What is the necromancer missing??
I still feel necros need a actual scythe as a weapon.
Torches would be excellent. Would really like it if it was more of a spirit-fire theme and gave us an ice field (why do necros not have an ice field?)
Actually, it could be interesting to have the Torch be a main-hand weapon. Why not let the necros be a bit unorthodox?
The only type of weapon we dont have an option for is melee cleave.
The only type of weapon we dont have an option for is melee cleave.
^ This ^
I’m not understanding why necromancers do not have a melee cleave when we clearly have melee weapons.
I have started using a necromancer and and after using the various weapons that are available to you, i came up with something that seems out of place to me. I am not sure if they are able to give classes more available weapons for use, but it seems to me that torches and necromancers would go hand-in-hand?
MAYBE that’s just my view of what a necromancer is, but i think it could be a really cool idea and could give some interesting abilities? Anybody else share similar views or agree?
Thematically, torches don’t fit the necromancer. If you think of them as a master of undead, a vampire, a lich, what have you, fire doesn’t mix with undead. cough Also, the light cuts through darkness and acts as a beacon of hope, and the necromancer will be having None of that.
I can give you a small list of what the necromancer is missing, weapon included.
1. The Scythe. The necromancer doesn’t have a cleaving melee weapon. This weapon fits there MO, and would be extremely fun to use.
2. Barbs. More specifically a barbs like effect. To better translate that I’m refering to what barbs did in GW1, not other games with a skill with the same name. Here is a link. http://wiki.guildwars.com/wiki/Barbs
3. A vampirc aura. It would be nice if the Necormancer could apply a vampiric armor much like chaos armor but it would steal life for those under its effect. This would be a nice addition for parties and to add a little more incentive to go into the blood trait.
4. Disease. Disease was a fairly powerful DoT condition back in GW1. It was a 4 tick condition matching that of Poison that would spread itself to other creatures of the same type. In GW2 it would have to change a bit, making it only spread to foes and not allies as well as give it a damage in between the range of poison and burning as to make it noticeable but not too powerful. I would suggest it being 4x the strength of a single bleed and stacks in duration. But that is just me.
i like those ideas lily
If any weapon is added to the necromancer’s repetoire, I still want it to be a mace or a hammer. Because reasons.
It’s pretty obvious, and nobody’s impressed.
The staff takes on the look of a scythe when you use it.
ON a further note. Lily, you make a good argument and i everything makes total sense. They seem to compare to “vampires” in your idea of them. Using references to GW1 also makes your argument more viable than others. I think there are just many ways people look at necros.
Im one of those people that see them as overlords that spawn hellish creatures to fight. Thus “hellish” bringing in the fire element i guess. I cant really think of a better way to explain it at the moment
Lily, aren’t you forgetting the whole evil fire thingy? Like.. green flames? Or flames from some fiery abys? Burning demons?
It’s not what we’re used to when it comes to necromancers, but with Dhuumfire added we already have fire, so why not? Besides, ever looked at the skill “Hexer’s Vigor” from gw1?
I admit, there are plenty of other interesting things to choose from, but I like the sound of “melee cleave weapon” and “mainhand torch” in the same sentence.. Use your imagination and tell me that doesn’t have potential!
EDIT: Ninja’d with the whole “fire works too!” argument
An Axe which hurts and a swimming Flesh golem.
Axe DPS needs to be upped.
Dagger DPS should be lowered.
Staff #1 should have a low scale with power so it won’t do as much damage with power builds (basically a damage nerf, and it should have some utility added.
The staff takes on the look of a scythe when you use it.
ON a further note. Lily, you make a good argument and i everything makes total sense. They seem to compare to “vampires” in your idea of them. Using references to GW1 also makes your argument more viable than others. I think there are just many ways people look at necros.
Im one of those people that see them as overlords that spawn hellish creatures to fight. Thus “hellish” bringing in the fire element i guess. I cant really think of a better way to explain it at the moment
Lily, aren’t you forgetting the whole evil fire thingy? Like.. green flames? Or flames from some fiery abys? Burning demons?
