The Necromancer Initiative

The Necromancer Initiative

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Many of us do not like the current state of the necromancer.
I don’t believe it’s too late to change things before Heart of Thorns.

Perhaps our ideas fall on deaf ears because they’re all over the place and are often contradictory. If everything we want is in one thread, maybe we can get what we want need.

If this fails, this will be my last attempt at helping the necromancer because once heart of thorns comes out, revenant here I come. Balance updates will not continue at this fast pace forever. This is our chance before HoT and the Reaper are released.

I made a template that should prove simple enough to read suggestions from.
Simply copy/paste and write your ideas. (try to keep them short).

+*___________________________Heal Skills___________________________*+
*- *Well of Blood*
Your text here.

*- *Signet of Vampirism*
Your text here.

*- *Consume Conditions*
Your text here.

*- *Summon Blood Fiend*
Your text here.

+*___________________________Utility Skills___________________________*+
*- *Spectral Wall*
Your text here.

*- *Spectral Walk*
Your text here.

*- *Spectral Grasp*
Your text here.

*- *Spectral Armor*
Your text here.

*- *Plague Signet*
Your text here.

*- *Signet of Spite*
Your text here.

*- *Signet of Undeath*
Your text here.

*- *Signet of the Locust*
Your text here.

*- *Well of Power*
Your text here.

*- *Well of Suffering*
Your text here.

*- *Well of Darkness*
Your text here.

*- *Well of Corruption*
Your text here.

*- *Epidemic*
Your text here.

*- *Corrupt Boon*
Your text here.

*- *Blood is Power*
Your text here.

*- *Corrosive Poison Cloud*
Your text here.

*- *Bone Fiend*
Your text here.

*- *Flesh Wurm*
Your text here.

*- *Shadow Fiend*
Your text here.

*- *Bone Minions*
Your text here.

+*__________________________Weapon Skills__________________________*+
*- *Axe Skills*
Your text here.

*- *Staff Skills*
Your text here.

*- *Dagger Skills*
Your text here.

*- *Warhorn Skills*
Your text here.

+*___________________________Elite Skills___________________________*+
*- *Plague*
Your text here.

*- *Lich Form*
Your text here.

*- *Flesh Golem*
Your text here.

+*_________________________Shroud Skills_________________________*+
Your text here.

+*____________________________Spite____________________________*+
Your text here.
+*___________________________Curses___________________________*+
Your text here.
+*_________________________Death Magic_________________________*+
Your text here.
+*_________________________Blood Magic_________________________*+
Your text here.
+*_________________________Soul Reaping_________________________*+
Your text here.

(edited by Zefrost.3425)

The Necromancer Initiative

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

I’ll start so you get the idea.

___________________________Heal Skills___________________________

  • Well of Blood
    Needs to be a water field.
  • Signet of Vampirism
    ICD should be per foe.
  • Consume Conditions
    Revert to 25s cooldown.
  • Summon Blood Fiend
    Needs better AI.

___________________________Utility Skills___________________________

  • Spectral Wall
  • Spectral Walk
  • Spectral Grasp
    Shouldn’t be a projectile.
  • Spectral Armor
    Should grant stability?
  • Plague Signet
    Passive effect sucks. Needs to be more active based. Perhaps have 2 effects; 1 that draws conditions from allies and the other that sends them to opponents. Double stunbreaker? If double stunbreaker, increase cooldown to 60s?
  • Signet of Spite
  • Signet of Undeath
  • Signet of the Locust
  • Well of Power
    Should pulse stability.
  • Well of Suffering
  • Well of Darkness
    Decrease cooldown.
  • Well of Corruption
  • Epidemic
  • Corrupt Boon
  • Blood is Power
    Should be a stunbreaker.
  • Corrosive Poison Cloud
  • Bone Fiend
  • Flesh Wurm
  • Shadow Fiend
  • Bone Minions

__________________________Weapon Skills__________________________

  • Axe Skills
    Axe 1 and 2 suck. Do something to them.
  • Staff Skills
  • Dagger Skills
  • Warhorn Skills
    Warhorn 4 should fear, not daze.

___________________________Elite Skills___________________________

  • Plague
  • Lich Form
    Should have more utility than 1111 spam.
  • Flesh Golem
    Needs better AI.

_________________________Shroud Skills_________________________
- Underwater shroud skills should be same as on land for balancing purposes.
- Dark Path should be a ground targeted teleport like it was in alpha/beta.
- Life Blast should inflict poison by default so that it’s useful in condition builds.

____________________________Spite____________________________
- Axe trait should be a 10% damage increase not dependant on vulnerability.
- Spiteful Spirit should have no ICD.

___________________________Curses___________________________
- Master of Corruption shouldn’t kill yourself with no benefits.

_________________________Death Magic_________________________
- Too many minions mandatory traits.

_________________________Blood Magic_________________________
- Merge vampiric traits and make a better trait.

_________________________Soul Reaping_________________________
- Gluttony is a terrible trait and needs replacing.

(edited by Zefrost.3425)

The Necromancer Initiative

in Necromancer

Posted by: Marthkus.4615

Marthkus.4615

And for those of us who like necromancer?

The Necromancer Initiative

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

And for those of us who like necromancer?

Attachments:

(edited by Zefrost.3425)

The Necromancer Initiative

in Necromancer

Posted by: Sagat.3285

Sagat.3285

And for those of us who like necromancer?

There is always room for improvement and it’s not like everything thematic about us is decent. To say corruptions,axe etc are in a good place will get you flamed.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

The Necromancer Initiative

in Necromancer

Posted by: Rirgul.5302

Rirgul.5302

Blood is power doesn’t need to be a stun break – it’s an issue with corruptions in general sucking and needing to be better to have such a bad impact on us.

Warhorn 4 is fine – I think the daze is better as it can’t be stopped as easily .

Minion traits are fine – none are really mandatory.

Lich form DOES have utility – knockback, aoe condi clear and boom strip, minion summon, vuln.

Vampiric is “ok”

Everything else I either agree with or are indifferent to.

I think there should be a trait that makes life blast turn into plague blast → that skill is really good, perhaps if the death tree is looked at?

The Necromancer Initiative

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

I agree with plague blast. I’ve suggested it myself a few times over the years but it never happens. Should work for reaper shroud 1 as well though. To balance it, I suggest that you lose life force per condition transferred.

The Necromancer Initiative

in Necromancer

Posted by: The Wizland.8435

The Wizland.8435

___________________________Heal Skills___________________________

  • Well of Blood
    Should be a water field and have a bit increased healing. Heals through shroud.
  • Signet of Vampirism
    ICD should be per foe.
  • Consume Conditions
    CD decreased to 25 seconds.
  • Summon Blood Fiend
    Needs better AI and heals more. Heals through shroud and sacrifice is instant cast.

