What EXISTING weapon would you like on Necro?
100 posts, keep the suggestions going!
Any more suggestions on SKILLS for said weps?
Give me a shield with defensive moves. Scepter/shield ftw.
I just want to dual wield scepters!
honestly I wouldn’t want any existing weapons especially not greatsword except maybe torch. I think torch would not only synergize well with our current trait system but also the lore so it wouldn’t seem so ridiculously absurd as a necro toting an obnoxious greatsword.
I just want to dual wield scepters!
^ and this lol
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
honestly I wouldn’t want any existing weapons especially not greatsword except maybe torch. I think torch would not only synergize well with our current trait system but also the lore so it wouldn’t seem so ridiculously absurd as a necro toting an obnoxious greatsword.
We could wield everything in GW1, while it had pretty much no reason to, you could have been a sword/shield necro if you felt like it.
honestly I wouldn’t want any existing weapons especially not greatsword except maybe torch. I think torch would not only synergize well with our current trait system but also the lore so it wouldn’t seem so ridiculously absurd as a necro toting an obnoxious greatsword.
I just want to dual wield scepters!
^ and this lol
As I said in a previous post. Making gs (or any other weapon available) does not force you to play with one. Why would you want to deny other necros a gs if they want it because you dont want to play with one?
Just a few notes: Warhorn, Torch, Focus and Shield aint Main hand weapons, Scepter isnt a offhand weapon!
Swords, both main and off, non-condition, cleave based. That would make me a very happy individual.
Just a few notes: Warhorn, Torch, Focus and Shield aint Main hand weapons, Scepter isnt a offhand weapon!
Doesn’t mean that they can’t be implemented as it
Give me a shield with defensive moves. Scepter/shield ftw.
Meat Shield!
New spell on slot 5 for off-hand shield causes a minion in slot 7 to port into your off hand and take one for the team. Like a shield skill, if canceled before the timer runs out, it can activate an offensive skill as it dies. If the timer is allowed to run out or it takes too much damage, it dies and slot 7 goes into CD. Minion/shield defense is a combination of the regular shield and minion attributes.
Sigh.. People only want the GS because of the looks -.-
I personally would love a offhand torch or even a offhand sword .. perhaps the sword could be a block and when hit gives out a blind or something? .. after all axe isnt really melee so why should sword be
Though shield would be interesting to have and pistols could be… well curious
RIP City of Heroes
pistol/pistol I like the idea of a power weapon set using these two weapons for necro using a new mechanic. This being shadow magic manifestations shown as symbols of death and darkness that hover mid air and are vertical. they enhance projectiles that move through them. Similar to fields but specifically for projectiles. They are also unstackable. This way in order to use them effectively the necro will have to focus on position and situation to get the best out of it. It is also a good set to use in groups with many ranged characters.
- Death bullet/Death bullet/Wraith shots – deals average damage/deals average damage/ rapidly fire 3 shots at 50% damage
- Crimson symbol – Places a symbol a small distance in front of you that enhances all projectiles that go through it causing increase to damage by 10%. Fades away after a certain time. Lasts 10s/CD 25s
- abyssal symbol – places symbol mid air vertically a small distance in front of you that enhances all projectiles that go through it causing them to create a conal scatter shot at 20% damage for each bullet creates 5 total. Lasts 10s/CD 25s
- Shadow bullet – Turn into a mass of shadow energy jumping back while shooting. 10s CD
- moonlight symbol – Creates a symbol that enhances projectiles causing them to deal damage to enemies and heal close allies for a small amount based on damage giving it a leeching effect but instead of just you healing the team. Lasts 10s/CD 40s
the skills are something i just threw together so no need to pay attention to that since that wasn’t really asked for in this thread. However i would like to see some necros using pistols combining it with their dark magic. =)
Give me a shield with defensive moves. Scepter/shield ftw.
Meat Shield!
New spell on slot 5 for off-hand shield causes a minion in slot 7 to port into your off hand and take one for the team. Like a shield skill, if canceled before the timer runs out, it can activate an offensive skill as it dies. If the timer is allowed to run out or it takes too much damage, it dies and slot 7 goes into CD. Minion/shield defense is a combination of the regular shield and minion attributes.
Seems overly specific of a requirement for a weapon skill. But it’s a cool idea. how about instead of requiring a minion you summon bone walls like Tequatl does that’d do basically the same thing?