It’s not what we’re used to when it comes to necromancers, but with Dhuumfire added we already have fire, so why not? Besides, ever looked at the skill “Hexer’s Vigor” from gw1?
I admit, there are plenty of other interesting things to choose from, but I like the sound of “melee cleave weapon” and “mainhand torch” in the same sentence.. Use your imagination and tell me that doesn’t have potential!
EDIT: Ninja’d with the whole “fire works too!” argument
To answer both of you at the same time, I’m against the necromancer using fire in any way. I’m big into the lore and it grinds my teeth to see dhuumfire added to the necromancer. But I’ve beaten that topic to death.
Hexer’s vigor? I don’t see what that skill has to do with anything. It was pretty terrible. Unless you are saying there is fire in the art. If that’s the case, I don’t see any fire.
hopefully we will see an expansion that will add new weapons to the game and some new skills to expand all the professions. It would be nice to see that.
Hexer’s vigor? I don’t see what that skill has to do with anything. It was pretty terrible. Unless you are saying there is fire in the art. If that’s the case, I don’t see any fire.
I’m talking about the skill animation – it’s been a while since I last saw it, but unless I remember wrong it basically looks like bright green flames cover the necromancer. I tried looking for a quick clip but couldn’t find any so I’ll have to check it in game, but it’s one of the flashier necro animations in gw1.
EDIT: It doesn’t let me log in – apparently it can’t find my account (Perhaps because I haven’t logged in for ages..? Either that, or there’s a typo somewhere), so I can’t get a screenshot for you, but anyway, it had sorta fiery look to it.
(edited by yski.7642)
The staff takes on the look of a scythe when you use it.
ON a further note. Lily, you make a good argument and i everything makes total sense. They seem to compare to “vampires” in your idea of them. Using references to GW1 also makes your argument more viable than others. I think there are just many ways people look at necros.
Im one of those people that see them as overlords that spawn hellish creatures to fight. Thus “hellish” bringing in the fire element i guess. I cant really think of a better way to explain it at the momentLily, aren’t you forgetting the whole evil fire thingy? Like.. green flames? Or flames from some fiery abys? Burning demons?
It’s not what we’re used to when it comes to necromancers, but with Dhuumfire added we already have fire, so why not? Besides, ever looked at the skill “Hexer’s Vigor” from gw1?
I admit, there are plenty of other interesting things to choose from, but I like the sound of “melee cleave weapon” and “mainhand torch” in the same sentence.. Use your imagination and tell me that doesn’t have potential!
EDIT: Ninja’d with the whole “fire works too!” argument
To answer both of you at the same time, I’m against the necromancer using fire in any way. I’m big into the lore and it grinds my teeth to see dhuumfire added to the necromancer. But I’ve beaten that topic to death.
Hexer’s vigor? I don’t see what that skill has to do with anything. It was pretty terrible. Unless you are saying there is fire in the art. If that’s the case, I don’t see any fire.
hopefully we will see an expansion that will add new weapons to the game and some new skills to expand all the professions. It would be nice to see that.
I, too, firmly believe the Necromancer’s niche is about ice, chills, and death.
That does not, however, preclude fire.
I really like the idea of a torch that glows green or blue with ethereal light, and I really like the idea of it being able to be either mainhand or offhand. It’s also a great way to expand our condition repertoire and give us much-needed things like a cleave.
Torch (Main-Hand or Off-Hand weapon)
- 1 Flare (1)
Swipe the target and one additional nearby foe with your torch.
Does damage to two targets.
Eerie Blaze (2)
Catch your foe by surprise with a sudden burst from your torch.
Hits your target for more damage than (1)
Seal Fate (3)
Strike the foe a final time, and ignite their very misery. If they have 2 or more conditions on them, they burn for a short time.
- 2 Spectral Fire
Places a Mark of Flame at the target location that burns foes that cross it and shrouds you in a protective sheath of fire.