___________________________Utility Skills___________________________

  • Spectral Wall
    Should reflect projectiles.
  • Spectral Walk
    Should remove cripple, chill, and immobilize.
  • Spectral Grasp
    Projectile speed should increase.
  • Spectral Armor
    Should grant stability.
  • Signet of Spite
    Passive should increase condition damage and power.
  • Signet of Undeath
    Cast time should be decreased.
  • Well of Power
    Should pulse stability.
  • Well of Darkness
    Decreased cooldown.
  • Corrupt Boon
    Corrupts all boons. Cast time increased to 3/4 second.
  • Blood is Power
    Might duration increased to 12 seconds.
  • Corrosive Poison Cloud
    Destroy projectiles.
  • Bone Fiend
    Active skill should interrupt auto-attack.
  • Shadow Fiend
    Should not take 3 seconds to blind a foe.
  • Bone Minions
    Explosion can be targeted.

__________________________Weapon Skills__________________________

  • Axe Skills
    Axe 1 and 2 skills have increased damage and decreased cast time. #3 is now a blast finisher.
  • Staff Skills
    Bleed stacks on #2 increased to 3.
  • Dagger Skills
    Skill #3 shadowsteps you to targetted foe.
    Bleed stacks on #5 increased to 3.
  • Warhorn Skills
    Skill #4 fears instead of dazes.
  • Scepter Skills
    Bleed stacks on #2 increased to 3.
    Skill #3 now deals torment for each condition on the enemy.

___________________________Elite Skills___________________________

  • Lich Form
    #2-#5 have increased damage and decreased cast time.
  • Flesh Golem
    Needs better AI. Cast time on charge moved to golem.

_________________________Shroud Skills_________________________
- Dark Path is now ground targeted. Projectile speed increased.
- Life Blast should inflict poison by default so that it’s useful in condition builds.

____________________________Spite____________________________
- Bitter Chill provides 5 stacks of vulnerability.
- Axe trait provides damage bonus to all weapons.
- Spiteful Spirit should have no ICD.

___________________________Curses___________________________
- Master of Corruption grants 10% CD and Quickness for each condi on you.
- Parasitic Contagion is master and heals you while in Shroud.
- Terror is now grandmaster.
- Lingering Curse affects all conditions by 50%, and scepter by an extra 50%.

_________________________Death Magic_________________________
- Unholy Sanctuary provides 1 second of invulnerability on proc and heals a bit more.

_________________________Blood Magic_________________________
- Quickening Thirst health threshold reduced to 50%.
- Merge vampiric traits and replace it with something else.
- Transfusion and Life from Death res players a bit more.
- Vampiric Rituals affects non-damaging wells.

_________________________Soul Reaping_________________________
- Gluttony and Soul Comprehension should be merged. LF bonus should be increased.
- Dhuumfire affects all shroud skills.
- Foot in the Grave pulses stability every 3 seconds in Shroud.

Jesusmancer

(edited by The Wizland.8435)

The Necromancer Initiative

in Necromancer

Posted by: Marthkus.4615

Marthkus.4615

And for those of us who like necromancer?

There is always room for improvement and it’s not like everything thematic about us is decent. To say corruptions,axe etc are in a good place will get you flamed.

1. I think the complaints about condi necro are pretty valid. I salvaged that gear.
2. Axe is useful…. If you… Something… sigh it serves no purpose.

The Necromancer Initiative

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

If signet of the vampire actually stole health when you were hit it would be better.

The Necromancer Initiative

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

Bone fiends being ground targeted would actually be pretty cool. Maybe they could leap to the target area and explode.

The Necromancer Initiative

in Necromancer

Posted by: Lightsbane.9012

Lightsbane.9012

flesh wurm:
cast time reduced significantly or eliminated.
Care to take a guess at how many problems the class has that would be solved by this?

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

The Necromancer Initiative

in Necromancer

Posted by: ButterOfDeath.2873

ButterOfDeath.2873

Signet of undeath:
We don’t need a res niche utility because we have transfusion.
Passive: keep as it is. Active: your life force can’t decrease or increase for X seconds. breaks stuns.

Minions:
Fixing the ai is apparently not possible, just make them permanently super fast and give their attacks an insane range. However, minions attack only when close (for example blood fiend will only attack at the current range, but the attack itself would land even in-between walls and from even 2k units away, so we can make sure that they can attack more reliably).

Axe:
more damage on 1, a little more on 2.
axe 3 is a blast finisher.

Focus:
heavily reduced cast times

Staff:

  1. low cast time, big aftercast (0.25 cast time, 0.75 aftercast, instead of 1s cast and 0aftercast) total dps unchanged, harder to blind. Make the projectile faster.
  2. applies 1 extra bleed

Scepter:
Improve the auto’s condis.

  1. needs to apply more/better conditions.
  2. needs to be unblockable and strikes twice in a very short time: the first hit deals 1 damage or so, it clears blinds, the second is the same ability but unblockable. Condi builds with scepter have life force issues so at least make so the life force gained is consistent.

Dagger:

  1. projectile finisher
  2. blast finisher

warhorn:

  1. blast finisher

Cooldown lowered by 5-ish seconds on well of darkness.

The Necromancer Initiative

in Necromancer

Posted by: zapv.8051

zapv.8051

Generic: Either make DS an energy bar and not a transform, or lower necros base health pool. Currently, necros are too much of a wall of hp.

___________________________Heal Skills___________________________

  • Well of Blood
    Double pulse heal scaling values, reduce cd to 35.
  • Signet of Vampirism
    Make the passive actually siphon, remove icd on passive.
  • Consume Conditions
    Reduce base cd to 25.
  • Summon Blood Fiend
    3/4 second cast, fix ai.

___________________________Utility Skills___________________________

  • Spectral Wall
    Make it reflect projectiles.
  • Spectral Walk
    Makes you immune to movement impairing conditions for the duration.
  • Spectral Grasp
    Make it less buggy, make it grant retal.
  • Spectral Armor
    3% life force per hit with an icd per target or no icd. Make it grant 3 stacks of stab. Maybe move cd back up to 60 seconds.
  • Signet of Spite
    Lower cd to 50 sec.
  • Signet of Undeath
    REz skills will always suck. Could make the passive 1-2% lf per second.
  • Well of Power
    Pulse stab.
  • Well of Darkness
    reduce cd to 25 seconds.
  • Blood is Power
    Make it so with the trait you can maintain perma 8 stacks of might.
  • Corrosive Poison Cloud
    Destroys Projectiles.
  • Bone Fiend
    3/4 second cast, AI fix.
  • Flesh Wurm
    3/4 second cast, port 3k range, blast at your location.
  • Shadow Fiend
    3/4 second cast, AI fix
  • Bone Minions
    3/4 second cast, AI fix

__________________________Weapon Skills__________________________

  • Axe Skills
    Make 1 and 2 900 range. Buff their damage by 100% or so. Make the 2 skill a whirl at targets location.
  • Staff Skills
    Make the auto a 50% projectile finisher.
  • Dagger Skills
    Make life siphon a 3/4 second cast single target big damage health siphon. No more channel. Double the damage on dark pact. Enfeebling blood should be 3 bleeds, and 2% lf per target hit.
  • Warhorn Skills
    Wail of doom: blast finisher
  • Scepter Skills
    Make the auto conditions 7 seconds base. Grasping dead should apply 3 stacks of torment for 5 seconds, and 7 seconds of cripple. Feast of corruption should apply a bleed per condi on the foe for 4 seconds.
  • Focus Skills
    Reaper’s touch should give fury not regen, and be a projectile finisher. Spinal shivers should be instant cast.