The idea could be implemented on a new minion, as well. Introduce a new tank minion with really high eHP but lowered DPS, have the active make the minion take all damage/effects from skills used for X seconds or until it dies, or something to that effect.
Stop with the pistol/rifle/bow talk, we already got enough ranged firepower, now lets get onto the coldsteel of melee; Hammer, Swords, Axe offhand or even Maces, GS?
Stop with the pistol/rifle/bow talk, we already got enough ranged firepower, now lets get onto the coldsteel of melee; Hammer, Swords, Axe offhand or even Maces, GS?
ranged firepower? you mean axe… at 600 range? or staff? which is based around condi/support (and horrible auto attack for power builds anyway)
- though i do find it hard to visualise a necro with rifle/pistol
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
I just want something in melee with cleave. So I can make an awesome tankomancer build. Pref a greatsword for awesomeness, but at this point I’ll be happy with anything.
Mace sounds pretty neat actually
If we get a melee weapon, I hope it is heavily involved with spirit summoning. Stuff like cursed marks that draws spirit attacks, spirit portal attacks. etc. Don’t just give us cleaving please.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
(edited by CHIPS.6018)
Naginata! (land spear)
Range between axe and dagger.
Cleave!
Whirl finisher!
Darkness!
Channel!
Torment!
Weakness!
Cleaving, and lifestealing. I dont even care about dps at this point.
I want awesome tankomancer
I would love to see the shield added to our arsenal. Give us a block and something weird and wacky.
At the moment I would like to see less GS in the game.
I like the shield idea, and I would LOVE to see less GS in the game. The shield skills would just have to have a necro theme to them. Maybe something like:
Shield #4 – Dark Aura – Reduces incoming damage by 10%, grants Retaliation (5s) and Stability (5s), and has a 30% chance to steal life from incoming damage sources when hit. Duration 5s. CD 25s.
Shield #5 – Best Defense – Throw your shield in a line, summoning one immobile flesh wurm at each target hit (limit 3; wurm duration 10s). CD 40s
Of course, if they made the shield available to necros, you know the Ghastly Shield skin would triple in price.
IF we ever get a torch I’d like to see Dhuumfire move to it and 30 Spite get a new trait:
Soul Carver
Rending Claws, Necrotic Slash, and Blood Curse chains strike one additional nearby foe. Necrotic Grasp’s projectile affects a larger area.
This seems like a rather appropriate trait. Close to Death is the clear single target killer. Why not remove the inappropriately placed Dhuumfire and complement the tree with an AoE enhancer?
A greatsword with direct damage based(power) ranged aoe skills. You know liadri the concealing dark’s aoe attacks, it would be just like this. Black particles with green columns will fall from the sky.
Example video :
http://www.youtube.com/watch?v=CmPyunpHB3c&t=1m32s
(edited by Umut.5471)
Stop with the pistol/rifle/bow talk, we already got enough ranged firepower, now lets get onto the coldsteel of melee; Hammer, Swords, Axe offhand or even Maces, GS?
ranged firepower? you mean axe… at 600 range? or staff? which is based around condi/support (and horrible auto attack for power builds anyway)
- though i do find it hard to visualise a necro with rifle/pistol
Death shroud that despite doing more in 600 range still is a 3-4k 1200 hit, lich form who i dont think has a need to explain and wells that are dropped at 900 range in pretty much every well build that exists.
I’m going for 2h Axe… buuut it’s not in the game yet (don’t really sure why)..
So, I’ll say hammers, because there is a scythe skin (so it will be aesthetically viable in this way) and it fits with the melee cleave/blast finisher/cc idea, that suits us so well because we are a bit lacking atm.