Burning (8s)
Protection (4s)
Recharge: 35 seconds
- 3 Entrancing Light
Watch the pretty fire, don’t take your eyes off it.
You weave your torch back and forth in mesmerizing patterns, captivating nearby enemies. Foes in the radius are Dazed, and if they are still within the area after a short time, they become Confused.
Damage: 900
Range: 600
Daze (2s)
Confusion 4 (6s) [if in range after 5 seconds]
Recharge: 25s
- 4 Coldflame
Fire need not be hot to burn you.
Ignites the target foe and any foe within 700 range. If the condition is cleansed, or when it expires, the burning turns to Chilled.
Burning (6s)
Chilled (3s)
Recharge: 15 or 20s
- 5 Light the Way
You raise your torch and cast an eerie light past the ever-thin veil of death. Living foes find it easier to cling to life, and dead ones find the way back less treacherous.
Grants regeneration to allies and revives one downed ally within 900 range. If more than one downed ally is within the area of effect, the effect is split between them, up to three. (So it will revive one, half-revive two, or one-third revive three.)
Damage: 600
Regeneration (15s)
Split revive
Recharge: kitten
New trait
Ethereal Guide (Soul Reaping or Death Magic master trait)
Light the Way no longer splits its revival, instead affecting each target as if it were the only one present. However, the cooldown is increased.
Obviously these are just rough drafts, and the values are purely conjectural, but I like the base ideas here.
I welcome feedback from anyone with something to add to them, or to change.
Edit: It won’t let me put “# 1”, etc. It just gives me an indent and then a 1, no matter what the number was.
Edit 2: Also, why does a 45 seconds recharge for the last skill autocorrect to “kitten”?
(edited by MolotovCocktailParty.8931)
Torches are not symbols of death and can’t work in the necromancer’s favor. Fire is the element of destruction, purity and life. Ghostly flames are a Ritualist thing and I don’t want to close any more options for the Ritualist’s epic return. I have several problem with giving the necromancer fire or torches, some flavor reasons other reasons have to do with wanting to ritualist to return.
Torches make people feel safe, and warm. This is very against the idea behind the necromancer who wants to make people feel cold and secluded. The idea of fire being associated with death is a very modern one, perhaps dating back to only about one thousand years. While the idea of fire being about life has been around since before the first civilization. Also noting that fire being about death is more of a Christian idea because of the whole fire and brimstone thing. However, even in Christianity, the recognize that fire is a giver of light and beacon of hope. So going from that perspective is also flawed.
Pulling the concept of the ritualist, I would really like to see this profession return to GW2. They had Spirit Burn as one of there skills which set things on fire. One of there special focus offhands was a lantern further pushing this idea. Where as the necromancer would deal more with the physical manifestation of death in the idea of decay and the dying, the ritualist didn’t directly deal in death however did call on the dead spirits to aid them. Although it wasn’t always clear if the spirit had already died or never where alive to begin with.
So in conclusion, just because the necromancer got one trait that lets them burn, don’t get so hasty in thinking that everything they do should burn. There is a reason Arena Net put it as a grandmaster trait.
You weave your torch back and forth in mesmerizing patterns, captivating nearby enemies. Foes in the radius are Dazed, and if they are still within the area after a short time, they become Confused.
Mesmerizing? Really…?
(edited by Lily.1935)
An elite Blood Magic skill- Sacrifice health to give yourself and allies quickness and lifesteal for 15 seconds.
Weapons?
Greatsword as a melee cleaving weapon – power/condi hybrid skills would be a great addition. Kind of like a melee analog of the staff- a gap closer, aoe cleaving autoattack, maybe a single target longer duration chill + torment, etc.
Necro is missing cleave, but I don’t think that Necros need it so badly that the existing weapons need redesigns.
Necro has lots of AoE as is, and Life Blast can be traited to pierce.
Necro will probably get Sword, Greatsword or Hammer eventually when Professions get “new” weapons to use.
All-in-all, i agree that a new expansion with more weapons/skills for the professions would be a nice change in the game. It would bring a new style of gameplay to the table.
