[Suggestion] Spectral walk becoming a blink

[Suggestion] Spectral walk becoming a blink

in Necromancer

Posted by: Meep.1724

Meep.1724

So as every necro knows, when it comes down to mobility, we [the necros] are at the bottom of the totem pole. I had a random idea this afternoon that could change it up a little by changing the way [Spectral Walk] works. (I mean, as if you ever use the [Spectral recall] for anything else but ALMOST jumping to your death).

Using http://tooltips.thatshaman.com/ I put together some tooltips, though they lack some information, which I will explain here.

How this skill would work:
Spectral Walk will become a ground targeted blink (instacast) on 300 range, breaking stun. Sounds short? fear not.
Upon use, you gain 2 stacks of “Spectral invigoration” (5s). Each stack will grant you 2% life force upon taking damage (as usual with spectral skills). Also, you gain access to the follow-up skill “Spectral step”

Spectral step works similar to the first cast: ground targeted 300 range blink (instacast).
The difference: it doesn’t break stun, but grants 2s swiftness instead and has a short cooldown (<2.5 seconds). It also consumes 1 stack of “Spectral invigoration”, reducing the amount of life force you get when hit.
Once you run out of “spectral invigoration” the skill flips back to “Spectral walk” and goes on cooldown.

When traited with spectral mastery, the duration of “Spectral invigoration” is increased by 50%, and you gain 3 stacks of it, rather than 2, and of course, gain life force on activation. “Spectral step” would also grant 5% life force on activation in this example, netting you at least 20% if used up instantly.

Please note:
-After using “Spectral walk” you will still be susceptible to CC, so you can be locked out of the use of “spectral step”. However, you do get life force per hit you take, so you got that going for you.
-Untraited, you have a 900 range teleport (provided you don’t move inbetween casts). Traited, you have 1200 range. (however, since you can walk inbetween casts, the range per cast might be reduced. This is in no way “balanced” out yet).
-I would suggest not removing the “green trace” you leave, this way you can still be tracked down rather easily. This skill should grant mobility, rather than juking/confusing the enemy by disappearing around a corner.

That was my suggestion. I understand that it’s probably just good hope that won’t make it to the actual game, however, it’s always worth trying.
I’ll go grab a few buckets so I can at least take some salt home with me, should I be buried in it.

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[Suggestion] Spectral walk becoming a blink

in Necromancer

Posted by: Dadnir.5038

Dadnir.5038

If there is a skill that’s fine as is, I believe it’s spectral walk… Why change a skill that’s already great when there are tons of other skills that crave for change?

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

[Suggestion] Spectral walk becoming a blink

in Necromancer

Posted by: FLiP.7680

FLiP.7680

Please no. I like Spectral Walk the way it is. 300 range is so low it’s not even worth ground target, you better just word it “Blink forward a short range”.

I gave a suggestion almost one year ago to make Dark Path a teleport skill, with the same cast time and not instant, to compensate the lower cooldown.

https://forum-en.gw2archive.eu/forum/professions/necromancer/Dark-Path-1/first#post4474554

[Suggestion] Spectral walk becoming a blink

in Necromancer

Posted by: Malchior.1928

Malchior.1928

First they made it uncastable while falling. We don’t need anotherrr nerf.

[QQ] A Quaggan in Arah

[Suggestion] Spectral walk becoming a blink

in Necromancer

Posted by: Muchacho.2390

Muchacho.2390

The only buff spectral walk should get is that it removes cripple, chill and immob upon activation. Apart from that it is fine.

[Suggestion] Spectral walk becoming a blink

in Necromancer

Posted by: robertul.3679

robertul.3679

How about make flesh wurm instant cast instead? Like almost every blink-type skill there? Doesn’t even need to poison, blast finish or even stunbreak. Just the cast time is the real issue.

Spectral walk is fine as it is except perhaps the too long cooldown.

[Suggestion] Spectral walk becoming a blink

in Necromancer

Posted by: nekretaal.6485

nekretaal.6485

The only buff spectral walk should get is that it removes cripple, chill and immob upon activation. Apart from that it is fine.

Please

#24 leaderboard rank North America.

[Suggestion] Spectral walk becoming a blink

in Necromancer

Posted by: Malchior.1928

Malchior.1928

The only buff spectral walk should get is that it removes cripple, chill and immob upon activation. Apart from that it is fine.

Please

+1.

CD reduction would be nice as well. <3

[QQ] A Quaggan in Arah

[Suggestion] Spectral walk becoming a blink

in Necromancer

Posted by: zapv.8051

zapv.8051

The only buff spectral walk should get is that it removes cripple, chill and immob upon activation. Apart from that it is fine.

Or even makes you immune to those things for the duration.

OP, 300 range is nothing. In the time you ground target you could have walked that distance. 900-1200 range at a minimum for a suggestion like this. Also, necros already have a port in flesh wurm that they could just fix (bigger range, or much smaller cast time).

If they wanted to give us another port. I would suggest.
Dark Path: now in the location of life transfer. 1200 range ground targeted teleport on a 40 second cd. No other effects, but can be traited with transfusion to teleport downed allies to your location and heal nearby for 3k (basically, the trait wouldn’t really change).

Replace dark path with frozen blood:
Freeze targets blood in an area, applying chill for 4 seconds, and dealing damage. Once the chill ends, targets bleed for 5 seconds (3 stacks). Damage would be large, at least putrid mark levels. 12 second cooldown 240 radius.

A lot of people want dark path to be a ground target port, but on a 12 second cd that would be op. Life transfer isn’t exactly amazing, and I’d rather have a lower cd aoe damage skill.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

(edited by zapv.8051)