The Make it Awesome Thread

The Make it Awesome Thread

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Posted by: grave of hearts.7830

grave of hearts.7830

Well so far we have seen the gazzilion bugs and generic skills that we got for our necromancers.
If you could change a skill to be balanced yet interesting because it provides a new mechanic and playstyle this is the thread to drop your idea on.
I kindly request to keep one skill change per post,so if there is anyone on the dev team reading the forums to have it at least an easy to read the thing.

My personal tweak would be flesh wyrm actually teleporting you to its spot regardless of height (and not to the first rock in a straight line ) providing the much needed teleport we need for jumping puzzles.
If the devs are worried about a mass of necros climbing the walls on a tower over w3 they could always make the champion invulnerable while there is no breach.
Now whats your idea?

SoS Defence and Emergency commander
If you see a gear above my head……run
If you see me Offline,its totaly not a trap

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Posted by: Kiriakulos.1690

Kiriakulos.1690

I really hope you realize your idea is so broken it makes everything in our profession look like it’s working correctly.

Attrition – A pretty name for taking longer than anyone else to kill something.

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Posted by: grave of hearts.7830

grave of hearts.7830

is it broken?because i could swear that watching engineers jump shot on the planks of the lighthouse on eternal battlegrounds looks pretty normal to me.

SoS Defence and Emergency commander
If you see a gear above my head……run
If you see me Offline,its totaly not a trap

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Posted by: tehdirtyfivethirty.3507

tehdirtyfivethirty.3507

It’s stupid that Flesh Wurm is so limited compared to Mes Portal. Only the necro can take the wurm, significant LoS/Range limitations make it a serious niche skill. If I could forgo that stupid wurm pumping pitiful damage to just have a reliable across-map portal (regardless of obstruction objects) for J u s t myself I would — keeping in place the fact that some kitten can just waltz up and smash my portal (which you cant do to a mes portal, just as a nec swap your staff in a drop 4 marks… woo just wait for that shatter spam cuz as a mes when i portal I almost always anticipate a trap on the other side)

/agree on Flesh Wurm needing some ‘attention’ in the somewhat daunting long list of things the necro community wants (so as not to say ‘need’ cuz ANet’s got the monopoly in that department)

but I’d like to see a progressive set of patches with changes to necro so I don’t have one huge patch that completely uproots my notion of my, by far, favorite profession. If only I had Boiling Blood, Clinging Darkness and Heart Flutter…

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Posted by: Funky.4861

Funky.4861

i would change the vulnerability on axe#1 to a 2sec chill or a 1 sec immobilise.

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Posted by: Peter.8659

Peter.8659

Get rid of that cooldown and make the damage over time significantly weaker on jagged horrors. I miss the old minonmancer days…

What’s a guy gotta do to raise his undead army around here?

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Posted by: Kravick.4906

Kravick.4906

My personal tweak would be flesh wyrm actually teleporting you to its spot regardless of height (and not to the first rock in a straight line ) providing the much needed teleport we need for jumping puzzles.
If the devs are worried about a mass of necros climbing the walls on a tower over w3 they could always make the champion invulnerable while there is no breach.
Now whats your idea?

The reason this will never happen is because we can spawn the flesh wurm on practically any surface. I’ve actually put flesh wurms on top of tower/keep walls during a siege. Not that they lasted longer than 5 seconds before getting pummeled, but imagine if necros could teleport to any location a flesh wurm was spawned. It would also completely trivialize jumping puzzles. No, it needs to function like shadow step. If you can’t normally walk there, it will just teleport you as close as it can get without bypassing obstacles.

Spectral Armor either gets a cooldown reduction or keeps the 90s and grants stability.

I second this.

My idea.