___________________________Elite Skills___________________________

  • Plague
    Give it a 4 skill that applies torment and cripple, and a 5 skill that confuses.
  • Lich Form
    Lower cast times all around.
  • Flesh Golem
    3/4 second cast, AI. the active should be instant cast.

_________________________Shroud Skills_________________________
Life Blast: 1 second cast including the pre and after cast time (1.4 currently). Dark path targeted instant port (necro version of Judges).

____________________________Spite____________________________
Remove Chill of Death. Replace it with something that gives us more aoe might potential. Axe dmg modifier trait on all skills. Remove down state damage, and make that minors vuln below 66% health.

___________________________Curses___________________________
Chilling darkness: 3 second chill with a 5 second icd per target.
Master of Corruption: Along with current effects, makes consume conditions grant resistance, corrupt boon corrupt all boons, blood is power give 12 might, CPC apply torment, Epidemic also apply status effects from enemies, plague siphon health.
Terror: Moved to gm, 50% damage buff
Lingering Curse: 20% duration on all condis while wielding scepter, 150 condition damage. Move down to master.
Parasitic Contagion: 15% and works through shroud.
_________________________Death Magic_________________________
Remove one of the bad minors and give us 50% vigor uptime.
Remove the other one and give us more retal.
Beyond the Viel should be aoe protection.
Unholy sanctuary should be 1.5X regen instead of 1.0X regen.
_________________________Blood Magic_________________________
Siphons still don’t deal enough damage imo. The aura should add at least as much damage as empower allies.
Unholy Martyr: Shroud 5 draws conditions from allies and grants 3% lf per condi.
_________________________Soul Reaping_________________________
Dhummfire: Switch places with the spectral trait. Maybe make the spectral trait give the effects I suggested on Spectral skills above.
Foot in the grave: pulse 1 stab every 3 seconds in shroud.
Remove gluttony, put unyielding blast their. Replace unyielding blast with a dmg modifier.

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)

The Necromancer Initiative

in Necromancer

Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

___________________________Heal Skills___________________________

  • Well of Blood
    Reduce the cooldown to 30seconds.

Make it a water field.

When traited, make it remove one condition per pulse.

  • Signet of Vampirism
    Reduce the cooldown to 30seconds.
  • Consume Conditions
    Revert changes or change the Vulnerability application to also effect your current target.
  • Summon Blood Fiend
    Reduce summon time.

___________________________Utility Skills___________________________

  • Spectral Wall
    Destroys projectiles.
  • Spectral Grasp
    Also applies Torment.
  • Spectral Armor
    Also applies Retaliation.
  • Signet of Undeath
    Change active effect to; Eliminate the current recharge on Shroud and it’s skills at the cost of all currently applied boons being removed.

Reduce cast time to 1second.

Reduce cooldown to 60seconds.

  • Well of Power
    The Stability on cast should pulse for every second you stand in it.
  • Well of Darkness
    Halve cooldown.
  • Corrosive Poison Cloud
    Destroy’s projectiles.
  • Minions
    Fix their AI…

Reduce cast time to summon.

__________________________Weapon Skills__________________________

  • Axe Skills
    Increase damage on everything.

Make Unholy Feast a blast finisher.

  • Staff Skills
    Revert Mark Of Blood bleed stacks.
  • Dagger Skills
    Life Siphon needs a cast time shave.

Dark Pact needs a cooldown reduction.

Enfeebling Blood needs a cast time shave.

___________________________Elite Skills___________________________

  • Plague
    Should be more lethal to stand in with how slow you are while in the transformation. The conditions applied should have longer base durations and scale better.
  • Flesh Golem
    Fix it’s AI…

_________________________Shroud Skills_________________________
Tainted Shackles should apply 5stacks of Torment instead of 3. It should also be a blast finisher when the duration ends and the shackles explode in to their immobilizing effect.

___________________________Curses___________________________
Revert Chilling Darkness changes.

Correct Lingering Curse to also effect Scepter skill #2 Grasping Dead.
_________________________Blood Magic_________________________
The mark left by Mark of Evasion should have the same radius, duration, effects and cooldown as Mark of Blood. It is currently a different version of Mark of Blood and it should not function differently.

Vampiric Rituals should pulse Protection not apply it only when Wells are cast. Wells have short durations and would require you to stand in place to gain the Protection. I think that would be a fair trade off.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

The Necromancer Initiative

in Necromancer

Posted by: spoj.9672

spoj.9672

Was going to ignore this thread. But i decided meh what the hell ill just post my ideals for the main things that need to be done.

___________________________Heal Skills___________________________

  • Well of Blood
    Make it a water field or increase pulse healing. Or both.
  • Signet of Vampirism
    Reduce cast time of active. Change passive to proc on hit.
  • Consume Conditions
    Remove self condition. Maybe make it a spectral skill instead of corruption.
  • Summon Blood Fiend
    Increase taste of death healing massively.

___________________________Utility Skills___________________________

  • Spectral Wall
    Make it reflect projectiles.
  • Spectral Walk
    Increase the time available to cast spectral recall.
  • Spectral Grasp
    Make it a projectile finisher. Fix its unreliability issues with bumpy terrain (make it shadow step targets to you and knockdown instead of pull).
  • Spectral Armor
    Should grant stability on activation.
  • Plague Signet
    Make passive work in DS.
  • Signet of Spite
    Make passive work in DS. Add wider variety of conditions to the active. Torment, confusion and burning for example.
  • Signet of Undeath
    Make passive work in DS. Increase the radius and the number of targets for the active.
  • Signet of the Locust
    Make passive work in DS.
  • Well of Power
    Make it pulse stability for allies.
  • Well of Suffering
    Buff the damage or increase its uptime. So either reduce cool down, increase the number of pulses or increase the damage per pulse.
  • Well of Darkness
    Should block projectiles.
  • Well of Corruption
    Reduce cool down. Maybe increase the rate of boon corruption. So pulses twice as fast but pulses more often. Or add a bonus end pulse which deals bonus damage if no boons are on targets within the well.
  • Epidemic
    Remove self condition on default version of skill.
  • Corrupt Boon
    Remove self condition on default version of skill.
  • Blood is Power
    Remove self condition on default version of skill. Buff the might duration considerably.
  • Corrosive Poison Cloud
    Remove self condition on default version of skill. Should block projectiles.
  • Bone Fiend
    Reduce the cool down of Rigor Mortis to about 25 seconds.
  • Flesh Wurm
    Reduce the cast time of the summon considerably.
  • Shadow Fiend
    Buff shadow fiends damage. Make its auto attacks cleave and make haunt AoE.
  • Bone Minions
    Make the blast finishers more reliable to place on small fields. Reduce the cast time of the summon considerably.

__________________________Weapon Skills__________________________

  • Axe Skills
    Buff the damage of axe 1 and 2. Reduce cast time of axe 2. Make axe 3 a blast finisher.
  • Staff Skills
    Allow self detonation of marks through secondary skills. Buff auto attack damage and make it 100% projectile finisher.
  • Dagger Skills
    Reduce cast time of dagger 2. Make dagger 4 a projectile finisher.
  • Warhorn Skills
    Wail of Doom should be a blast finisher.