(edited by Morghana.6342)
If we’re going to get every weapon in the game over time we’re going to have multiple melee and ranged weapons for every setup. Its not like they’re going to give us the 15 or so weapons we’re missing and every single one of them is going to be power…
Stop with the pistol/rifle/bow talk, we already got enough ranged firepower, now lets get onto the coldsteel of melee; Hammer, Swords, Axe offhand or even Maces, GS?
ranged firepower? you mean axe… at 600 range? or staff? which is based around condi/support (and horrible auto attack for power builds anyway)
- though i do find it hard to visualise a necro with rifle/pistol
Death shroud that despite doing more in 600 range still is a 3-4k 1200 hit, lich form who i dont think has a need to explain and wells that are dropped at 900 range in pretty much every well build that exists.
lich form isnt sustainable at all (16 percent uptime), life blast requires LF which you arent really going to get at 1200 range easily enough to sustain it
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
(edited by Linguistically Inept.6583)
Stop with the pistol/rifle/bow talk, we already got enough ranged firepower, now lets get onto the coldsteel of melee; Hammer, Swords, Axe offhand or even Maces, GS?
ranged firepower? you mean axe… at 600 range? or staff? which is based around condi/support (and horrible auto attack for power builds anyway)
- though i do find it hard to visualise a necro with rifle/pistol
Death shroud that despite doing more in 600 range still is a 3-4k 1200 hit, lich form who i dont think has a need to explain and wells that are dropped at 900 range in pretty much every well build that exists.
lich form isnt sustainable at all (16 percent uptime), life blast requires LF which you arent really going to get at 1200 range easily enough to sustain it
Start with Spectral Grasp, go from there.
Stop with the pistol/rifle/bow talk, we already got enough ranged firepower, now lets get onto the coldsteel of melee; Hammer, Swords, Axe offhand or even Maces, GS?
ranged firepower? you mean axe... at 600 range? or staff? which is based around condi/support (and horrible auto attack for power builds anyway)
- though i do find it hard to visualise a necro with rifle/pistol
Death shroud that despite doing more in 600 range still is a 3-4k 1200 hit, lich form who i dont think has a need to explain and wells that are dropped at 900 range in pretty much every well build that exists.
lich form isnt sustainable at all (16 percent uptime), life blast requires LF which you arent really going to get at 1200 range easily enough to sustain it
Start with Spectral Grasp, go from there.
spectral grasp is almost as bad as necrotic grasp when it comes to actually hitting people (and definitely isnt sustainable on pve bosses... such as power suit*)
necro would greatly benefit from a 900/1200 range power based weapon (id prefer axe to become a cone attack over a range increase... and getting a new weapon)
*
- i know you can melee powersuit, but its a rarely used strategy
- using axe means 600 range.. so you’re more likely to have to dodge to avoid bombs (but you need to double dodge his ground pound)
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
Axe has long enough range for the powersuit. You can use lich for some of the fight and DS for most of it.
100 posts, keep the suggestions going!
Any more suggestions on SKILLS for said weps?
Just randomly I put together an idea for what the Hammer could be like. Probably a bit over the top but hey it’s fun to throw ideas around
Hammer
1. Ghastly Swing: Melee damage, cleave
i. Ghastly Smash: Melee damage, cleave
ii. Deathly Chill: AoE damage, short duration Chill
2. Lifebane Strike: AoE damage & Life Force gain, increased damage and life force vs. foes with low health.
3. Mark of Fury: Mark that damages foes and gives allies Fury.
4. Shadow of Fear: Send out a shadow of fear to make foes flee (cone AoE fear).
5. Weaken Knees: Cripple nearby foes, foes already suffering a condition are knocked down.
Ill just repost my old suggestion for a GS/2H axe.
Vile Slash
Chain. Slash your foe.
Damage: 306
Life Force: 2%
Range: 130
Cast Time: 1/2s
Vile Strike
Chain. Strike your foe.
Damage: 306
Life Force: 2%
Range: 130
Cast Time: 1/2s
Vile Touch
Chain. Strike your foe and corrupt a boon.
Damage: 458
Range: 130
Cast Time: 1/2s
Order of Pain
Channel your dark magic to surround you and repeatedly strike nearby foes gaining life force per strike.
Damage (9x): 1,261
Life Force: 1%
Combo Finisher: Whirl
Radius: 300
Cast Time: 1s
Cooldown: 10s
Deathly Chill
Summon a freezing dark cloud that repeatedly damages and chills foes.
Damage: 105
Chill: 1s
Vulnerability: 6s
Radius: 150
Duration: 5s
Cast Time: 1/2s
Cooldown: 15s
Ravenous Gaze
Leeches life from foes in a cone infront of you. Gain vigor for each foe you strike.
Damage: 416
Healing: 250
Vigor: 2s
Range: 600
Cast Time: 1/4s
Cooldown: 20s
Soul Bind
Binds the souls of nearby foes, pulling them to you. Bound foes are blinded.
