[Suggestion] Next elite spec?
Envoy. http://wiki.guildwars.com/wiki/Envoy
I think its a good theme for a healer/soul summoner minion hybrid.
Necromancers with the new blood line would extremely benefit from a healing/support spec. It would also open us to a new role in group content, one which many have asked for since launch.
Envoy. http://wiki.guildwars.com/wiki/Envoy
I think its a good theme for a healer/soul summoner minion hybrid.
Necromancers with the new blood line would extremely benefit from a healing/support spec. It would also open us to a new role in group content, one which many have asked for since launch.
Ooooooo… I like.
Very good theme, and even draws from existing lore. I would love this, as I personally don’t like our current minions (thematically, not mechanically). I would love the idea of using actual souls and spirits of the dead rather than the physical rotting remains. Also, necros having a healing or support spec would be amazing since we are pretty much considered the most “selfish” profession in the game. I think this would be perfect for an elite. Would love to see this more fleshed out (what new weapon? Utility skills? any change to class mechanic?)
That said, any other ideas?
How about a Torch for a weapon? Skills could be “Flames of Grenth – set yourself alight with the Flames of Grenth, burning conditions off yourself and nearby allies.” and “Funeral Pyre – set the target area alight with underworld flames chilling foes in it and weakening them”
How about a Torch for a weapon? Skills could be “Flames of Grenth – set yourself alight with the Flames of Grenth, burning conditions off yourself and nearby allies.” and “Funeral Pyre – set the target area alight with underworld flames chilling foes in it and weakening them”
Interesting, though necros tend to use the conditions that are on them more offensively…
Also, probably want to leave out anything that is specific to a particular race in the game.
Thinking in terms of offering support and although yes we can use conditions on us offensively, we’re out of luck if those skills are on cd or it could allow us to select other skills in their place opening up more build options. And the Flames of Grenth just sounds like a cool skill name =P
Any other ideas out there?
I’d personally be quite happy with the healer-y/support-y envoy idea. I can’t really think think of anything else in particular; maybe a long-range AoE nuker spec, like a dark staff ele.
I refuse to believe all necros have to be lumbering “sticks in the mud.” So I would appreciate a more mobile, evasive elite specialization. For example:
Poltergeist (or something more suitable): Haven’t thought of a good description, but something similar to a “caster/summoner” in some way. The E-spec grants access to swords (main hand) and “tricks” for utility skills. The tricks are broken up into two sub-categories:
-Harrowing Blades: Thin, shadowy blades that jut from the ground (similar to Mind Stab: Mesmer greatsword 3) leeching health and lifeforce from up to three targets in a 180 radius. (Note: blade skills get an equivalent skill for underwater combat)
-Phantoms: Shadowy figures that are impervious to damage but are still susceptible to impairing conditions and cc. All phantoms fade after 10 seconds if they do not successfully strike (includes blocked attacks) a target or have their sequence skill activated (when applicable).
Shroud and Sword Skills:
Shroud Skills:
1. Whispering Twilight: Lash out at your foes with sundering shadows.
-Damage (x3): x
-Number of Targets: 3
-Range: 600
-Cast Time: 1.5s
2. Ghastly Blade: Summon a blade at the target location, leeching lifeforce from foes (12s cooldown).
-Damage: x
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 6%
-Targets: 3
-Radius: 180
-Range: 900
-Cast Time: 0.75s
3a. Dismay: Teleport to your foe and fear them (32s cd).
-Damage: x
-Fear (1s)
-Number of Targets: 1
-Range: 900
-Cast Time: 0.75s
3b. Despair: Teleport to your foe, fearing and crippling them.
-Damage: x
-Fear (1s)
-Crippled (4s)
-Number of Targets: 1
-Range: 900
-Cast Time: 0.75s
3c. Dread: Teleport to your foe, inflicting heavy damage and fearing them.