Signet of Spite needs to be made more attractive somehow. Signets are supposed to be a trade off. You temporarily give up a decent passive effect for a good activate effect. The problem is that the passive effect on Signet of Spite is lackluster (only 90 power at 80). The active effect is even worse. While I like the fact that it inflicts practically every condition, save for fear, the problem is that only 1 stack of bleeding/vulnerability is useless. It needs more stacks of these two conditions to make them worth while. 5 is a nice number. The other problem is the duration of these conditions does NOT justify the cool down on the signet (90 seconds? Seriously, WTF ANet?). 3 seconds of blind? Whats that supposed to do? Only 6 seconds of everything else? Who are you trying to kid here, thats terrible for having a 90 second cool down. Either the conditions need to have MUCH longer durations, or the cool down of the signet needs to be dramatically reduced to reflect the short duration of the conditions.

Basically, the amount of power given by Signet of Spite’s passive doesn’t justify sacrificing a utility slot for it, and the activate effects duration/cool down ratio is even worse.

I propose that Signet of Spite have its power increased to 100 at 80, and either have all conditions last for 15 seconds on activate, except blind which can be 5 seconds, and reduce the cool down of the signet to 60 seconds, or keep the condition durations the same and reduce the cool down of the signet to around the 30 second mark. Additionally, the number of bleeding/vulnerability stacks need to increase. 5 stacks of vulnerability should be baseline regardless. The amount of bleed stacks would have to be balanced around the duration of the conditions obviously. Less duration, more stacks, longer duration, less stacks. 1 bleed stack is pitiful.

Stuff goes here.

(edited by Kravick.4906)

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Posted by: grave of hearts.7830

grave of hearts.7830

well i dont want to know if they will ever do it or not.
All i can point at is the gw1 traversal and all the utility necromancers have there.

Edit: and yeah running a condition build and the timer on the signet ticks me off as well.

SoS Defence and Emergency commander
If you see a gear above my head……run
If you see me Offline,its totaly not a trap

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Posted by: Jared.8497

Jared.8497

- Legitimate bug fixes and better tooltips.
– Ability to see boons/endurance/etc in death shroud.

I see other fine ideas floating around in here though.

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Posted by: OmegaProject.9831

OmegaProject.9831

This sounds like fun! Let’s see about some utilities…

  • Summon Blood Fiend – Cast time reduced to 1 second. All attacks heal minions as well.
  • Taste of Death – Heals Minions as well (not for full 3960)
  • Blood is Power – Now is also a Stun-Break. Recharge increased to 45 seconds.
  • Rigor Mortis – Cast time Reduced to 1/2 second. Bone Fiend attacks immediately and applies 2 second immobilize. Recharge reduced to 25 seconds.
  • Necrotic Traversal – Swap places with your Flesh Wurm and poison both areas. Subject to same teleport path/rules as original skill.
  • Haunt – AoE Blind. Cast time reduced to 1/2 second. Shadow Fiend still “rears up and attacks”. Total time when hitting the cast button should be ~3/4 seconds.
  • Signet of Spite – Passive: Conditions last 10% longer. Active: Foe suffers from Weakness (10s), Poison (5s), Cripple (10s), Blind (6s), and Fear (1s). Recharge reduced to 60s.
  • Signet of Locust – Active: Steal Health from target foe (~2k health. Damage may be less than health gain). Recharge reduced to 25s.
  • Signet of Undeath – Passive: Gain 1% LF for every 2 seconds in combat.
  • Spectral Armor – Recharge reduced to 45 seconds.
  • Spectral Wall – Foes passing through the wall get 3 stacks of confusion for 5 seconds (instead of vulnerability)
  • Spectral Grasp – Now works reliably.
  • Wells are no longer PBAOE and have casting range of 480. Trait can increase casting range to 900.