Damage: 356
Blindness: 2s
Range: 600
Cast Time: 1s
Cooldown: 30s
For hammer I’d like to see something like frost/cc themed:
1) Dark smash — Melee dd / Melee dd cleave /Melee dd cleave + chill (1s) (generate life force)
2) Final blast – Melee AOE — blast finisher (more damage on frozen targets)
3) Frozen swamp — Medium cd melee — frost field (generate life force)
4) Spectral fog – Blind the targets around you and give allies protection 5s
5) Calling of death – Pull your enemy towards you and chill him for 4s
(edited by Morghana.6342)
I want RIFLE. Think of the classical play by Geothe, Die Freishütz, where a hunter sells his soul to a devil for magical bullets that never misses. Or Rip van Winkle from Hellsing. All-in-all, haunting and ricocheting magic in the form of bullets, which would open up for a wide variety of skills, and we’d also see the first light armor class with a rifle.
Obviously, it’d be focused more on direct damage than the staff, with a few conditions there to make life difficult for the enemy. Aestethically, the bullets wouldn’t “Fire” in the same sense as for warriors, but instead they’d be pale white and followedby a ghastly trail, and possibly some wailing voices as icing on the scarecake.
1. Ghastly Shot – Fire a shot that bounces between enemies (3 times) and causes vulnerability (5s). 1200 Units range. (Similar to Thief’s trick Shot)
2. Banshee’s Wail – Fire a spread cone of spectral bullets (5 shots), chilling all enemies hit (1 1/4s per shot) and gaining Life force (2%) per bullet that hits. 900 Units Range. (This is to keep enemies away from you by chilling them)
3. Poltergeist – Fire a barrage of spectral bullets that ricochets across a target area, damaging all enemies within the area (x12). Range 1200 units. (Similar to a Guardian’s Smite power).
4. Mark of the Hunter – Mark. Inscribe a mark in the ground that Immobilises (2s) and Cripples (6s) nearby enemies when triggered. Range 1200 units. (Again, to keep enemies away from you and to weaken them if they’re actually close)
5. Accursed Shot – Fire a shot that removes boons (Max 3) and Weakens (5-15s) an enemy. Weakness duration is dependant on Boons removed. Range 1200 units. (Consider this the spike of the group, with the added flair of weakening heavily buffed players.)
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
for me i want dual pistols, with spectral bullets, which kinda has the attack speed that daggers has only ranged instead, even pistol\sword or pistol\dagger.
And trident as land weapon would look awesome hehe.
other than that just to add the non existing but at the same it is kinda existing, WHIP
Did you ever watch a show called Outlaw Star nike? They had these guns called casters that fired magic bullets. You could get bullets that did all kinds of different things. Your suggestion reminded me of that.
The only problem with your idea is we don’t get pirate armor, so the whole undead pirate using pistols is out the window :c
but some pirate armor for light wouldnt be that hard to add, who knows a living world update might even be focused around ORR pirates :P i would love that hehe
No greatswords please, just about every profession uses them and it’s rather tiring.
said it before but ill say it again : must have my entropy….
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.
Yes please give us magic rifles and pistols. Magic bullets are super sexy.
http://i106.photobucket.com/albums/m274/ShadowFighter_15/GunMageIK.jpg
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
Ranger.
(OK, ok… torch.)
Just mentioned this earlier .
I was mulling over what I’d like to see for Necro Pistol/Pistol. The idea is the main hand is a conditionmancer theme. The off-hand has some possibilities for bunkers by creating minons. Paired up they should just smoothly mesh .
- Withering Shot (normal shot with necromantic colors/FX) – 60% chance to randomly apply a condition: crippled (4 seconds), torment (4 seconds), vulnerability (4 seconds), or Weakness (4 seconds).
- Hateful Ammo – Extra lifeforce gain based on number of conditions on necromancer. On crit transfers 1 condition from necromancer to target.
- Black Penny (inducted shot) – +3% critical chance and critical damage per unique condition on target.
- Bloodshot – inflicts 3 stack of bleeding (5 seconds). On critical summons a jagged horror at target’s location.