___________________________Elite Skills___________________________

  • Plague
    Remove self conditions. Buff the base damage of the pulses.
  • Lich Form
    Fix the auto attack so it saves auto cast. Buff the other 4 skills to make them worth using (reduce cast times and buff damage and effects).
  • Flesh Golem
    Fix charge so that the golem actually turns to face the target before charging.

_________________________Shroud Skills_________________________
Life blast should pierce as base. Should also be a projectile finisher. Buff life transfer damage slightly. And increase dark path projectile speed.

____________________________Spite____________________________
Make unholy fervor grant 10% damage to foes inflicted with vuln regardless of weapon.
___________________________Curses___________________________
Remove the ICD from chilling darkness. Base versions of corruptions should have no self conditions. But when traited they can self condi for increased effectiveness on active. So MoC should also buff the actives.
_________________________Death Magic_________________________
Add traits that give necromancer active defence through death magic. So block/invuln/reflect on DS entry. Or block/invuln/reflect while casting shroud skill 4.
_________________________Blood Magic_________________________
Unholy Martyr does the same thing as plague signet. Change it to transfer conditions to enemies inside DS and grant pulsing life force for each condition on the necro. Make quickening thirst also grant 5% bonus damage while wielding a dagger. Give us a vigor trait in this line. Vamp Rituals should grant protection on pulse.
_________________________Soul Reaping_________________________
Strength of Undeath should grant 10% bonus damage. At the very least it should be 7%.

(edited by spoj.9672)

The Necromancer Initiative

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

I like the idea of replacing gluttony with unyielding blast and having life blast pierce by default. Having the trait cause shroud 1 to inflict vulnerability would be nice. Synergizes with two of the current master traits in soul reaping really well.

The Necromancer Initiative

in Necromancer

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

___________________________Utility Skills___________________________

  • Spectral Wall
  • Spectral Walk
  • Spectral Grasp
    Shouldn’t be a projectile.
  • Spectral Armor
    Should grant stability
  • Well of Power
    Should pulse stability.
  • Well of Darkness
    Decrease cooldown.

__________________________Weapon Skills__________________________

  • Axe Skills
    Axe 1 and 2 suck. Do something to them.
  • Staff Skills
    Increase #2 to 3 bleeds
  • Scepter Skills
    Fix lingering curses so it works with scepter 2
  • should apply a stack of bleed for each condition on the foe
  • should apply either an extra stack of bleed or a stack of torment

___________________________Elite Skills___________________________

  • Plague
  • Flesh Golem
    Needs AI.

___________________________Curses___________________________
- Master of Corruption shouldn’t kill yourself with no benefits. keep current effects but add the following:
BiP: either increase might stacks or increase uptime to 100%
CPC: add 2 stacks torment for 10s
Epidemic: copies 2 boons from target to allies
CB: corrupts all boons

Lingering curses reduce duration slightly (down to 40%?) but apply to all skills while wielding a secepter

_________________________Blood Magic_________________________
- Merge vampiric traits and make a better trait.
-increase lifestealing overall

The Necromancer Initiative

in Necromancer

Posted by: Conncept.7638

Conncept.7638

___________________________Heal Skills___________________________

  • Well of Blood
    A new alt+click option that auto-casts ground targeted abilities at your feet, for use on dagger builds.
  • Summon Blood Fiend
    A trait that gives blood fiends and bone minions the ability to use their actives without dying. Responsive actives, consistent AI.

___________________________Utility Skills___________________________

  • Spectral Wall
    Gain life force based on the number of times it causes fear.
  • Spectral Walk
    Gain life force base on the distance travelled.
  • Spectral Grasp
    Gain life force based on the distance pulled.
  • Spectral Armor
    Traited to grant stability.
  • Signet of Undeath
    Either a new active that is useful to DS DPS, or a buff to the passive to make the unusable active worth it.
  • Well of Power
    A new alt+click option that auto-casts ground targeted abilities at your feet, for use on dagger builds. I would say needs to pulse stability, but theres good reason we don’t have that much stability. So I would prefer this be changed to pulse resistance, and give us stability somewhere else.
  • Well of Suffering
    A new alt+click option that auto-casts ground targeted abilities at your feet, for use on dagger builds.
  • Well of Darkness
    A new alt+click option that auto-casts ground targeted abilities at your feet, for use on dagger builds.
  • Well of Corruption
    A new alt+click option that auto-casts ground targeted abilities at your feet, for use on dagger builds.
  • Blood is Power
    Should apply an additional 2 stacks of bleed.
  • Bone Fiend
    Responsive actives, consistent AI.
  • Shadow Fiend
    Responsive actives, consistent AI.
  • Bone Minions
    A trait that gives blood fiends and bone minions the ability to use their actives without dying. Responsive actives, consistent AI.

__________________________Weapon Skills__________________________

  • Axe Skills
  • Rending Claws
    NEW NON-SUCKY ANIMATION! Or just the old animation back. At one point they were planning on having the auto attack hits lower the CD of the other two skills. That sounds awesome and I can’t understand why it didn’t make it to live.

___________________________Elite Skills___________________________

  • Plague
    Needs significantly increased durations on all conditions. Right now, the scepter auto is literally a better option in every case except when wading in to a massive group of enemies, which is itself, a horrible option.
  • Flesh Golem
    Responsive actives, consistent AI. The ability to enter water.

_________________________Shroud Skills_________________________

  • Life Blast
    Needs one more higher tier of damage at point blank range.
  • Dark Path
    Should not be a projectile.

____________________________Spite____________________________

  • Unholy Fervor
    Should be an increase of each stack of vulnerability like the Mesmer’s Fragility Trait.
  • Unholy Feast
    Not worth a GM, DS is used just as much for dueling as it is for teamfighting. Meaning this is often a 15s CD GM that provides a whopping 3s of retaliation. That’s sad. I would recommend combining it with unholy fervor, or adding “Rending Claws grants 3% life force” to synergize with Unholy Fervor.

___________________________Curses___________________________

  • Plague Sending
    Needs to work at higher conditions, there are very few IF ANY fights where I want to pop a healing skill five seconds in! Increase the number of conditions needed to proc, or make it delay until you are below a certain health threshold.
  • Master of Corruption
    Either remove the extra conditions, or buff the recharge up to 50%.
  • Weakening Shroud
    This just isn’t worth being a GM. It’s not bad, just not worth taking over any other GM in the game. It might be, had you guys not killed shroud bounce builds, but ya’ did, so it is.
  • Parasitic Contagion
    Heals 10% of condition damage by default, heals an extra 1% per 250 points invested in healing. This is a great chance to emphasize healing on the necromancer.

_________________________Blood Magic_________________________

  • Blood Bond
    Again, like Plague Sending, there is almost no situation where I need a heal five seconds into a fight! Increase the number of conditions needed to proc, or make it delay until you are below a certain health threshold.
  • Vampiric Rituals
    This just isn’t worth a GM, you could buff it but wells are already pretty powerful. I’d recommend just bumping it down to a master and making Vampiric Presence in to a GM.