-Damage: x
-Fear (1s)
-Lifeforce: 12%
-Number of Targets: 1
-Range: 900
-Cast Time: 1s
4. Mournful Dusk: “Breathe” festering shadows onto your foes (32s cd). (something similar to Cleansing Fire: Guardian torch 5)
-Damage (x10): x
-10x Torment (5s)
-10x Vulnerability (8s)
-Number of Targets: 5
-Range: 600
-Channel time: 2.25s
5. Withering Blades: Send out several blades in a line before you (30s cd).
-Damage: x
-Weakness (4s)
-Number of Blades: 8
-Radius: 180
-Range: 900
-Cast Time: 1.25s
Sword Skills:
1. Rending Shadows: Cast out three projectiles in front of you, inflicting vulnerabilty on the first projectile, cripple on the second, and torment on the third.
-Damage (per projectile): x
-1x Vulnerability (6s)
-1x Crippled (0.75s)
-1x Torment (5s)
-Range: 1000
-Projectile chance: 20%
-Cast Time: 1s
2. Harrowing Blade: Summon a harrowing blade at your targets location (8s cd).
-Damage: x
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 1%
-Number of Targets: 3
-Radius: 180
-Range: 1000
-Cast Time: 0.75s
3a. Festering Omen: Curse your foe with a festering omen, inflicting conditions and generating lifeforce while it’s active (35s cd).
-1x Torment (2s)
-1x Weakness (1s)
-Lifeforce: 2%
-Range: 1000
-Interval: 1s
-Duration: 10s
-Cast Time: 1.5s
3b. Bane of the Chosen: Teleport to your target, removing two boons and gaining fury.
-Damage: x
-Boons Removed: 2
-Fury (7s)
-Range: 1500
-Cast Time: 0.25s
Trick Skills:
Healing Skill:
Leeching Blade: Heal yourself and summon a blade that leeches health from foes (10s cd).
-Initial Heal: 1000
-Damage: x
-Lifesteal Damage: 325
-Lifesteal Heal: 900
-Lifeforce: 1%
-Number of Targets: 3
-Radius: 180
-Range: 1200
-Cast Time: 0.75s
Utility Skills:
Blades of Lament: Summon several blades at the target location (25s cd).
-Damage: x
-1x Torment (5s)
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 1%
-Number of Blades: 5
-Radius: 240
-Range: 1200
-Cast Time: 1s
Phantom of Hosts (a): Summon a phantom at the target, or your, location, periodically inflicting conditions on nearby enemies (15s cd).
-Damage: x
-1x Crippled (2s)
-Number of Targets: 5
-Radius: 240
-Range: 600
-Interval: 3s
-Duration: 10s
-Cast Time: 1s
Parasitic Gathering (b): Teleport toward the phantom, consuming it and gaining lifeforce.
-Lifeforce: 7%
-Range: 600
-Breaks Stun
Phantom of Condemnation (a): Summon a phantom that follows behind you, periodically taking your conditions to itself (40s cd).
-Conditions Removed: 1
-Interval: 1s
-Duration: 10s
-Cast Time: 1s
The Sins of One (b): Cause the phantom to rupture, spreading all of its conditions to nearby enemies.
-Damage: x
-Number of Targets: 5
-Radius: 240
-Cast Time: 0.5s
Grieving Phantoms: Summon three phantoms that attack your target, inflicting conditions (32s cd).
-Damage (per phantom): x
-Blind (7s)
-Boons Removed (per phantom): 1
-Duration: 10s
-Cast Time: 1.5s
Elite Skill:
Blades of Despair: Summon a multitude of blades at the target location over a period of time, inflicting conditions and removing boons (90s cd).
-Damage: x
-1x Weakness (5s)
-Boons Removed: 1
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 1%
-Number of Blades per Interval: 5
-Interval: 1
-Duration: 3s
-Radius: 240
-Range: 1200
-Cast Time: 2s
Traits:
Minor Adept:
Poltergeist: Gain access to Poltergeist’s shroud, swords, and tricks.
Major Adept:
Leeching Phantoms: Your phantoms leech health. Summon a phantom when you use your heal skill.