- Final warning (shoots fired into the air) – PBAoE fear
The related trait would be something like~
Boneslinger (Spite Master): Your pistol skill cooldowns are reduced by 20% and your pistol critical chance is increased by 3%
I think this is a very thought out and awesome suggestions, well done to you good sir. +1
Personally I would like to see Sword main hand and off hand for Necro, but in addition to that I have over the past few days been thinking about Rifle and how that bar would look like for a necro.
Mainly because I think a skill like this would look cool…
- Jagged Shot
600 Range
Fire a jagged horror from your rifle which explodes upon impact, causing bleeding to foes within 120 range.
Or something similar, just the idea of firing a jagged horror that explodes and the spikes from it hits the enemies around thus causing the bleeding. The range is shorter then scepter because it causes AoE bleeding and who says a rifle needs 1200 range anyway. Its the necro version of a blunderbuss.
(edited by Gutbuster.8745)
Ill just repost my old suggestion for a GS/2H axe.
Vile Slash
Chain. Slash your foe.
Damage: 306
Life Force: 2%
Range: 130
Cast Time: 1/2sVile Strike
Chain. Strike your foe.
Damage: 306
Life Force: 2%
Range: 130
Cast Time: 1/2sVile Touch
Chain. Strike your foe and corrupt a boon.
Damage: 458
Range: 130
Cast Time: 1/2sOrder of Pain
Channel your dark magic to surround you and repeatedly strike nearby foes gaining life force per strike.
Damage (9x): 1,261
Life Force: 1%
Combo Finisher: Whirl
Radius: 300
Cast Time: 1s
Cooldown: 10sDeathly Chill
Summon a freezing dark cloud that repeatedly damages and chills foes.
Damage: 105
Chill: 1s
Vulnerability: 6s
Radius: 150
Duration: 5s
Cast Time: 1/2s
Cooldown: 15sRavenous Gaze
Leeches life from foes in a cone infront of you. Gain vigor for each foe you strike.
Damage: 416
Healing: 250
Vigor: 2s
Range: 600
Cast Time: 1/4s
Cooldown: 20sSoul Bind
Binds the souls of nearby foes, pulling them to you. Bound foes are blinded.
Damage: 356
Blindness: 2s
Range: 600
Cast Time: 1s
Cooldown: 30s
You are officially a nerd. Congrats.
I aim to please.
I change my answer from torch to Greatsword. Twilight is by far the most Necroish legendary, and it would really give us that cleave option we need.
Weapon skills:
1a) Reaper’s Slice – Direct damage, Cleave, melee range.
1b) Reaper’s Slash – Direct damage, Cleave, gain 2% Life force, melee range.
1c) Reapers Strike – Direct damage, Cleave, gain 4% Life force, apply Weakness and Bleeding for 4 seconds, melee range.
2. Deathly Scream:
Scream at foes for 5 seconds dealing increasing damage and applying conditions every second. Channeled, roots the caster. Cone AE attack, 600 range, 90 degree angle. 12 second cooldown.
1 second = 2x Vulnerability for 8 seconds.
2 seconds = 2x Bleed for 6secs, 2x vuln for 8 secs.
3 seconds = 2x Bleed/6secs, 2x Vuln/8 Secs, poison/3secs.
4 seconds = 2x Bleed/6secs, 2x Vuln/8secs, poison/3secs, Chill/3 secs.
5 seconds = 2x Bleed/6secs, 2x Vuln/8secs, poison/3secs, Chill/3secs, Fear 2 seconds.
3. Dark Surge:
Turn into a dark swarm and surge forward(same mechanic as ride the lightning), poisoning foes you come in contact with for 3 seconds, and dealing damage on arrival. 600 range, blast finisher. 22 sec cooldown.
4. Mark of Torture:
Place a Mark on the ground that deals damage and afflicts enemies with cripple and 3x torment for 8 seconds, and grants vigor to allies for 15 seconds. 900 range, 30 second cooldown.
5. Deaths Protection:
You are invulnerable to damage for 4 seconds. 40 second cooldown. (Boring, but Necros need this in PvE)
I tried to think of these skills as to not take away from the purpose of the other weapon sets, and added a few conditions to make it somewhat usable for condition Necros, and better for hybrids. The #2 seems OP at first glance, but remember its a 5 second channel that roots the necro, so it can be easily dodged or interrupted in pvp, and in pve who cares.