_________________________Soul Reaping_________________________

  • Foot in the Grave
    Just, not even worth, well anything, I could not imagine any situation where I would take this trait. Change to “When you enter deathshroud, gain stability based on how full your deathshroud is, up to three stacks.”

(edited by Conncept.7638)

The Necromancer Initiative

in Necromancer

Posted by: zapv.8051

zapv.8051

Thinking about it a little more. I would like to see chill of death removed, and replaced with a trait that made wells pulse might for 20 seconds to allies. Then make spinal shivers instant, reaper’s touch grant fury, piercing on DS 1 baseline, the vuln from that trait made as the soul reaping minor, and replaced with a trait that made skills that generate life force hit 10-15% harder.

edit: gluttony could just be rolled into the dmg trait.

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)

The Necromancer Initiative

in Necromancer

Posted by: Riot Inducer.8964

Riot Inducer.8964

___________________________Heal Skills___________________________

  • Well of Blood
    Increase heal per pulse and/or make the skill a water field
  • Signet of Vampirism
    Make passive ICD per attacker
  • Consume Conditions
    Apply Vuln at beginning of cast (and thus remove it on a successful cast)

___________________________Utility Skills___________________________

  • Spectral Wall
    Should block or reflect projectiles
  • Spectral Grasp
    Should be a projectile finisher
  • Spectral Armor
    Should apply Stability
  • Signet of Spite
    Active should apply a larger variety of conditions (torment, burning, etc.)
  • Signet of Undeath
    Reduce cast time on active
  • Well of Power
    Should pulse stability
  • Well of Darkness
    Should block projectiles
  • Epidemic
    Self-condition is applied at beginning of cast. Transferred conditions have their duration’s increased by 2% for each condition on you
  • Corrupt Boon
    Self-condition is applied at beginning of cast. Convert an additional boon for each condition on you
  • Blood is Power
    Self-condition is applied at beginning of cast. Apply an additional stack of might for each condition on you.
  • Corrosive Poison Cloud
    Self-condition is applied at beginning of cast. Poison cloud applies 2 stacks of torment for each condition on you.
  • Flesh Wurm
    Necrotic Traversal now swaps you with your flesh wurm, creating the poison effect at the location you activated the skill.
  • Shadow Fiend
    Haunt instantly teleports Shadow Fiend to the target (the fiend itself does not activate a skill)

__________________________Weapon Skills__________________________

  • Axe Skills
    Increase damage of Rending & Ghastly Claws (#1&2)
  • Dagger Skills
    Reduce channeling time on Life Siphon

___________________________Elite Skills___________________________

  • Plague
    New #4 Skill: Contagious Plague, transfers a condition on every pulse
    New #5 Skill is now Gathering Plague
  • Lich Form
    Reduce cast and recharge times of skills #2-5

_________________________Shroud Skills_________________________
Increase projectile speed of Dark Path

____________________________Spite____________________________
Your text here.
___________________________Curses___________________________
Your text here.
_________________________Death Magic_________________________
Your text here.
_________________________Blood Magic_________________________
Your text here.
_________________________Soul Reaping_________________________
Your text here.

(may go through traits later, too tired now)

(edited by Riot Inducer.8964)

The Necromancer Initiative

in Necromancer

Posted by: jakakettu.9083

jakakettu.9083

This is what I feel that might benefit Necromancer towards my own playstyle.

Heal Skills
Well of Blood
It should work with the siphon life traits. Am I mistaken or does this not heal or deal damage with vampiric wells? Maybe when the vampiric wells trait is active this could convert conditions to additional heals? Or enemy boons?

Signet of Vampirism
Heals way too little. The passive effect should be better. Change the ICD for per enemy? Maybe some added lifeforce generation per hit perhaps?

Consume Conditions
It seems to be good as it is. Maybe tone the cooldown a bit?

Summon Blood Fiend
I must admit that I have never properly used this one…

Utility Skills
Spectral Wall
As a utility this is one of my favorites in pvp. Overall I think this seems pretty balanced. Maybe add few seconds of quickness everytime friend goes through it?

Spectral Walk
Maybe add a 1s daze or stun (or some stability)when activating it? Gives necro a possibility to escape hammer/stun squad.

Spectral Grasp
Way too slow. Never hits the target. Making this unblockable might help this ability too. The main issue is the troubles of it hitting the target.

Spectral Armor
Its pretty boring as it is. Maybe add some stability to it and shorten the duration slightly? I usually only use this from the trait that triggers it.

Plague Signet
Passive part is not “fun”.

Signet of Spite
This is also pretty boring one. Just throw pile of conditions on foe. Yay? It also has quite long casting time but I think that is quite OK price for the amount of conditions it put on foe.

Signet of Undeath
I have used this twice… The lifeforce generation should be increased I think. Currently it is also very slow and not very fun to use.

Signet of the Locust
I think this is pretty Ok. The active part could use some help perhaps? Maybe add short blind or immobilize on foes when the signet has been activated.

Well of Power
Should give some buffs perhaps? Maybe this well could pulse out might or stability? Or maybe it could give buff to ferocity/precision while standing inside it?

Well of Suffering
The “suffering part” is for the necro for taking this one? I think this needs also have the ability to react with the vampiric wells trait? I might be mistaken with this one too. I feel that this well could use some debuffing ablility to foes. Maybe pulse some of these: cripple, weakness, poison?

Well of Darkness
Too long cooldown. Too slow pulse rate. Lasts too short amount of time!

Well of Corruption
Currently this is pretty good. The lifeforce gain from this well is also very nice too!

Epidemic
- I have no idea to improve with this one.

Corrupt Boon
Pretty good one. Maybe give some buffs to necro depending to the amount of buffs removed? Retalition, might?

Blood is Power
Not really fun at all. This does not really feel any special. I like the idea of self sacrficials on necro but they just don’t feel any special but very clunky and out of place.

Corrosive Poison Cloud
Add slow to it?

Bone Fiend
AI does not work properly

Flesh Wurm
Dies too easily. Needs more utility rather than just being a teleporter. Increase damage or add more debuffs which it can apply.

Shadow Fiend
Look bone fiend

Bone Minions
^

Weapon Skills
Axe Skills
Clunky. Don’t fill any role properly. Easily interrupted. Maybe increase the range?
Staff Skills
Autoattack is still slow. Revert the change on skill 4. It was fine and nice feature in dungeons/pvp

Dagger Skills
Decrease casting time of the immobilize. Degrese casting time of skill 5.

Warhorn Skills
Increase damage of skill 5. Add fear to the skill 4?

Elite Skills
Plague
It pretty good. The button smashing is pretty boring though. I think this could have some other new skills in slot 4 and 5. (Explode the plague form and cause mass fear?)

Lich Form
Good ablity but mostly 1,1,1 spam. I feel that the rest of the skills need either castime reduction or some other buffs to them. Lacks proper utility.

Flesh Golem
AI does not work properly – I have not really used minions (or like them). AI on this one is horrible. I have not seen anything so horrible regarding AI anywhere. This might be much more useful if it actually could hit the target with its autoattack and with the activation skill. The activation skill usually gets stuck on somethings on the ground.

