublimatio.6981

Sublimatio.6981

they can reduce the baseline duration to 3 sec and its all good

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Posted by: Brokensunday.4098

Brokensunday.4098

I’m lost on some of you saying “it would need to be tweaked”
Umm no it wouldn’t and this wouldn’t make it op

Depending on game mode and build you are looking at anywhere from 19.2k~37kHP and anywhere from 13k~29.6k shroud, equating to 26k~ 59k due shroud inate -50% damage reduction to everything including falling damage. You would functionally be immortal.

Right before you drop to 50% HP pop SA.
Proceed to not die for 9s.
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper. Exit shroud, drop below 50% hp..trigger Last Gasp.
Proceed to not die for 9s.
Heal with heal skill/incoming healing from others.
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper.
Exit shroud…do normal things for X amount of seconds because SA is not off cooldown.
Get pressured enough, use SA.
Proceed to not die for 9s..
Enter Shroud until its gone, under pressure anywhere from 1~10s+.
Apply counter pressure or heal/kite if reaper.
Survive for 10~20s.
If you drop below 50% HP trigger Last Gasp.
Proceed to not die for 9s.
…You get the idea.

Make it end when ds is full and activates it problem solved

Looking at what i quoted that counts as a tweak. Point is showing how that if its not tweaked in ANY way this change would be dumb.

true any way that would be an amazing skill but we can only dream that would be good for pvp with that necro would not be insta target

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Posted by: KrHome.1920

KrHome.1920

I still vote for a Flesh Worm cast time reduction to 0,5 seconds.

- solve necros mobility issue (escape one focus every 32 seconds seems fair)
- give him more utility (on demand non clunky blast finisher)

Leave Spectral Armor alone!

Btw.: In one of the news about the leaked elite specs I read that the next EXP shroud might get some port functionality that works close to Spectral Walk. I hope this is true.

(edited by KrHome.1920)

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Posted by: Brokensunday.4098

Brokensunday.4098

I still vote for a Flesh Worm cast time reduction to 0,5 seconds.

- solve necros mobility issue (escape one focus every 32 seconds seems fair)
- give him more utility (on demand non clunky blast finisher)

Leave Spectral Armor alone!

Btw.: In one of the news about the leaked elite specs I read that the next EXP shroud might get some port functionality that works close to Spectral Walk. I hope this is true.

now that you mention worm I got a crazy idea for it make it instant cast 1200 range but instead of teleport you go like underground knocking down all on your path until you reach your destination

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Posted by: Lord Velar.1509

Lord Velar.1509

Yet again there are plenty of other classes that’s even worse with this

Eles can set up to literally be kitten near unkillable

Bunker revs are even worst

Then you have bunker guardians

Then you have undying warriors

Its getting to the point to where every other class has some amazing defensive ability that allows them to stay up even longer without taking damage, some of them can even chain all the while dropping you like a fly and some of you have problem with this…seriously……

I have faced countless teams in pvp that almost in an instant turned all of my life force into complete nothing putting me back into my normal health

Youre all looking at this from a sheet of paper perspective

I’m not, I’m basing it on experience

Necros is a focused class, punching bag is what were called for a reason

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Posted by: Dadnir.5038

Dadnir.5038

Well In fact the necromancer is focused because this is the profession that is the easiest to restrain not because it’s the profession that die the fastest. It’s more a problem of proper mobility than a matter of invulnerability. And that’s why KrHome simply suggest some QoL on one of our few “escape” skill, which would help a lot more the necromancer survivability on the long run than a change on SA, which is, again, already a great skill.

