Suggestions for necromancer

Suggestions for necromancer

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Posted by: Lily.1935

Lily.1935

With the up coming update for the necro and warrior, I thought it might be a good time for me to put out some suggestions for the necromancer that they might not have thought of.

First I’m going to suggest 2 conditions and how they should work.

Disease: While suffering from this ailment, your foe lose Health over time. Disease is contagious between foes.

I’m not the first person to suggest disease. And I doubt I’ll be the last. There is some changes that should be changed to disease. First, it shouldn’t spread to allies. This is something people hated in the first game. Second, this should be a bit of a strong condition. 3-4x bleed damage should be enough to get it noticed as well as make it desirable to remove. It still wont be as powerful as burning, but it sure will demand its removal.

The Concept of disease was always an interesting one. The same string of disease wouldn’t spread to the same foe twice in the first game. Making it act kinda like the flu virus. But if a new string of disease hit, it would spread all over again even if the foe had cured it. I would love to see this concept applied again into the game.

Barbs: Whenever a foe takes damage barbs deals damage to that foe.

How this one would work is it would trigger on attack damage. And its damage would be fixed based on your condition damage. It wouldn’t trigger on other conditions or retaliation for example. And life stealing wouldn’t trigger it either. This would also have a cap on how many people will cause this condition to trigger. So if you are in a large event and there are 40+ people hitting the same target, only something like 8-10 of them could actually trigger the barbs.

Now for 2 more suggestions that are not conditions.

Vampiric Aura: Triggered by a combo field, this aura would give any ally who gained it the ability to steal some health from striking their foes or being struck themselves.

The necromancer doesn’t seem to have very many interesting combo field finishers for their allies. And nothing that really stands out as there own. This combo field would give them something that other professions don’t have that would also strengthen the feel of a necromancer.

Healing power improving the damage of life steal: This wasn’t my idea. But I love the idea so much. Giving a necromancer the ability to cause more harm because they decided to focus on healing just sound brilliant. Since life stealing tends to be small numbers anyway and having 1000 healing power only doubling the life steal wouldn’t be game breaking considering how little defenses the necromancer actually has outside of death shroud. This would help them augment some of their damage making them truly feel like the mage of Aggression, even turning something that was supposed to be supportive and defensive into offensive.

Love or hate these ideas, please leave a comment below.

Suggestions for necromancer

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Posted by: Quells.2498

Quells.2498

Disease sounds more interesting because it creates some great scenarios in PvX. Healing Power shouldn’t affect the damage, only the amount of health received.

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Suggestions for necromancer

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Posted by: Lily.1935

Lily.1935

Disease sounds more interesting because it creates some great scenarios in PvX. Healing Power shouldn’t affect the damage, only the amount of health received.

May I ask why it shouldn’t? I personally see no balance or flavor problems with it.

Suggestions for necromancer

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Posted by: Quells.2498

Quells.2498

Because there’s no logical reason why your ability to heal would help your ability to damage. In the case of siphoning health, it would only make sense for it to increase the amount of health received.

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focus on Dungeons, Fractals and Raiding.

Suggestions for necromancer

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Posted by: Lily.1935

Lily.1935

Because there’s no logical reason why your ability to heal would help your ability to damage. In the case of siphoning health, it would only make sense for it to increase the amount of health received.

Considering the lore of the necromancer and the nature of the profession, it makes perfect logical sense. There are 4 schools of magic in Guild Wars lore. Destruction, Aggression, Denial and Preservation. Of the 4 schools, Destruction was where the Elementalist channeled its magic from, Denial was the mesmers, Preservation was the Monks(or in GW2’s case, Guardian) and Aggression was the necromancers.

If you also look at what the necromancer did in GW1 they actually would turn healing into a bad thing for its opponents. Having the necromancer pervert something that is supposed to be for support into an aggressive and unnatural use of what it was supposed to be fits the theme of the necromancer like a glove.

Suggestions for necromancer

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Posted by: TheMightyAltroll.3485

TheMightyAltroll.3485

I would be more in favor of seeing how it worked from other game’s perspectives. I am in love with the might and magic mechanics of Necromancers. I feel that Leeching should scale off of damage, not healing power. 15-20% of the damage you inflict turns into health

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Posted by: Bhawb.7408

Bhawb.7408

I would be more in favor of seeing how it worked from other game’s perspectives. I am in love with the might and magic mechanics of Necromancers. I feel that Leeching should scale off of damage, not healing power. 15-20% of the damage you inflict turns into health

While it works in other games, it would not here. It is the same issue as what BM rangers are; you should not be able to build high damage and survivability at the same time. You should have to give up damage to get survivability, in this case you get survivabililty by doing damage.

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Posted by: TheMightyAltroll.3485

TheMightyAltroll.3485

Technically that’s what Necromancers were supposed to be. Moderate-high damage whilst being tough as nails. Only we would still be less effective than a Beastmaster simply because they heal for a hell of alot more than what I was suggesting.

A 3k crit would give us 450 health How is that overpowered compared to the 1.5k the Ranger regenerates per second?

I’m the last person to suggest something overpowered, but scaling off health would hardly do anything except give us another bunker build.

Contact me ingame for Necro, Ranger, Mesmer, and Thief advice.

Suggestions for necromancer

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Posted by: Lily.1935

Lily.1935

I would be more in favor of seeing how it worked from other game’s perspectives. I am in love with the might and magic mechanics of Necromancers. I feel that Leeching should scale off of damage, not healing power. 15-20% of the damage you inflict turns into health

While it works in other games, it would not here. It is the same issue as what BM rangers are; you should not be able to build high damage and survivability at the same time. You should have to give up damage to get survivability, in this case you get survivabililty by doing damage.

Except there isn’t a stat combination that would turn you into a high damage, high survivability with healing and damage. Not only that, with the necromancer’s lack of real damage prevention, they may be able to steal, lets say 100 health a hit, but when someone is reducing that with poison as well as bursting them down, life steal isn’t going to do much for their survivability. And even if a necro is stealing 100 health a hit, they deal far more damage with bleeding. It will be noticeable, but won’t be game breaking.

Not only that, if its effected by healing power that would mean the damage would be effected by poison. So by being poisoned the damage would be reduced along with the healing. And damage prevention will always be better then life gain. Preventing a attack from hitting protects you from far more then gaining that life after you where it.

The only balance issue there is with this concept is if healing power made extremely dramatic increases to life stealing.