Necro is missing cleave, but I don’t think that Necros need it so badly that the existing weapons need redesigns.
Necro has lots of AoE as is, and Life Blast can be traited to pierce.Necro will probably get Sword, Greatsword or Hammer eventually when Professions get “new” weapons to use.
I’m all in favor if them adding new weapons to the game. So if they do that, I don’t see a reason in them not getting those weapons. There is no reason the necromancer couldn’t use a sword or greatsword, but the hammer doesn’t exactly fit their style. It’s about as weird as giving a mesmer a bow. Also, to add on that, I don’t believe that every profession should be able to use every weapon.
An elite Blood Magic skill- Sacrifice health to give yourself and allies quickness and lifesteal for 15 seconds.
Weapons?
Greatsword as a melee cleaving weapon – power/condi hybrid skills would be a great addition. Kind of like a melee analog of the staff- a gap closer, aoe cleaving autoattack, maybe a single target longer duration chill + torment, etc.
I like where you are going with the elite. But 15 seconds is a bit too powerful. I would say 7 seconds with a 120 recharge. MAYBE 90, but that’s pushing it.
Cleave. I know I’m a broken record on this, but the lack of cleave is incredibly sad. I’d place daggers forever and never swap if we had cleave, but as it is, I’ve been fumbling around for ages trying to think of an effective staff build since it’s the only AOE weapon we have.
Torches fit the image of a necro very well, actually. The tomb warden, the grave robber, the rituals of summoning the spirits and dead, these are all images associated with necromancers (including in GW, though they lack the “summoning spirits” association) that also have torches or lanterns as common parts.
A Torch wouldn’t be a good idea for a melee cleave power weapon, really, but that does not mean it couldn’t be added satisfactorily as a different role (perhaps a more supportive weapon).
And Lily, honestly, you keep mutilating GW lore to fit your own opinions and seem to ignore anything that gets pointed out to the contrary. You are not the only one here who played GW1.
Torches fit the image of a necro very well, actually. The tomb warden, the grave robber, the rituals of summoning the spirits and dead, these are all images associated with necromancers (including in GW, though they lack the “summoning spirits” association) that also have torches or lanterns as common parts.
A Torch wouldn’t be a good idea for a melee cleave power weapon, really, but that does not mean it couldn’t be added satisfactorily as a different role (perhaps a more supportive weapon).
And Lily, honestly, you keep mutilating GW lore to fit your own opinions and seem to ignore anything that gets pointed out to the contrary. You are not the only one here who played GW1.
Really? give me one example of how I’ve mutilated GW lore? Because I haven’t. And I haven’t ignored anything that has been pointed out. I’ve responded to all of them in one form or another, pointing out the multiple flaws. I’ve been checking and double checking my sources. So… You’re wrong.
However, I have found something that you are referring to in terms of a torch and death. The problem is that a torch, although is sometimes associated with death, it isn’t just that. This is one of those cases where we are both right about a torch and both wrong. Do note that this is from our history and doesn’t have to do with the GW lore. I hope you can understand that… just to make it perfectly clear that I’m not referring to the lore. And that I don’t always refer to the lore but rather the inspiration from the real world.
That being said, I still have good reasons for it not being given to the necromancer. Which I have pointed out, and some people seem to ignore thinking its only a lore one. Lets list the ones that have nothing to do with the lore
1. The Ritualist. This one is easy. Giving the torch to a necromancer would hurt the ritualist’s return. Considering the ritualist also dealt with the dead in a different way and had a very different way of playing I would like to limit the toys given to a profession that would fit better in others. Especially popular professions that could comeback at some point. having 3 scholar professions with torches seems like a bit too much and lowers the diversity between them especially considering that they all share 3 different weapons already.
2. Balance. Burning is an extremely powerful condition. Giving the necromancer an extremely easy way to get burning with out having to spend 30 points into an otherwise rather underwhelming trait line for condimancers both under minds the trait as well pushes players into unhealthy builds.