Shroud Skills
Condition users don’t really benefit properly from it.

Spite
The vunerability application in shroud is not worth its position. It’s useless because of its slow application in my opinion.

Curses
Corruption trait needs work. Currently not very benefitting for the Necro imo. Grandmaster traits are lacking. They’re quite weak.

Death Magic
-
Blood Magic
Vampiric wells need work. All wells should siphon.

Soul Reaping
Dhuumfire needs a buffs. More stacks or much more longer burn times. Add also poison to the death shroud skill 1.

The Necromancer Initiative

in Necromancer

Posted by: jakakettu.9083

jakakettu.9083

Ps.. kitten that 5001 limit of body length!

The Necromancer Initiative

in Necromancer

Posted by: Odeezee.7362

Odeezee.7362

this is a good idea, but i have little hope that Anet will actually act on these suggestions positively; they will either grossly misinterpret the spirit of the suggestions and warp them into something that we completely did not want ala MoC or just blatantly rip it from Necros and give it to Revenants. /sigh

___________________________Heal Skills___________________________

  • Well of Blood
    Revert Changes and Make this into a water field or allow for Blasting a Dark field to give a Vampiric Aura/Effect
  • Signet of Vampirism
    needs a better active and cd reduction of 5 secs and signets need to work in DS
  • Consume Conditions
    revert change and cooldown and only apply the self-condis to corruptions ONLY through MoC by giving them greater effects than they are currently
  • Summon Blood Fiend
    better AI and instant cast heal
    ___________________________Utility Skills___________________________
  • Spectral Wall
    reflects projectiles (thematically think of fearing them and yes i know they are inanimate but this is a video game) or at the VERY least block projectiles
  • Spectral Walk
    increase the timer on Spectral Recall
  • Spectral Grasp
    make it like the GS 5 skill for Reaper and NOT a projectile
  • Spectral Armor
    pulse 1 stack of stability every 1 sec (for 3 sec) for it’s duration
  • Plague Signet
    Signets Passives need to work in DS
  • Signet of Spite
    change the passive to also increase condi damage as well and Signets Passives need to work in DS
  • Signet of Undeath
    needs a much better passive and Signets Passives need to work in DS
  • Signet of the Locust
    Signets Passives need to work in DS
  • Well of Power
    pulse 1 stack of Stability every 1 sec (for 1 sec) for the duration for caster and allies
  • Well of Suffering
    increase the damage slightly
  • Well of Darkness
    GREATLY reduce the cd given the changes to traits that synergize with it
  • Well of Corruption
    n/a
  • Epidemic
    remove self-condis unless using MoC which should give skills greater effects than base and not just a cd reduction
  • Corrupt Boon
    remove self-condis unless using MoC which should give skills greater effects than base and not just a cd reduction
  • Blood is Power
    remove self-condis unless using MoC which should give skills greater effects than base and not just a cd reduction
  • Corrosive Poison Cloud
    remove self-condis unless using MoC which should give skills greater effects than base and not just a cd reduction
  • Bone Fiend
    rigor mortis needs to interrupt the other skills and be cast immediately and also should have it’s cooldown reduced
  • Flesh Wurm
    greatly reduce the cast time and increase it’s health
  • Shadow Fiend
    completely rework or replace with a different minion as it is garbage right now
  • Bone Minions
    blast finishers without at target need to be at the casters feet
    __________________________Weapon Skills__________________________
  • Axe Skills
    increase the damage of RC and GC and reduce the channel time of GC
  • Staff Skills
    increase the projectile speed of skill 1 and also have it be a 100% projectile finisher. revert changes to MoB and PM
  • Dagger Skills
    reduce the channel time of LS and reduce the cast time and cd of DP
  • Warhorn Skills
    Turn WoD into a 2s Fear and Blast Finisher and turn LS into a Projectile Block
    ___________________________Elite Skills___________________________
  • Plague
    Transform Elites should NOT destroy summoned minions on entering and the base condis should be torment AND poison
  • Lich Form
    Transform Elites should NOT destroy summoned minions on entering revert nerfs to Lichform especially if Rampage is allowed to exist in it’s current or a better state than LF and also improve the skills 2-5 to entice the Necros to use them
  • Flesh Golem
    fix te AI and have the golem FACE the target before charging

The Necromancer Initiative

in Necromancer

Posted by: Odeezee.7362

Odeezee.7362

_________________________Shroud Skills_________________________
Life Blast cast time and after cast should be the SAME as Plague Blast. Dark Path should be either a much faster projectile or a shadow-step to the target or be a targetable shadow-step
UW: Gathering Plague is garbage and need to be changed.
____________________________Spite____________________________
Bitter Chill needs a buff. Unholy Fervor needs to apply a 10% damage increase to all damage and have nothing to do with having a weapon on any kind equipped. increase axe damage as base through the axe skills themselves instead of through this trait. buff Spiteful Spirit as it sucks in it’s current state
___________________________Curses___________________________
Chilling Darkness needs to get buffed or merged with something else. MoC is the ONLY way Curruptions should add a self inflicting condi when case and only as MoC increases the potency of the Corruptions as well as REDUCED cds. better placement for the Master Tier traits as traits that should synergize are heavily competing.
_________________________Death Magic_________________________
N/A
_________________________Blood Magic_________________________
increase syphon damage and health. Quickening Thirst should ALSO increase dagger damage by at least 5%. Vampiric Rituals should provide 1s of protection every second (for 1s) for the duration of the well.
_________________________Soul Reaping_________________________
Strength of Undeath should should be increased to 10% and apply to both Physical and Condi damage

The Necromancer Initiative

in Necromancer

Posted by: apoidea.7095

apoidea.7095

Has anyone tried using Axe 2 with zerker gear?…Isn’t it around the same damage as 2 life blasts anyway? I’ve been seeing a lot of comments on how weak the damage of this skill is and whenever I use it on a power build I feel like the damage is just right (though I still wish it did something else other than just damage).

The Necromancer Initiative

in Necromancer

Posted by: ODB.6891

ODB.6891

___________________________Heal Skills___________________________

  • Well of Blood
    Water field
  • Signet of Vampirism
    Should be a siphon and the passive should work on hitting enemies..not being hit. Make the passive work in Shroud.
  • Consume Conditions
    Make it spectral. Remove the self inflicted condi.
  • Summon Blood Fiend
    Your text here.

___________________________Utility Skills___________________________

  • Spectral Wall
    Add reflect here and remove the fear.
  • Spectral Walk
    Add resistance boon.
  • Spectral Grasp
    Just make it an aoe pull without the projectile.
  • Spectral Armor
    Add stability
  • Plague Signet
    Make the passive work in shroud
  • Signet of Spite
    Make the passive work in shroud
  • Signet of Undeath
    Make the passive work in shroud.
    Increase the life force gain.
    Make it an elite.
  • Signet of the Locust
    Make the passive work in shroud
  • Well of Power
    Your text here.
  • Well of Suffering
    Your text here.
  • Well of Darkness
    Your text here.
  • Well of Corruption
    Your text here.
  • Epidemic
    Your text here.
  • Corrupt Boon
    Your text here.
  • Blood is Power
    Your text here.
  • Corrosive Poison Cloud
    Your text here.
  • Bone Fiend
    Your text here.
  • Flesh Wurm
    Your text here.
  • Shadow Fiend
    Your text here.
  • Bone Minions
    Your text here.