I don’t agree with the most of people claiming the GS as a necromancer weapon, it’s another design flaw. (Necromancer isn’t a kittening Death Knight, exorcize your mind corrupted by WoW).
At least it shouldn’t be used for meleeing, but as a caster weapon, a catalyst.I agree with the torch (just with the prerequisite of having a spectral/evil look) and somehow with a one-handed sword having ranged spells, so not used for melee attacks.
I also totally agree with the idea of making a weapon working together with the Minion thematic, both to summon or to support them (healing them, boosting their damage [consider the old “Order spells”Order of Apostasy, Pain, Undeath, Vampire from GW1], et similia).
Do not forget we also need weapons working together with Wells, Marks and Death Shroud. We need more Synergy.PS: As ronpierce promoted on another thread, i agree with the idea of having “bundles” like those from the Engineer (or Ritualist in Gw1) which takes in consideration the theme of the flesh mutation or demonic flesh, maybe approaching to the Vampiric or Corruptor themes..
Torch is even more wrong on a necro than Greatsword… however why all professions can’t just use all weapons is beyond me, it worked in GW1 and made build diversity quite big (except for elite missions).
Don’t give us bundles, we’re not a Ritualist, we’re not even close to a ritualist (or Engineer) bundles are kinda weird and they would need to rework loads of traits to fit it in.
I want every weapon on every profession but personally i want to see hammer on my necromancer, i love hammers but i dislike guardians and warriors and lightning Hammer on eles don’t count, nah a hammer could be quite interesting then we would also have some Melee Cleave going.
Pistol and torch.
So I was inspiried by Spoj’s post and decided to dork it out as well and put down my ideal skills for a necromancer greatsword.
So as far as theconcept behind this weapon, the necromancer greatsword would be a weapon for a “tanky”, life siphon necromancer. With each skill, I have tried to explain the rationale behind my choices. A couple notes: (1) I know that these skills are very similar to the guardian’s GS skills which is not ideal and (2) many of these ideas are likely stolen from other people posting on the forums but I cannot remember exacly who and from what post, so I apologize for not giving more credit.
With many of these skills, I reduced the damage to something lower than the equivalent guardian GS skill. I dont know exactly what the numbers should be. The reason I reduced the damage was that many of these skills have additional utility and keeping similar damage may make them overpowered.
Let me know what you guys think. I am no expert in doing this but just wanted to put out some cool and realistic ideas
Skill 1: Auto Attack Chain
Slash
Slash your foe. Cleaves.
Damage: 275
Range: 130
Life Force: 0.33% per target hit
Cast Time: 1/2s
Deathly Slash
Strike your foe. Cleaves.
Damage: 275
Range: 130
Life Force: 0.5% per target hit
Cast Time: 1/2s
Vampiric Slash
Strike your foe and siphon health. Cleaves.
Damage: 424
Range: 130
Life Siphon: x health (scales with healing power) per target hit
Cast Time: 1/2s
Skill 1 explanation:
The auto attack chain of this greatsword would have a few major characteristics. First is cleave. I think every necromancer agrees that we need a weapon with cleave and this also opens up some nice possibilities with “per target hit” effects. As you can see, the first two parts of the auto attack chain generate life force. Life force is a necessity for necromancers and for a weapon to be used in a tanky build, LF regeneration would be great. The life force regeneration would be per target hit. Since the greatsword cleaves, this creates a situation where you gain more LF the more targets you are attacking. As you can see, I made the LF regen on the order of fractions of a percentage per target hit as more than this would be a TON of LF regen. I dont know exactly what those numbers should be though. With regards to the last part of the chain, Vampiric Slash, this is the life siphoning part of the chain. Again, the more targets you attack the more life you siphon. Risk vs. reward. Also, would scale with healing power in order to make healing power more benifical to necromancers.
Skill 2:
Order of Pain
Channel your dark magic to surround you and repeatedly strike nearby foes gaining life force per strike.
Damage (9x): 1,000
Life Force: 0.25%
Combo Finisher: Whirl
Radius: 300
Cast Time: 3/4s
Cooldown: 10s
Skill 2 explanation: I stole the name and most of this skill from spoj’s post. I made a few changes, however. First, decreased the cast time to make it the same as guardian’s whirling wrath. Second, decreased the damage. Although I love high damage, with the LF regen per strike it would make this skill more powerful than the guardian’s equivalent skill. Third, I lowered the life force regenration per strike due to the fact that if you are hitting multiple targets, the LF regen would be pretty high. Not sure on what the exact number for LF regen should be.