-Siphon Damage: 80
-Siphon Heal: 125
-Cooldown: 8s
Debilitating Blades: Your blade skills inflict cripple. Deal more damage to crippled foes.
-Blade Skill Crippled (3s)
-Damage Increased: 5%
Boisterous Entity: Whenever you gain fury, nearby allies do as well. Gain fury when you evade an attack.
-Fury (1.5s)
-Number of Targets: 5
-Radius: 300
-Cooldown: 1s
Minor Master:
Enraging Contingency: Fury you apply lasts longer.
-Duration Increased: 15%
Major Master:
Gnashing Hunger: Gain a stack of “Gnashing Hunger” when you siphon health.
-Gnashing Hunger (10s): Gain increased healing power and ferocity.
-Healing Power per Stack: 10
-Ferocity per Stack: 10
-Maximum Stacks: 15
Swift Condemning: Reduces the recharge of Infectious Omen. Whenever you critically hit a target, summon a Harrowing Blade.
-Cooldown Reduced: 33%
-Cooldown: 8s
Delightful Dread: Dismay, Despair, and Dread remove boons. Whenever you remove a boon, gain fury.
-Boons Removed: 1
-Fury (0.75s)
Minor Grandmaster:
Nefarious Leech: While under the effects of fury, your critical hits siphon health and lifeforce.
-Siphon Damage: 50
-Siphon Heal: 60
-Lifeforce: 0.5%
Major Grandmaster:
Purgatory’s Emissary: Phantom skills inflict vulnerability and have a reduced recharge. Your Harrowing Blade skills are now equivalent Phantom skills.
-1x Vulnerability (5s)
-Cooldown Reduced: 15%
Midnight Traversal: Teleporting reduces the cooldown of Harrowing Blade skills and removes conditions. Your dodge roll is replaced with a short range teleport.
-Conditions Removed: 1
-Cooldown Reduced: 2s
-Range: 350
Dhuum’s Enlightenment: You periodically gain fury. Sources of fury outside of Dhuum’s Enlightenment now grant a stack of Dhuum’s Wrath, increasing the damage of your next critical hit.
-Dhuum’s Wrath (20s): Increases your next critical hit’s damage.
-Fury (2.5s)
-Interval: 7s
-Critical Hit Damage per Stack: 2%
-Maximum Stacks: 25
(edited by Dignified Loser.7689)
While I appreciate the effort you went through to list all that, I would say that the skills/traits would only serve to overwrite rather than add to, with some redundancy through in. Necro already has one of the best condi specs around in pve and this would only serve to compete with their own other specs. Shroud 1 alone is probably too powerful when you consider people speccing into Dhuumfire being able to stack burning, poison and torment by pressing 1. Confusion on the sword skills is too much as well, as this is in general a Mesmer condition and kind of comes out of nowhere for this. The spec enhanced condi setups, siphon setups, and crit setups which is a little all over the place if you ask me.
While I appreciate the effort you went through to list all that, I would say that the skills/traits would only serve to overwrite rather than add to, with some redundancy through in. Necro already has one of the best condi specs around in pve and this would only serve to compete with their own other specs. Shroud 1 alone is probably too powerful when you consider people speccing into Dhuumfire being able to stack burning, poison and torment by pressing 1. Confusion on the sword skills is too much as well, as this is in general a Mesmer condition and kind of comes out of nowhere for this. The spec enhanced condi setups, siphon setups, and crit setups which is a little all over the place if you ask me.
You know what, you’re absolutely right. Honestly, I was just kinda kittenting ideas out, but I suppose I should’ve reigned it in a bit more. Thanks for the feedback; I’ll make some adjustments.