__________________________Weapon Skills__________________________

  • Axe Skills
    Your text here.
  • Staff Skills
    Your text here.
  • Dagger Skills
    Shave cast times and remove the channel.
  • Warhorn Skills
    Blast finisher on wail.

___________________________Elite Skills___________________________

  • Plague
    Your text here.
  • Lich Form
    Your text here.
  • Flesh Golem
    Your text here.
  • Signet of Undeath
    Make it an elite

_________________________Shroud Skills_________________________
Make shroud a resource bar instead of a transform. Decouple the survival from shroud so that we can have some active defenses…attrition just doesn’t work unless you devote every trait/utility to it specifically.

____________________________Spite____________________________
Fix unholy fervor…the 10% more damage to vulnerable foes should be independent of weapon.
___________________________Curses___________________________
Your text here.
_________________________Death Magic_________________________
Your text here.
_________________________Blood Magic_________________________
Your text here.
_________________________Soul Reaping_________________________
Foot in grave needs to keep reapplying stability while in shroud.
Speed of shadows should make death’s charge into an actual leap instead of just a jog.
Speed of shadows should make the necro immune to movement impairing effects.
The piercing from unyielding blast should be baseline.

The Necromancer Initiative

in Necromancer

Posted by: Odeezee.7362

Odeezee.7362

bleh, we are so kittened! can someone please explain to me why the Balance Team always handicaps Necros in balance because they are afraid of some comet like alignment from occurring in which Necros become demi-gods (but does not actually exist in the game proper) but let kitten like Mesmers, Eles, Warriors and Thiefs be OP as kitten?!!!!!

The Necromancer Initiative

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

bleh, we are so kittened! can someone please explain to me why the Balance Team always handicaps Necros in balance because they are afraid of some comet like alignment from occurring in which Necros become demi-gods (but does not actually exist in the game proper) but let kitten like Mesmers, Eles, Warriors and Thiefs be OP as kitten?!!!!!

is simple the balance team don’t play necro at all and they don’t care for the class

The Necromancer Initiative

in Necromancer

Posted by: Zefrost.3425

Zefrost.3425

I’ll never forget when they tried to buff weakening shroud by removing the ICD but made it only inflict 2s of weakness because they argued, “With condition duration we can inflict permanent weakness.”

lol. Doesn’t happen. Also, engineer inflicts perma weakness with elixir gun.

The Necromancer Initiative

in Necromancer

Posted by: gavyne.6847

gavyne.6847

They theorycraft too much on paper, they need to be put in the heat of real battles in WvW, PvP, and PvE to really understand necros. As for threads like these, I’ll only contribute if I know they’ll be put to good use. It’s not as if necros didn’t compile a list of what they want or think should improve before.. If the devs aren’t willing to dance, then we’re just wasting our time.

The Necromancer Initiative

in Necromancer

Posted by: Brokensunday.4098

Brokensunday.4098

They theorycraft too much on paper, they need to be put in the heat of real battles in WvW, PvP, and PvE to really understand necros. As for threads like these, I’ll only contribute if I know they’ll be put to good use. It’s not as if necros didn’t compile a list of what they want or think should improve before.. If the devs aren’t willing to dance, then we’re just wasting our time.

the problem is no developer play as a necro and they will never do it

The Necromancer Initiative

in Necromancer

Posted by: Tim.6450

Tim.6450

They theorycraft too much on paper, they need to be put in the heat of real battles in WvW, PvP, and PvE to really understand necros. As for threads like these, I’ll only contribute if I know they’ll be put to good use. It’s not as if necros didn’t compile a list of what they want or think should improve before.. If the devs aren’t willing to dance, then we’re just wasting our time.

the problem is no developer play as a necro and they will never do it

I do believe they do play necromancer but I just think they can’t fully comprehend the necromancer. This include things ranging from strategies againt certain specs till minor but crucial details. Maining a profession is different from playing a profession, after all . I will keep this opinion untill they either fix skyhammer or say it is intended.

EverythingOP

The Necromancer Initiative

in Necromancer

Posted by: Falcon.8713

Falcon.8713

I’ll start so you get the idea.

___________________________Heal Skills___________________________

  • Well of Blood
    Needs to be a water field.
  • Signet of Vampirism
    ICD should be per foe.
  • Consume Conditions
    Revert to 25s cooldown.
  • Summon Blood Fiend
    Needs better AI.

___________________________Utility Skills___________________________

  • Spectral Wall
  • Spectral Walk
  • Spectral Grasp
    Shouldn’t be a projectile.
  • Spectral Armor
    Should grant stability?
  • Plague Signet
    Passive effect sucks. Needs to be more active based. Perhaps have 2 effects; 1 that draws conditions from allies and the other that sends them to opponents. Double stunbreaker? If double stunbreaker, increase cooldown to 60s?
  • Signet of Spite
  • Signet of Undeath
  • Signet of the Locust
  • Well of Power
    Should pulse stability.
  • Well of Suffering
  • Well of Darkness
    Decrease cooldown.
  • Well of Corruption
  • Epidemic
  • Corrupt Boon
  • Blood is Power
    Should be a stunbreaker.
  • Corrosive Poison Cloud
  • Bone Fiend
  • Flesh Wurm
  • Shadow Fiend
  • Bone Minions

__________________________Weapon Skills__________________________

  • Axe Skills
    Axe 1 and 2 suck. Do something to them.
  • Staff Skills
  • Dagger Skills
  • Warhorn Skills
    Warhorn 4 should fear, not daze.

___________________________Elite Skills___________________________

  • Plague
  • Lich Form
    Should have more utility than 1111 spam.
  • Flesh Golem
    Needs better AI.

_________________________Shroud Skills_________________________
- Underwater shroud skills should be same as on land for balancing purposes.
- Dark Path should be a ground targeted teleport like it was in alpha/beta.
- Life Blast should inflict poison by default so that it’s useful in condition builds.

____________________________Spite____________________________
- Axe trait should be a 10% damage increase not dependant on vulnerability.
- Spiteful Spirit should have no ICD.

___________________________Curses___________________________
- Master of Corruption shouldn’t kill yourself with no benefits.

_________________________Death Magic_________________________
- Too many minions mandatory traits.

_________________________Blood Magic_________________________
- Merge vampiric traits and make a better trait.

_________________________Soul Reaping_________________________
- Gluttony is a terrible trait and needs replacing.

Plague Signet
Passive effect sucks. Needs to be more active based. Perhaps have 2 effects; 1 that draws conditions from allies and the other that sends them to opponents. Double stunbreaker? If double stunbreaker, increase cooldown to 60s?

Don’t you kittening dare to change it back to 60s cd.

My necromancer got upgraded to a scythe-wielding maniac.. I like it.