3. Specialty. What would a torch do that other offhand weapons don’t already do for the necromancer? In terms of condition damage we have a dagger, support we have the focus, control we have a warhorn. The bases are covered fairly well with our offhand and they are all extremely useful in multiple situations. I can’t imagine the torch being added with out undercutting at least one of these.
(edited by Lily.1935)
Hexer’s vigor? I don’t see what that skill has to do with anything. It was pretty terrible. Unless you are saying there is fire in the art. If that’s the case, I don’t see any fire.
I’m talking about the skill animation – it’s been a while since I last saw it, but unless I remember wrong it basically looks like bright green flames cover the necromancer. I tried looking for a quick clip but couldn’t find any so I’ll have to check it in game, but it’s one of the flashier necro animations in gw1.
EDIT: It doesn’t let me log in – apparently it can’t find my account (Perhaps because I haven’t logged in for ages..? Either that, or there’s a typo somewhere), so I can’t get a screenshot for you, but anyway, it had sorta fiery look to it.
I think I see what you are getting at. The animation is a bit ambiguous though and it looks to me like an aura.
dagger and axe are still kind of uncool even if they work.
if some class could use more weapons it would be definetly necro.
No, the necromancers is missing nothing for the time being, but let’s discuss the necro using a machine gun.
mesmer (Petroline),
ele (Apple Scruff), engineer (Andersine And), ranger (Dafydd Black), thief (Pi Jensen).
(edited by davidcrickett.8536)
A machine gun… Of death
But in think Necro could use a sword
Necro could use a sword as a cleave weapon.
Torches fit the image of a necro very well, actually. The tomb warden, the grave robber, the rituals of summoning the spirits and dead, these are all images associated with necromancers (including in GW, though they lack the “summoning spirits” association) that also have torches or lanterns as common parts.
A Torch wouldn’t be a good idea for a melee cleave power weapon, really, but that does not mean it couldn’t be added satisfactorily as a different role (perhaps a more supportive weapon).
And Lily, honestly, you keep mutilating GW lore to fit your own opinions and seem to ignore anything that gets pointed out to the contrary. You are not the only one here who played GW1.
Really? give me one example of how I’ve mutilated GW lore? Because I haven’t. And I haven’t ignored anything that has been pointed out. I’ve responded to all of them in one form or another, pointing out the multiple flaws. I’ve been checking and double checking my sources. So… You’re wrong.
Basically every time you mention the Bloodstones, you twist it in some way. The elemental magics aren’t tied to the Bloodstones, otherwise the Elementalist would never be able to exist. Yet that’s the reason you said the necromancer shouldn’t get burning (I am of the opinion we don’t need burning, but it’s not inherently wrong).
It’s pretty likely that new professions will not be introduced (more races is far more likely, with Tengu being the most likely) as every new profession makes balancing exponentially more difficult. GW2 is attempting to make it onto the E-sports scene, so new classes is very unlikely as there does need to be something close to balance for that goal to work out.
Even so, a Torch doesn’t need to be fire-based. Perhaps it instead is the spectral flames that are already affiliated with necros that have wierd effects (like possible chills) or perhaps it “sees” life force in some way (a counter to stealth)
Axe DPS needs to be upped.
Dagger DPS should be lowered.
Staff #1 should have a low scale with power so it won’t do as much damage with power builds (basically a damage nerf, and it should have some utility added.
WHAAAAAAT??!!! Shuddup you!
These are the worst ideas ever!
If dagger dmg was EVER lowered, they need to increase the attack range to 600.
Tjegra: 80 Norn Necromancer
Mefitic: OTW to 80 Asura Necromancer
The only type of weapon we dont have an option for is melee cleave.
+1
I don’t get why Dagger doesn’t cleave.
Need a reduction in dmg and LF generation to avoid it going over the top? Do it, but make if aoe, please.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.
The only type of weapon we dont have an option for is melee cleave.
+1
I don’t get why Dagger doesn’t cleave.
