Staff Changes

Staff Changes

in Necromancer

Posted by: Ashur.6403

Ashur.6403

The necromancer already isn’t in a great spot so I fully believe more added utility to the staff (without nerfing other aspects) is justified.

Staff
Necrotic Grasp _ projectile tracks chilled or crippled targets_
Damage: 269 (0.666)
Might (5s)
Number of Targets: 5
Combo Finisher: Physical Projectile (20% chance)
Pierces
Range: 900

Mark of Blood
Recharge: 10s
Damage: 187 (0.33)
Protection (3s)
Bleeding (x4): 5s
Life Force: 3%
Number of Targets: 5
Radius: 240
Blast Radius: 300
Combo Field: Water
Range: 1200

Chillblains
Recharge: 16s
Damage: 222 (0.55)
Chilled: 4s
Poison (x3): 5s
Life Force: 3%
Number of Targets: 5
Radius: 240
Blast Radius: 300
Combo Field: Ice
Range: 1200

Putrid Mark
Recharge: 25s
Damage—Three Boons: 578 (1.50)
Damage—Two Boons: 413 (1.25)
Damage—One Boon: 248 (0.75)
Damage—No Boons: 165 (0.50)
Boons Removed: 3
Life Force: 3%
Number of Targets: 5
Radius: 240
Blast Radius: 300
Combo Finisher: Blast
Range: 1,200

Reaper’s Mark
Recharge: 32s
Damage: 111 (0.275)
Blind: 6s
Fear: 1.5s
Life Force: 3%
Number of Targets: 5
Radius: 240
Blast Radius: 300
Combo Finisher: Blast
Range: 1,200

Traits
Soul Marks Marks grants might, transfer conditions, and are unblockable
Might (x2): 6s
Conditions Removed: 1
Unblockable

Thoughts-
I added Might and created a conditional homing projectile on Necrotic Grasp (I wanted other professions to know what it’s like to not be able to get away) reducing its range. Mark of Blood had its Regeneration changed to Protection (increasing its recharge and Bleeding stacks[but reduced duration], and added a Combo Field: Water [eww]). Chillblains was changed to Combo Field: Ice (otherwise like the skill). Putrid Mark… I’ll save for later. Reaper’s Mark I added Blind and a Combo Finisher: Blast (I believe utility weapons should be able to self combo which is why I added Water and another Blast). I wanted Soul Marks to have more utility so I added Might and condition removal (only allies in the mark when it triggers gain this effect). This caused overlap with Putrid Mark so I moved a modified Spinal Shivers (I also think the focus should be reworked).

Any discussion would be appreciated.

Dark Lord Sutekh – Necromancer
Henge of Denravi

(edited by Ashur.6403)

Staff Changes

in Necromancer

Posted by: Justine.6351

Justine.6351

No to protection, boon removal or blind on any of the marks. Marks are absolutely skillless and do not need more reward for button smashing.

The condition removal on all marks is probably a nerf considering current mark transfers conditions.

Staff Changes

in Necromancer

Posted by: Kaladel.1670

Kaladel.1670

No CD reduction on marks ? They are too slow for what they provide (at least in PvE) and Necrotic Grasp needs more damage.
You seems in favor of making the staff do more, I want it to do things more often.

If I had to buff the staff, I’d make these changes :

  • Necrotic Grasp: Add one (or two) stack(s) of torment.
    Staff is a condi weapon, so it makes sense to put condi on the AA. The name of the skill match the idea of putting torment. And the weapon synergies well with the scourge and the concept of area denial/control.
  • Mark of Blood: Add the stack of bleed lost in a previous nerf back, at least in PvE.
    This mark lacks impact.
  • Reduce all marks cooldown by 20%: Every profession has something like this and it makes using a staff less boring. (this could be added to a trait, I don’t particularly care, as long as it’s there)

(edited by Kaladel.1670)

Staff Changes

in Necromancer

Posted by: mazut.4296

mazut.4296

Btw your Necrotic Grasp says 5 targets, but Piercing can hit more then 5.
@ Kaladel, Staff is not really a condi weapon. Its rather weak for condi users.

(edited by mazut.4296)

Staff Changes

in Necromancer

Posted by: Kaladel.1670

Kaladel.1670

@ Kaladel, Staff is not really a condi weapon. Its rather weak for condi users.

I tend to consider it a condi weapon because of the damaging conditions on some of the marks (plus the condi transfer on #4 and the projectile finisher on the AA). But you are right, it’s rather weak.