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

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Posted by: Sublimatio.6981

Sublimatio.6981

easiest to restrain equals die the fastest. no mobility but also no escape/invuln options. not even a singular block. this is criminal and necrophobic on part of Arenanet :/

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Posted by: Lord Velar.1509

Lord Velar.1509

So its ok for engis, revs, warriors, guardians, eles, and mesmers to have amazing defenses, but god forbid necros gets one

Yep I’m done here, id just rather not

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Posted by: Brokensunday.4098

Brokensunday.4098

Well In fact the necromancer is focused because this is the profession that is the easiest to restrain not because it’s the profession that die the fastest. It’s more a problem of proper mobility than a matter of invulnerability. And that’s why KrHome simply suggest some QoL on one of our few “escape” skill, which would help a lot more the necromancer survivability on the long run than a change on SA, which is, again, already a great skill.

Not true necro is target first because of lack of defence 0 life force at the start of the game making necro practically defenceless and on top of that lack of mobility

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Posted by: Dadnir.5038

Dadnir.5038

Well In fact the necromancer is focused because this is the profession that is the easiest to restrain not because it’s the profession that die the fastest. It’s more a problem of proper mobility than a matter of invulnerability. And that’s why KrHome simply suggest some QoL on one of our few “escape” skill, which would help a lot more the necromancer survivability on the long run than a change on SA, which is, again, already a great skill.

Not true necro is target first because of lack of defence 0 life force at the start of the game making necro practically defenceless and on top of that lack of mobility

Take 2 hit while under SA and you can enter shroud and even stay in it for the whole duration of SA.
Use warhorn swarm and the ennemies that focus you are a free source of life force.
Trait for spectral skill and you’ll see that building life force is just a matter of using spectral skills.
Building 10% life force is easy as day.

The problem is not life force or defence, the problem is instant mobility.

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

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Posted by: Shaogin.2679

Shaogin.2679

Well In fact the necromancer is focused because this is the profession that is the easiest to restrain not because it’s the profession that die the fastest. It’s more a problem of proper mobility than a matter of invulnerability. And that’s why KrHome simply suggest some QoL on one of our few “escape” skill, which would help a lot more the necromancer survivability on the long run than a change on SA, which is, again, already a great skill.

Not true necro is target first because of lack of defence 0 life force at the start of the game making necro practically defenceless and on top of that lack of mobility

Take 2 hit while under SA and you can enter shroud and even stay in it for the whole duration of SA.
Use warhorn swarm and the ennemies that focus you are a free source of life force.
Trait for spectral skill and you’ll see that building life force is just a matter of using spectral skills.
Building 10% life force is easy as day.

The problem is not life force or defence, the problem is instant mobility.

Not that I am agreeing with this crazy spectral armor idea, but let’s be honest here, mobility is not our only problem. We don’t get focused simply because we can’t escape or even because we do “amazing” damage. We get focused because we have 0 scaling defenses combined with no viable escape options. So when we get focused, our only option is to stand and fight and hope we take someone down with us and maybe our team will help.

Let’s not kid ourselves into thinking that even if we had an instant cast 1200 range teleport that it would fix everything. Every other class with a teleport would just teleport to us and finish the job there, or just ignore us if we’re off point and then focus us again when we get back on the point and now have our teleport on cooldown. See how it doesn’t really help much?

Also, for the life force issue, it is insanely easy to focus a necro at the start of the match and lock him down before he can build any significant amount of life force.

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Posted by: Brokensunday.4098

Brokensunday.4098

Well In fact the necromancer is focused because this is the profession that is the easiest to restrain not because it’s the profession that die the fastest. It’s more a problem of proper mobility than a matter of invulnerability. And that’s why KrHome simply suggest some QoL on one of our few “escape” skill, which would help a lot more the necromancer survivability on the long run than a change on SA, which is, again, already a great skill.

Not true necro is target first because of lack of defence 0 life force at the start of the game making necro practically defenceless and on top of that lack of mobility

Take 2 hit while under SA and you can enter shroud and even stay in it for the whole duration of SA.
Use warhorn swarm and the ennemies that focus you are a free source of life force.
Trait for spectral skill and you’ll see that building life force is just a matter of using spectral skills.
Building 10% life force is easy as day.

The problem is not life force or defence, the problem is instant mobility.

read the comment above that answers you skill spam comment even if you don’t want to believe it its true