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Posted by: kolcha.5027

kolcha.5027

To clarify i’m not a professional pvp or pve player, this is something that has been on my mind regarding balance to the necromancer. So lets begin:

1. Parasitic Contagion(Spite XIII) becomes a minior trait replacing Siphoned Power
2. New grandmaster Spite trait Pits of the Underworld (best cool name I could think off) which makes Well of Suffering (and maybe well of corruption) a fire field instead of dark field.
3. Dagger skill 2 reworked (Life Siphon) making it an AoE attack (Blast finisher) with reduced cooldown and the half of the healing granted instantly and half of it as a regen buff.
4. Path of Corruption(Curses XIII) reworked making Dark Path a ground target teleport with a 600( or maybe 900 range)
5. Flesh Wurm replaced with some kind of portal similar to mesmers except for necro only with a one time teleport(and maybe self weakness when used or sth, keep the long cast time)

Thoughts?

(edited by kolcha.5027)

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Posted by: Almoryk Kane.6085

Almoryk Kane.6085

The 3rd one there sounds way too op. The 2nd one makes no sense what so ever. Actually like the 4th one. 5th is not that bad but all these ideas will never be taken seriously by Anet.

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Posted by: Bhawb.7408

Bhawb.7408

1. Useless minor, doesn’t fit the tree. It needs to be in blood magic
2. Too weak for a GM, also doesn’t fit the lore (fire is anti-necro)
3. Seems way too strong. Dagger 2 is already really strong
4. Already insanely strong, unless you mean change it so it doesn’t remove boons, in which case no thanks
5. Why would I want to lose a minion? Just buff the current wurm to that.

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Posted by: NeXeD.3042

NeXeD.3042

I liked the idea bhawb said about instead of losing the minion you just switch places with the wurm.

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Posted by: Xenocide.1427

Xenocide.1427

I think I’d rather see a change, not quite sure where, but whenever you gain lifeforce you gain health as well. I think that and Parasitic Contagion would pair together really nicely. I also agree with the sentiments of adding a more concrete mobility skill to the necro, but honestly if they had even half the mobility an ele or mesmer does you would hear a ton more necro hate than you do now.

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Posted by: Bhawb.7408

Bhawb.7408

I liked the idea bhawb said about instead of losing the minion you just switch places with the wurm.

I actually think that isn’t a great suggestion anymore. In this case I simply meant don’t get rid of the wurm as a skill itself.

The issue I found with my original suggestion is that if the wurm isn’t killed in the swap, it artificially increased the CD of the skill by potentially a lot. Lets say, for example, that the swap itself has a 30s CD, and the summon has a 30s CD. I use the swap, and I’m against a smart team. They see the wurm, and someone keeps loose track of what time it happens, and at around the 20s mark, they kill the wurm off. This now puts the wurm’s summon on CD for 30s, and I have effectively increased the CD to 50s. Now using the current CDs, and a more likely set of CDs for the stun break, we’re looking at potentially a skill with upwards of a 1 minute CD, because it doesn’t die.

I just think they need to buff the range on the wurm to more like 1500-1800, and potentially have the explosion thing be where you are not where the wurm is.

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Posted by: kolcha.5027

kolcha.5027

The point of the above suggestions was to make us viable in the current zerker might stacking pve meta with fire fields and a blast finisher and add some mobility to make us viable in tpvp. And I know anet wants the necro to be an unstoppable teamfighting juggernaut but what good is a teamfighter if he can’t get to the fight in time.
As for the Flesh Wurm.. it seems to be affected by LoS or something because it often fails.. thats why I want it to be more like the mesmers portal

As for fire being anti-necro in the lore.. I didn’t not know that. We do have burning on crit though..

(edited by kolcha.5027)

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Posted by: Bhawb.7408

Bhawb.7408

Which was related to a single entity (Dhuum), and was also vastly debated by lore people when it was introduced. Overall, Necromancers are about ice, not fire.

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Posted by: NeXeD.3042

NeXeD.3042

We aren’t the ones supposed to be buffing everyone else, other people should be buffing us to make us more effective at debuffing everyone else, really what we need is to be able to quickly get a high amount of weakness stacks and vuln stacks on people the same way other classes are able to get 25 stacks of might on there own.

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Posted by: Papish.5806

Papish.5806

Well as for the vuln part i dont find that hard as i run with unyielding blast, death shiver, offhand focus, and well of suffering (unless i need to run a different utility). Granted my build kind of has all possible options of stacking vuln minus using the sigil. I dont really have to go out of my way for it besides death shiver when it comes to power build anyway(assuming most power builds take unyielding for possible cleave/being able to hit the target you want w/o someone else blocking the shot).

As for weakness, i feel we could use a little more access to it or change around how some of our traits/utilities work with it/apply it to make taking those options more enticing to compete with other skills/traits.