What about this? I made an earlier version of this some weeks ago but now I made a new one so I wanted to post it here (Also I was little inspired by Dignified Loser.7689 with your phantoms, thanks, I like that idea a lot!):
Necromancer’s elite specialization: The Shaman
- New weapon: Torch
- New utility skills: Sacrifice skills
- New proffesion mechanic: Shaman’s Shroud
- Description: Shamans are powerful masters of dark arts. They were able to bring their skills to a whole new level, allowing them to work with their life force more precisely. Instead of focusing directly on their enemies, they also learned how to use their powers to support their allies. They learned things like bending their own blood, using their life force to summon lost ghosts looking for a chance to make a good deed (as this is their way to find a peace) and using their new weapon, the torch, to buff their allies. But their most significant change is their new shroud. When entering the Shaman’s Shroud, Shamans become powerful stavemasters with mighty AoE attacks and support. With such an ally the Shaman is, you’ll no longer have a fear when facing death face to face.
New boon: Vigilance
- Any attacks dealt to you have 33% less critical chance. (20% in PvP)
- Vigilance is a new powerful boon focusing at your defense. It stacks in duration and its duration is usually somewhere between the duration of protection and fury (it’s not long lasting boon like might)
Buff: Fiendish Hunger
- Some of Shaman’s abilities grants this buff. It allows to siphon health with attacks. Every source of Fiendish Hunger grants it for 5 seconds. It can be stacked (3 stacks max).
Torch skills:
Flames of Darkness (Skill 4): Cover your body with underworld flames, blinding and chilling nearby foes. (210 radius)
Hungry Flames (Skill 5): Send out a black flame to targeted area. When it arrives there, it grants stack of Fiendish Hunger to allies. Then the flame returns to you. The flame grants vigilance to allies and removes condition from them. (Works like a Phoenix, 900 range)
Shaman’s Shroud:
- When Shamans enter the Shaman’s Shroud, they’ll equip a shadow staff and gain access to new skills. These long range skills focus mostly on support and area effects.
Life Blow (Skill 1): Send forward a ghostly projectile that bounces between foes and allies, damaging foes and leaves them weakened, while granting vigor to allies. (Casting faster than Life Blast, but projectiles are little slower.)
Mark of Absorption (Skill 2): Apply a mark to your foe. After a short delay, it damages nearby foes and you siphon life force from them. Also grants might to nearby allies. (4 sec delay, 180 radius)
Well of Twilight (Skill 3): Create a pulsing well in targeted area, blinding and damaging foes and leaving them vulnerable. (240 radius)
Dark Sanctuary (Skill 4): Concentrate dark energy around you, pulsing protection to nearby allies. At the end, it gives Vigilance and Fiendish Hunger to nearby allies. Also partly revives nearby downed allies. (300 radius, with Transmute trait you revive them faster.)
Shadowfall (Skill 5): Summon dark orbs in the air above the targeted area. After a little delay, orbs fall down, heavily damaging, fearing and removing 1 boon from affected foes. (300 radius, this skill resembles the Shadowfall AoE skill Liadri the Concealing Dark was using. When foes are feared, they’ll run from the AoE center.)
- All skills except 4th one have 1200 range.
Utilities, the Sacrifice skills:
- Sacrifice skills are very powerful, so powerful, that you have to pay a painful price to activate them. There are two types of Sacrifice skills: some require your blood, while the other ones wants your life force.
Shadow Priest (Healing skill): Sacrifice life force and summon a ghostly priest that heals nearby allies. Activation: Ghostly priest sacrifices himself to protect your allies, massively healing them and granting them Vigilance and protection.
Shadow Revenger (Utility 1): Sacrifice life force and summon a ghostly revenger that absorbs CCs coming to you (4 sec cd, you have to be in his range) and grants allies stack of Fiendish Hunger when they are CCed (5 sec cd per ally). Activation: Ghostly revenger sacrifices himself and fears nearby foes.
Shadow Martyr (Utility 2): Sacrifice life force and summon a ghostly martyr that transfers conditions from nearby allies to himself. Activation: Ghostly martyr converts his conditions into boons and transfers (or copies?) them to nearby allies.
Armor of Blood (Utility 3): Sacrifice health and envelop yourself in armor of blood, gaining stability and granting Fiendish Hunger to nearby allies. Removes weakness and vulnerability from you when cast. (Duration 8 seconds.)