The Necromancer Initiative

in Necromancer

Posted by: Bluewizard.2694

Bluewizard.2694

As I personally don’t believe in a combat system where PvE skills and traits should be equal to those in a PvP environment, PvP and WvW in this case, I will make a distinction between both. This means I will indicate whether certain changes are PvE or PvP only. If nothing is mentioned, the change(s) applies on both. Skills or traits that are left out is due to the fact that I hardly use them or because I have (yet) no comments on them.
___________________________Heal Skills___________________________

  • Well of Blood
    Make it a water field.
  • Signet of Vampirism
    Remove ICD on passive.
  • Consume Conditions
    Self vulnerability duration increased. (PvE)
    ___________________________Utility Skills___________________________
  • Spectral Wall
    Absords projectiles.
  • Spectral Walk
    While active movement conditions have no effect on you (but they can still be stacked). Possible compensation: reduce Spectral Walk to 6 seconds.
  • Spectral Armor
    Add 1 stack of stability.
  • Signet of Spite
    Increase stacks of stackable conditions by 1 and increase condition duration. (PvE)
  • Signet of Undeath
    Increase radius to 240.
  • Well of Power
    Increase radius to 300.
    Pulse 1 stack of Stability(1 sec) every second.
  • Well of Suffering
    Increase radius to 300.
    Increase damage. (PvE)
    Increase Vulnerability duration. (PvE)
  • Well of Darkness
    Increase radius to 300.
  • Well of Corruption
    Increase radius to 300.
    Add ‘Boons converted to conditions’ description.
  • Epidemic
    Self vulnerability duration increased. (PvE)
  • Corrupt Boon
    Self poison duration increased. (PvE)
  • Blood is Power
    Self bleeding duration increased. (PvE)
  • Corrosive Poison Cloud
    Increase stacks of stackable conditions by 1 and increase condition duration. (PvE)
    Self weakness duration increased. (PvE)
    __________________________Weapon Skills__________________________
  • Axe Skills
    Increase damage on Axe 1 and 2 damage. Reduce cast time Axe 1.
    Make Axe 3 a blast finisher.
  • Staff Skills
    ‘Mark of Blood’ has 1 additional stack of bleeding.
    Increase stacks of stackable conditions by 1 and increase condition duration. (PvE)
  • Dagger Skills Main-Hand
    Increase damage dagger 1. (PvE)
    Decrease casting time of dagger 2 to 3 seconds. Add 1 additional pulse.
  • Dagger Skills Off-Hand
    Increase stacks of stackable conditions by 1 and increase condition duration. (PvE)
  • Scepter Skills
    Increase stacks of stackable conditions by 1 and increase condition duration. (PvE)
    ___________________________Elite Skills___________________________
  • Plague
    Increase stacks of stackable conditions by 1.
    Increase condition duration. (PvE)
  • Lich Form
    Add one additional stack of stability.
    Decrease casting time of skill 2 to 3/4 seconds like staff marks. Increase its damage.
    Reduce cooldown on skill 3.
  • Flesh Golem
    Improve AI. Stop letting it rush against an obstacle.
    _________________________Shroud Skills_________________________
    Life Blast: Swap damage modifiers. So now you deal more damage when range is above 450.
    Life Blast deals more damage when range is above 900. (PvE)
    Dark Path pierces (5 targets) and teleports you to its last succesfull target.
    Increase Dark Path bleeds stack by 1 and increase duarion. (PvE)

The Necromancer Initiative

in Necromancer

Posted by: Bluewizard.2694

Bluewizard.2694

____________________________Spite____________________________
Unholy Fevor: remove Axe skill facts. Damage increase to vulnerable foes now applies to all skills and conditions. (5% PvP, 10% PvE)
Signets of Suffering now enables the passive effects of signets in Death Shroud as well.
___________________________Curses___________________________
Master of Corruption: Increase stacks of stackable conditions by 1 and increase condition duration. (PvE)
Terror: 90% of ‘Damage with no conditions’ is now base damage. Instead ‘Terror’ now applies that Fear deals additional damage for each condition on your target.
_________________________Death Magic_________________________
Armored shroud: Add ‘Gain +400 toughness while channeling’.
_________________________Blood Magic_________________________
Quickening Thirst: Now applies for dagger and axe.
Vampiric and Vampiric Presence: Increase impact of ‘Power’ to ‘Life Siphon Damage’. (PvE)
Vampiric Rituals: Remove protection when cast to pulse protection (1 second).
Increase radius of Transfusion to 900. (PvE)
_________________________Soul Reaping_________________________
Vital Persistance: Degeneration decrease reduced to 30%. The other 20% decrease is added to Strength of the Undeath.
Foot in the Grave becomes a master trait.
Spectral Mastery becomes a grand master trait.
Spectral Mastery now adds additional benefits to Spectral skills.
- Spectral Grasp pierces (3 targets).
- Spectral Walk can now be used in mid air.
- Spectral Armor grants immunity to stuns and dazes. Possible compensation: reduce Spectral Armor base duration to 4 seconds.
- Spectral Wall now reflects projectiles.
- Litch Form now has increased movement speed (10%) and reduced casting time on its skills.
Dhuumfire has increased burning duration. (PvE)
Strength of Undeath damage modifier now applies for conditions as well.
Strength of Undeath now grants 10% increased damage while above the threshold. (PvE)

(edited by Bluewizard.2694)

The Necromancer Initiative

in Necromancer

Posted by: Corana.9837

Corana.9837

__________________________Weapon Skills__________________________
Axe Skills

  • Rending Claws
    Increase range to 900.
  • Ghastly Claws
    Damage (10x): 1,340 (2.880)
    Life Force: 15%
    Range: 900
  • Unholy Feast
    Pull nearby foes and gain retaliation for each foe you strike.
    Damage (3x): 544 (1.6)
    Retaliation (2s)
    Range: 600
    Recharge: 30s

__________________________Soul Reaping__________________________

  • Foot in the Grave
    Gain stability while in Death Shroud
    Stability (3s)
    Interval: 3s

___________________Reaper’s Shroud and Greatsword__________________

  • Infusing Terror
    Shroud yourself with dark armor that grants protection. You may shatter this armor to fear foes around you.
    Duration: 8s
    Protection: Applies 2 seconds of protection every second for the duration. Total protection duration of 16 seconds.
    Recharge: 20 seconds
    Fear (2s)
    Radius: 360
  • Reaper’s Grasp
    Create a spectral dome around you and your enemies that foes cannot escape from. Apply a condition to enemies within.
    Duration: 5s
    Radius: 400
    Poison (10s)
    Recharge: 30s

Note:
The only reason I mentioned the reaper part is because I mentioned several skill changes that ending up being similar to reaper skills. With the axe skills I simply increased the ranges of the #1 and #2 skill and included two more attacks with the #2 skill.

With the #3 skill the damage is increased to meet the increased recharge but the overall damage should be the same but the number of attacks made have been increased. This indirectly increases the damage of these skills when paired with the vampiric traits in the Blood Magic trait line. #3 also gains an AoE pull which can be paired well with the warhorn, or with the changes to the Reaper skills, but it still retains the ability to stack retaliation equal to its duration but loses its boon corruption and cripple effect.