Stuff that is not popular

Stuff that is not popular

in Necromancer

Posted by: Super Riceman.8702

Super Riceman.8702

There are certain skills/weapons/traits that require specialization and while it isn’t bad to specialize, these things still aren’t good enough to justify it.

[Axe] can provide vulnerability, cripple and retaliation but you need to trait just to make it comparable to the utility of staff or dagger untraited
The necromancer class also has a problem with cast times so quickness could solve both the classes slow skills and the niche for using axe.
Unholy feast should grant 1.25 seconds of quickness per enemy that is hit, if its too strong along with the current boons/condis they can just remove dmg and retaliation part. The negative effect (if it needs one to not be OP) should be quickening zephyr.
That way there is a reason for any kind of build to use axe and a way to get around long cast times.

[Staff] has a weak auto-attack and long CDs on skills 3 and 5. Necrotic Grasp has to scale better w/ power or give more life force the longer the hand travels to hit. Chillbains should have a cooldown of 16 and Reaper’s Mark should have 22

[Dagger] Other classes have faster immobilizes at range, Dark Pact’s cast time should be reduced to 1/2

[Scepter] Feast of corruption seems like it should be a hybrid skill, it should grant a stack of might for each condition. That way it benefits power, condi or hybrid necro. The life force can go to grasping hands if its too strong.

[Focus] Spinal Shivers cast time should be reduced to 1 sec that way it isn’t as easily interrupted or predicted.

[Warhorn] I find that Wail of Doom misses to often. It should work like static shot, the first target is dazed then it transfers to 2 more targets. The daze duration can be reduced to 1 sec if its too strong.

[Signet of the Locust] is very useful for the speed boost but the activatable effect is not worth going w/ the speed boost for 60 seconds. It should scale much better with healing power (comprable to healing mist on engi) or have a dramatically lower cooldown. I know its good for WvW but its active effect still sucks equally in all modes.

[Spectral Armor] is good but not good enough to wait 90 seconds for over something like plague signet or spectral walk. Its cooldown should be 45 or 60 seconds so that people might think of using it once every thousand years.

[Spectral Grasp] requires you to give up other skills w/ more utility for 1 pull every 30 seconds. The pull needs to have a stronger effect to justify its cooldown or a lower cooldown to justify its current effect. It should send 3 conditions to the target or have its cooldown to 18 seconds. That way it is more threatening to the enemy, either because it puts them in a weaker state or because it can be activated often.

[Spectral Wall] isn’t a bad skill but like with grasp, your giving up other skills that would probably be more useful. It can block projectiles or it can destroy summoned units that pass through it. That way it wouldn’t feel like your giving up so much for less.

[Signet of Spite] is like Spectral Armor, its cooldown is way too long for what it does. Its cooldown should be 30 seconds and also apply burning for 5 sec, burning is mysteriously missing from the class.

[Withering Precision] is very bad for being a grandmaster trait. It should be: corruption skills have no negative effect, if its too strong then make it only apply when you have fury.

[Protection of the horde] can provide up to 120 bonus toughness (more w/ certain traits and sigils) but this is not good enough for a full minion master or someone that carries only 1 or 2 minions. I had an idea that would benefit necros w/ a few minions or full minions. Whenever you would receive an attack that would send you into a downed state, it is instead transferred to the closest minion with a cooldown of 15 seconds.

I don’t main necromancer so i might not be aware of situations where these skills/weapon/traits are good. Do you agree that these are weak or is there a way im not aware of to make these work?

Also putrid explosion doesn’t seem to give life force, is this intended?

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

(edited by Super Riceman.8702)

Stuff that is not popular

in Necromancer

Posted by: Andele.1306

Andele.1306

Axe - personal bias so ill say yes the entire weapon has kitten implementation on necro and im fine with it
Locust - its just like undeath, one part of it is way better than the other, the movement speed on a necro will save your kitten more times than the heal will and despite its buggy nature/implementation of how damage and heal work, the radius around the main target is so small you are lucky if you get 2 heal hits... I just wish it was a ok single target skill doing and healing around 1.7k at base *cough mug tait like*
Armor - bad
Grasp - Personal puppy love, 10% LF is a life saver and it works good as a melee knockdown instead of a pull
Wall - epic skill for wvwvw, nice for minion masters (WoD is better trough), would be better if it would be a dome that applies the buff/well like cpc
Spite - kitten
Withering precision - you get free weakness... that is really nice, especially for hybrids/people that dont like hitting stuff with a wet newspaper (what scepter feels like).

When life gives you lemon, ask if its from a anime or manga.

Stuff that is not popular

in Necromancer

Posted by: Super Riceman.8702

Super Riceman.8702

Withering precision – you get free weakness… that is really nice, especially for hybrids/people that dont like hitting stuff with a wet newspaper (what scepter feels like).

The problem is that its a 25% chance for 30pts, if it always happened on crit I would agree but there are more reliable ways to apply weakness w/ offhand dagger, underwater trident, and corrosive poison cloud; none of those require traiting.

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

Stuff that is not popular

in Necromancer

Posted by: Andele.1306

Andele.1306

Withering precision – you get free weakness… that is really nice, especially for hybrids/people that dont like hitting stuff with a wet newspaper (what scepter feels like).

The problem is that its a 25% chance for 30pts, if it always happened on crit I would agree but there are more reliable ways to apply weakness w/ offhand dagger, underwater trident, and corrosive poison cloud; none of those require traiting.

No but its still a good gm trait since you just get it on crits and if going hybrid, its worth going 5 points more for it, kinda a lot like most builds that go 15 into SR go 20 for soul marks.

When life gives you lemon, ask if its from a anime or manga.