Orbs of Blood (Utility 4): Sacrifice health and summon two blood orbs floating around you, pulsing might and regeneration to nearby allies and weakness to foes. After some delay, orbs explode, damaging and poisoning foes. Removes bleeding and poison from you when cast. (Duration 8 seconds)
Envoy (Elite skill): Sacrifice health and separate your body from the reality, becoming a living ghost. While this skill is active, you lose all conditions and become immune to them, and damage dealt to you is decreased by 50% and you can see all stealthed foes nearby (Only you can see them, they do not become revealed, you also cannot target them.) Your attack speed and damage are decreased by 40%. Grants increased precision to nearby allies. You also cannot enter Shaman’s Shroud. When you leave this form, your life force is filled by 30% and grants Vigilance to nearby foes. (lasts for 15 seconds, 300 range, your appearance is changed like when using Spectral Walk, but with black color instead of green). You can leave this form sooner if you want (4 sec cd after using this elite skill).
- All ghosts have 360 range and always follows their master. They are immune to damage, but are still vulnerable to CCs (they are not immune to conditions, only to damage from them). They last 15 seconds, then they use their activation part and disappear (You can use it prematurely by using 2nd, activation skill). Their abilities are passive, which means CC has no effect on them, only limits ghost’s movement.
- Sacrificing uses 7% health (10% for elite skill) or 10% life force. When you don’t have enough of it, these skills become unavailable.
Traits:
Minor 1: You can use torch and gain access to Sacrifice skills. Your Death Shroud is replaced with Shaman’s shroud, which has long range support oriented skills.
Minor 2: Boons you apply have increased duration, even more, if applied in Shaman’s Shroud (10% / 20%)
Minor 3: You have increased critical chance against weakened foes (10%). Striking a weakened foe has a chance to give might to nearby allies. (33% chance, 5 sec cd, 1 stack)
Adept 1:When using Sacrifice skills, you’ll gain life force if sacrificing health and vice versa.
Adept 2: Fiendish Hunger lasts longer (7 sec instead of 5).
Adept 3: You and nearby allies gain might when leaving Shaman’s Shroud (3 or 4 stacks maybe?)
Master 1: Gain swiftness and might when applying Vigilance to an ally. Vigilance lasts longer (25%)
Master 2: Healing done from siphoning life is increased.
Master 3: Reduce recharge of torch skills. Using a torch skill grants life force.
Grandmaster 1: You gain a small amount of life force when healed. Gain life force when your health drops below the threshold. (50% health threshold, 30 sec cd. 1 sec cd for life force from healing)
Grandmaster 2: You have a chance to siphon life from your foe when applying weakness to him. (50%, 5 sec cd, gain life force instead if in Shaman’s Shroud). You and nearby allies gain stack of Fiendish Hunger when you leave Shaman’s Shroud.
Grandmaster 3: Cast Shadowfall on your position and gain fury when using elite skill (40 sec cd).
(edited by Avador.8934)
I believe that sooner or later we will have an elite spec with a pet based mechanism (after all, when one think about a necromancer, one usually think of a powerfull bad** that control undeads).
There is 3 way to introduce such spec :
- Make it so the pet have no link whatsoever with life force : that would be a spec with a mechanism a la Druid, which mean totally flawed from the very begining and that would work only for a very specific situation (I’d hate this)
- Share life force between pet and master : I think it would be somewhat difficult to balance but the death of the pet probably wouldn’t affect to much the outcome of a fight.
- Last way would be to make it so the pet become an avatar of the life force : Major issue here would be to concile it with the traits linked to the shroud.
… Well I’m happy that I am not a dev that have to design a spec like this. There seem to be definitely ways to do it but at the same time there are plenty of things that hinder them.
Both ideas have some great merit to them. I personally would really enjoy playing the shaman idea (I like the sacrifice skill idea a lot), and the poltergeist would be an interesting idea as well.
I, for one, want our Darkness specialist already.
We already have an example to draw from: https://wiki.guildwars2.com/wiki/Liadri_the_Concealing_Dark
Dark Shroud, Entropic Lash, the Shadowfall Elite
I want it