Skill 3:
Chilling Leap
Leap at your foe. On hit, chill the target foe.
Damage: 356
Chill: 2s
Combo Finisher: Leap
Range: 600
Cooldown: 15s
Skill 3 explanation:
Since this is a melee necromancer, we need ways to keep enemies in melee range. Chill and leap serves this role. I know there will be some debate about whether Anet want necros to have a leap but I figured I would put it in here. Plus, this gives us access to a leap finisher to combo with wells.
Skill 4:
Necrotic Touch
Block your foe’s next attack. On successful block, transfer 3 conditions to the target and siphon health
Life Siphon: (scales with healing power)
Cast Time: 3s
Cooldown: 20s
Skill 4 explanation:
This skill would have utility in both PvE and PvP. First, if we are playing a tanky necromancer we need some reliable condition removal. Although we have consume conditions, with the quick condition reapplication that is possible we need a weapon skill on the greatsword that can remove conditions. Since we are the masters of conditions, it makes sense that we transfer them to the target. For PvP, this is an ideal type of skill because it allows for counterplay. The block animation should be clearly telegraphed so that the opposing team/player knows not to attack unless they want conditions and want you to regain health. In PvE with the change to deathshroud damage, we need a more reliable way to mitigate heavy damage blows from bosses when our endurance is out and the block would serve this role.
Skill 5:
Soul Bind
Binds the souls of nearby foes, siphoning health every second while binded. If binded foes leave the target area, they become immobilized and health is no longer siphoned
Damage: 324
Duration: 6 s
Life Siphon: (scales with healing power)
Range: 600
Cast Time: 1s
Cooldown: 30s
Skill 5 explanation:
Because this weapon is ideally for a tanky, life siphoning necromancer we need skills with life siphon and skills to keep targets in melee range. This skill does both. Although I wanted it to be somewhat similar to the guardian’s binding blade, I did not want it to be the same thing. Just like binding blade, a bind animation would be sent out to 5 targets in the area and this bind would not count as a condition, therefore could not be removed by condition removal. The bind would siphon health. In order to keep foes in melee range, they can leave the 600 radius to remove the bind but this will cause immobilize. Could also consider chill instead of immobilize.
Personnaly i believe that mace/shield would be amazing…
Mace
1 – autoattack would have 3 chain hits
hit 1 – simple smash
hit 2 – weakness for 1-2s
hit 3 – voulerability for 3s
2 – create a small AoE field uder your feet for 2-3s that does something fun – could be mark since we only get them at staff and it could blind the opponent
3 – a short range (600) that cripples for time based on LF
Shield
4 – 3s aura that steals hp from the attackers (projectiles counted as well)
5 – a wave of blackness that spreads in a range around you and steals hp and removes a boon from hit target
i can just see the necro with these two weapons in hand… would look soo cool for a bunker builds
but what id really like is a trait that gives a random condition to someone who critically hits necro… that would feel necro like
GS can be a bit weird in this scenario… id go for a boon removing skills there it would be OP if adding much more, maybe some speed and boons to allies… yeah i can see GS as a support – boon provider kind of build
Shortbow this could be fun but low dmg ofcourse maybe some conditions like cripple and bouncing attacks, poison fields maybe, some bleeds but not too much
Longbow this opens up an opportunity for more minions… i like the idea of summoning a bunch of minions with this that simply spawn at target location and do attacks for 5-10 seconds (skills 3, 4, 5) and autoattack should be something like slow arrow that just deals dmg and 2 for immobilize or maybe pull target
Sword – its kind of hard to imagine necro with a sword for me but then again i had same issues with ele and daggers so it can be fun… really fun… lets say you can only use it main hand and skill 3 is actually a passive skill that changes what condition the main attack applies, second skill would be as well based on selection of 3rd
so it would be like this
skill 3 selection of aura:
BloodMagic – autoattack bleeds, skill 2 imobilizes single target
Abys – autoattack applies weakness, attack 2 applies aoe voulnerability
Chill – autoattack chills target for 1s, skill 2 applies chill AOE for 3s
Vampiric – autoattack steals health, skill 2 does the same but AOE
or something like that
i had fun just thinking about it lol