Need a reduction in dmg and LF generation to avoid it going over the top? Do it, but make if aoe, please.
Cleaving on a dagger doesnt make sense. If the devs give us cleave it should be on a sword or greatsword. Id also be open to cone cleave on the axe.
Basically every time you mention the Bloodstones, you twist it in some way. The elemental magics aren’t tied to the Bloodstones, otherwise the Elementalist would never be able to exist. Yet that’s the reason you said the necromancer shouldn’t get burning (I am of the opinion we don’t need burning, but it’s not inherently wrong).
I never said the elemental magics where tied to the bloodstones. I said the 4 schools of magic are. You must understand that 4 schools doesn’t mean 4 elements. And I’ve pointed them out. Aggression, destruction, preservation and denial. No elements mentioned. I did Mention about how Fire is associated with Destruction and life. However, that was to help people to understand how to associate it with the 4 schools. Essentially falling under destruction and preservation.
Is this twisting the facts? I wouldn’t think so with skills in the elementalist’s line that have high destructive spells involving fire and the guardian’s very own Purging Flames. GW1&2 show fire rather frequently as a force of destruction and a force of healing and life. They have also been shown as bane of undead. This is especially true in GW1 with Holy Spear and Ray of Judgement.
So no. You misunderstand what I’m trying to say. And I’m sorry if it didn’t make sense to you at first glance.
You always mention the 4 schools of magic. But are they actually part of gw lore, because ive never seen them mentioned.
You always mention the 4 schools of magic. But are they actually part of gw lore, because ive never seen them mentioned.
Yes
I said that the Staff should be our melee weapon with cleave (unique to Necro only) since it already has a scythe graphic on #1. To me this really makes the most sense without creating a new weapon set. The only problem is that the marks might need to be changed into something else to fit the theme.
I said that the Staff should be our melee weapon with cleave (unique to Necro only) since it already has a scythe graphic on #1. To me this really makes the most sense without creating a new weapon set. The only problem is that the marks might need to be changed into something else to fit the theme.
And we wouldnt have a long range weapon anymore. People in this thread should think about it logically. Torch mainhand….. yeah cause thats gonna happen. We currently have a weapon for every role except melee cleave. So we actually dont really need any more weapons. But if they do give us one, it should definately be a power based cleave weapon or some aoe melee weapon.
The scepter should be range (or even increased) along with axe (increased) should the staff be changed into a melee cleaving weapon.
The scepter should be range (or even increased) along with axe (increased) should the staff be changed into a melee cleaving weapon.
Melee staff is an interesting idea. Much like the Mesmer GS.
the interesting thing is…it probably won’t happen in a hundred years due to the ‘Marks’ style game-play it offers now. It would take an entire redesign of the weapon.
I wish people would stop suggesting things they think would look cool and actually think about the needs of the class gameplay wise.
oh, you can keep wishing, it’ll probably just keep happening.
At the moment, the necromancer is in a fairly decent spot. Despite my personal opinion, the necromancer doesn’t really have a aching need of anything A cleaving melee weapon would be nice, but they have so many AOE skills that it’s hardly noticeable.
Despite the play style that I desire that isn’t in Guild Wars 2, everything the necromancer needs to make multiple good builds is all there for you. Not a single one of the necromancer’s weapons is useless, each providing something.
The major things that still need work done on them would be the Death and Blood trait lines as well as minions.
My personal addition to the necromancer that I would like to see is the addition of the Disease condition. Here are some ideas that I think would be both cool and good for alternative builds for the necromancer. Also, If you want to see what disease does, use this link or read my earlier post. http://wiki.guildwars.com/wiki/Disease Granted disease would have to be changed for GW2.
Death trait: Virulence; When you kill a enemy, they burst into a infectious cloud that lasts 3 seconds inflicting disease to foes who walk in it for 4 seconds. 20 second recharge.
