Torch for Necromancer?
I don’t think giving us a single fire field from a torch would really help. Rangers already have the exact same torch skill, and in general Eles and Engis can provide all the fire fields a group would need. Its a good idea, but it wouldn’t give us a unique way to compete with the other classes in terms of viability, since other classes can do that.
Taking a break from GW2 to play various
Nintendo games..
We should not get a torch that gives any actual burning/fire effects, there are too many of those in a game and its kind of annoying already, not to mention fire isn’t all that Necro-y, and frankly I think there are cooler options. Give us an anti-torch, green-flames, and the abilities leave ice field, have some AoE CC (like a pull towards the middle of an area), etc.
Black, green or blue flames, some sort of aoe chill or blind and then a single target nuke of some sort.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
I’d definitely love to have another offhand. I feel like power build options are restricted by the lack of one. Warhorn is great and all, but if I don’t want warhorn and don’t need condi clear, there are no good options to pair with dagger (after axe/focus). I think a condi based melee sword could be cool too, just as a thought.
I had suggested this a long time ago in the profession balance area.
I personally want Necro’s to have torches more than anything. Now, before people say it’s against the lore, I agree, so hear me out.
Torch (Mainhand):
1. Visceral Ignition “Ignite your targets from inside with a magical flame” Damage 125 Recharge (1/2s)
2. Phantom Flames “Haunt your target with a ghastly flame, causing chill and removing 1 boon if the target is already chilled” Chill duration 1 1/2s, Damage 245 (Recharge 10s)
3. Breath Of Winter “Breathe a snowy wind at your target and surrounding targets, causing chill and additional damage for each foe it hits” Chill duration 2 1/2s, Damage (x2) 220, Number of targets: 6 (Recharge 15s)
Torch (Offhand):
4. Path Of Oblivion “Slide forward leaving a trail of frozen earth behind you, knocking down foes who touch it” Damage 125, Range of slide 400units, Evade 3/4s Recharge (18s)
5. Tormented Earth “Ignite an area at your feet with a chilling flame, causing 2seconds of Torment for each second your target stands within the flame” Chill duration 1 1/2s, Damage 140 Recharge (20s)
I think a lot of these (although obviously subject to name change and damage alterations) give the Necromancer much needed utility. Such as a method of escaping combat, “Path Of Oblivion”, cleaving damage with “Visceral Ignition”, which I would envision to act similarly to swords, more debuffs and lots of access to chill allowing you to effectively keep your targets at range.
I sense a lot of “way too OP” incoming so by all means discuss what you think would be better in regards to torch skills. I understand I made a lot of these very powerful but if you look at the damage most of these attacks have very low physical damage, meaning for power builds, the torch would not be very useful – thus not allowing for a Necromancer to run Carrion and hit like an absolute semi getting crazy physical and condition damage from torch at the same time.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Anything can go well with dagger. Warhorn is the obvious choice, but Focus provides high vulnurability uptime and fast life force regain along with a long duration chill and boon removal on demand. Dagger offhand on the other hand is one of our few sources of blind and provides excellent condition management along with passive defense and bleeds. Its personal preference.
As for the torch, I am fine with anything as long as it provides us a means to gain life force outside of combat. We shouldn’t be slot killing our minions or hunting ambient creatures just to be as prepared as everybody else.
I had suggested this a long time ago in the profession balance area.
I personally want Necro’s to have torches more than anything. Now, before people say it’s against the lore, I agree, so hear me out.
Torch (Mainhand):
1. Visceral Ignition “Ignite your targets from inside with a magical flame” Damage 125 Recharge (1/2s)
2. Phantom Flames “Haunt your target with a ghastly flame, causing chill and removing 1 boon if the target is already chilled” Chill duration 1 1/2s, Damage 245 (Recharge 10s)
3. Breath Of Winter “Breathe a snowy wind at your target and surrounding targets, causing chill and additional damage for each foe it hits” Chill duration 2 1/2s, Damage (x2) 220, Number of targets: 6 (Recharge 15s)Torch (Offhand):
4. Path Of Oblivion “Slide forward leaving a trail of frozen earth behind you, knocking down foes who touch it” Damage 125, Range of slide 400units, Evade 3/4s Recharge (18s)
5. Tormented Earth “Ignite an area at your feet with a chilling flame, causing 2seconds of Torment for each second your target stands within the flame” Chill duration 1 1/2s, Damage 140 Recharge (20s)I think a lot of these (although obviously subject to name change and damage alterations) give the Necromancer much needed utility. Such as a method of escaping combat, “Path Of Oblivion”, cleaving damage with “Visceral Ignition”, which I would envision to act similarly to swords, more debuffs and lots of access to chill allowing you to effectively keep your targets at range.