New Traits and Changes (just some. I could spend all day on this XD ) :

  • Combined Fetid Consumption and Necromantic Consumption and put it in Death Magic Grandmaster Major (The minion boon removal and condition removal traits).
  • Combined Reanimator and Death Nova. Jagged Horrors now activate Death Nova (if they don’t already). Jagged Horrors have a reduced cooldown of 20 seconds. Death Nova may need to be adjusted to compensate for more minion fodder.
  • New Adept Death Magic Minor: Deathly Invigoration – Gain Vigor for 3 seconds when entering Death Shroud.
  • Protection of the Horde combined with Flesh of the Master.
  • New Master Death Magic Minor: Calloused Flesh – Gain 10-30 toughness per condition on you (scales with level).
  • Siphoned Power – When hit below 25% health, gain 3 stacks of might for 10 seconds and nearby foes are weakened for 10 seconds (Cooldown 45 seconds).
  • Axe Training – Axe skills generate Life Force and recharge 15% faster. Rending Claw will generate 1.5% per swing, Ghastly Claw will generate 12% for a complete channel, and Unholy Feast will generate 3% per foe hit.
  • Foot in the Grave – Activating Death Shroud grants stability for 3 seconds and is also a Stun-Break (30 or 45 second cooldown).
  • Near to Death – Death Shroud recharges 50% faster and gain 3% LF when you exit Death Shroud.

I’m tired and I’m sure most of these are imbalanced, but they were fun to think about. Take care everyone!

(edited by OmegaProject.9831)

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Posted by: Kravick.4906

Kravick.4906

Signet of Spite – Passive: Conditions last 10% longer. Active: Foe suffers from Weakness (10s), Poison (5s), Cripple (10s), Blind (6s), and Fear (1s). Recharge reduced to 60s.

On second thought, I like this idea better. If fear is to powerful for a signet, then just make it bleed stacks instead of fear.

Stuff goes here.

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Posted by: Derms.4758

Derms.4758

- The downed skills for the necro could use a rework. Fear should be AoE by default. If I see other classes, they have much better downed skills (teleport, AoE knockback, invisibility, etc.)

- Wail of Doom (on Warhorn) could have some target indicator. It’s a great skill, but in the heat of battle it’s often difficult to position yourself correctly.

- Fear should last longer

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Posted by: grave of hearts.7830

grave of hearts.7830

Dagger #3 has now increased cooldown to 1 min and duration to 10 seconds but its not dodgeable anymore.
Would make the dagger a much more fearsome weapon than what it is now,and if anyone wants to say that is imba i can always point at how many condition removers and stunbreakers each class has.

SoS Defence and Emergency commander
If you see a gear above my head……run
If you see me Offline,its totaly not a trap

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Posted by: Kiriakulos.1690

Kiriakulos.1690

Dagger #3 has now increased cooldown to 1 min and duration to 10 seconds but its not dodgeable anymore.
Would make the dagger a much more fearsome weapon than what it is now,and if anyone wants to say that is imba i can always point at how many condition removers and stunbreakers each class has.

Just a quick note, stun breakers don’t remove immobilize and stability doesn’t stop it, only way to remove it is a condition cleanse.

Attrition – A pretty name for taking longer than anyone else to kill something.

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Posted by: insanitymatrix.9240

insanitymatrix.9240

Lich Form gets a small PBAoE of fear. I mean, seriously? People aren’t gonna stay calm as they’re faced against a giant floating green monster that does a lot of damage.

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Posted by: Sheobix.8796

Sheobix.8796

Lich Form gets a small PBAoE of fear. I mean, seriously? People aren’t gonna stay calm as they’re faced against a giant floating green monster that does a lot of damage.

and then everyone’s camera gets locked onto the lich and say to themselves..

lets get that motherf%$king green kitten.

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Posted by: insanitymatrix.9240

insanitymatrix.9240

Lich Form gets a small PBAoE of fear. I mean, seriously? People aren’t gonna stay calm as they’re faced against a giant floating green monster that does a lot of damage.

and then everyone’s camera gets locked onto the lich and say to themselves..

lets get that motherf%$king green kitten.

It already happens. You tend to be the center of attention if you’re twice the size of a Norn.