I sense a lot of “way too OP” incoming so by all means discuss what you think would be better in regards to torch skills. I understand I made a lot of these very powerful but if you look at the damage most of these attacks have very low physical damage, meaning for power builds, the torch would not be very useful – thus not allowing for a Necromancer to run Carrion and hit like an absolute semi getting crazy physical and condition damage from torch at the same time.
II love what you have right here. Its amazing in my opinion. If only there was a way to get make the game devs look at this XD
II love what you have right here. Its amazing in my opinion. If only there was a way to get make the game devs look at this XD
Thank you ^^ I put a lot of thought in to it. But I do very much agree, I want Necromancers to have torches as well. Whether it be restricted to off-hand only or not, I would love for us to have unique torch mechanics and a wider selection of utility. If anything, every profession should get at least 1 – 2 more weapons because as is, I find a lot of professions are lacking versatility. The Ranger is another that comes to mind who, not counting two-handed weapons, has only the sword and axe as their mainhand weapons.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
I posted this idea on a “What weapons would you like on Necro” thread and a few other general weapon idea threads:
Torch as a mainhand weapon.
1- Stygian Flames: Send out a wave of chilling flames to slow your foes. Applies chill. Cleave. Chill duration increases for # of enemies hit, but increases time between waves. LF gained= 10% per wave, subtract 1% (up to a max of 5) for each enemy hit. Base CD= I dunno. CD modifier= I dunno.2- Death’s Embrace: Small range AoE pull. Applies 7(?)secs of protection. CD= I dunno.
3- Turn to Dust: Teleport backwards, leaving an AoE that burns foes. If they are chilled, the chill is detonated dealing (???) damage, and increasing burn duration. CD= I dunno.
(edited by AnonMD.7263)
That is an interesting concept you have going on. We need to drag one of those devs in here :p
Devs don’t want the necro to have any mobility.
Well thats not cool!
Yeah, it isn’t. They want the necro to be an attrition class with no mobility, but able to tank and sustain. I think the word “attrition” is a little ambiguous in the way they use it. The life siphoning traits and signet of vamp were supposed to be our sustain. Kind of laughable in my opinion. On the flip side, if necros were able to sustain properly, people would be crying for days on the forum about how op necro is.
Yeah well cant make everyone happy huh?
This would raise a whole new set of balancing issues.
Cute White Beaches [PFMA]
What about a willowisp skill? You target an area and nearby enemies are like foced to move there.
FYI willowisps are little creatures that lead people astray to there deaths. I think this would be pretty cool lorewise, and would be an interesting mechanic.
FYI willowisps are little creatures that lead people astray to there deaths. I think this would be pretty cool lorewise, and would be an interesting mechanic.
My idea a while ago was a summon skill that made a will-o-wisp that was similar to Shadow Fiend only it did low damage and instead chilled on auto, and its active ability was to make it instantly teleport to an area, and then after a short duration implode, pulling enemies towards it (like a Diana E effect) and leaving an Ice Field.
FYI willowisps are little creatures that lead people astray to there deaths. I think this would be pretty cool lorewise, and would be an interesting mechanic.
My idea a while ago was a summon skill that made a will-o-wisp that was similar to Shadow Fiend only it did low damage and instead chilled on auto, and its active ability was to make it instantly teleport to an area, and then after a short duration implode, pulling enemies towards it (like a Diana E effect) and leaving an Ice Field.
Thats actually a really cool idea. I like it better than mine.
Turning the torch into a cold based wep? +1 for that. We need a better control oriented weapon.