Death Trait: Tainted Flesh; 5% chance to inflict disease for 5 seconds on hit in melee range. (30 second cool down)
Skill: Plague gains disease
Concept skill: Rotting Flesh; Corruption. Inflict 10 seconds of disease on your target and 4 seconds of poison on yourself. 30 second cool down.
I hope you like these ideas. They are pulled from skill concepts from the first game and combine with mechanics in GW2 to better help them fit.
Biggest thing they are missing for them to fit in with anets idea if what they should be is a root skill. And a name change. Should be called warlocks, not necromancers
I do see now that there was a misunderstanding. Still, the bloodstones were not quite clear-cut. Elementalists had lots of Destruction and Denial, but little Aggression (primarily through the Conjure flame/frost/lightning/earth spells) and Preservation (mostly through Wards). Mesmers had mostly denial and aggression (Illusion magic), but also had some preservation and almost no destruction. Monks had mostly Preservation, but some destruction and aggression (through Smiting), though virtually no denial.
Necromancers were kind of an odd one. They had destruction primarily through Death Magic, Denial through Curses, Aggression through blood magic, and Restoration through Soul Reaping spells (more overlap on soul reaping/blood magic, though). However, although they could always use all four schools with proficiency, they could not perform the “hard” magic associated with the schools (they had no interrupts for denial, their damage was comparatively low for destruction, their healing and protection of others was quite limited for preservation, and their aggression spells were weaker than, say, a Smiting Monk.
The Bloodstones were never a “you get X and Y, but not Z” limiter. Rather they formed a sort of specialization limiter on magic. You could draw from all with passing proficiency (Dervish, Necromancer), or you could focus your efforts to become truly impressive in one field (Monk, Mesmer).
To me, however, the biggest reason ANet had for the Bloodstones was an in-game reason for the 8-slot skill bar :p
To me, however, the biggest reason ANet had for the Bloodstones was an in-game reason for the 8-slot skill bar :p
You want to know the reason for the 8 slot skill bar? It actually has nothing to do with the bloodstones but it does have to do with signets. You see, spells or skills where going to be rings. And since you only have 8 fingers you could only have rings on each hand.(I’m not counting the thumbs because they are not fingers.) At least that’s what I’ve heard.
Also, to add to that, the biggest reason that Arena Net wanted a limited skill bar system is because they have always wanted there game to be a competitive E sport. The mechanics in the first game reflect this very well and take a different approach then GW2 does. GW1, mechanically, being far more similar to magic the gather then GW2 is. The limited access to skills would promote interesting game play between players as well as tens of thousands of potential builds that could be used and even more builds when designing your character to work in a party.
This also does explain some of the strange choices you will see in GW1. Such as a shield that only gives you 16 armor at max stats when each of your armor pieces give you 80+20(against physical damage). Or why skills usually only give you 24 more armor or why cracked armor only lowers your AR by 20. The reason for that was because armor in GW1 was location specific. If you got hit in the head, the helm would be the only thing protecting you from that attack. You armor doesn’t combine into one super state. Each attack against you had a random chance of hitting one of the 5 pieces of armor, making having max armor on your whole body very important. And where you placed special runes that might hinder your armor in some way. Arena Net never used this mechanic to its fullest, and many players never even knew this existed show arena net explained this rather poorly.
(edited by Lily.1935)
The Bloodstones were never a “you get X and Y, but not Z” limiter. Rather they formed a sort of specialization limiter on magic. You could draw from all with passing proficiency (Dervish, Necromancer), or you could focus your efforts to become truly impressive in one field (Monk, Mesmer).
There is a way around the bloodstones. You have to cheat. The Monk did this using prayers, the Dervish used prayers as well and the Ritualist used rituals. None of these count as magic, and thus didn’t follow the same rules set in place by the bloodstones.
Necromancers were kind of an odd one. They had destruction primarily through Death Magic, Denial through Curses, Aggression through blood magic, and Restoration through Soul Reaping spells (more overlap on soul reaping/blood magic, though). However, although they could always use all four schools with proficiency, they could not perform the “hard” magic associated with the schools (they had no interrupts for denial, their damage was comparatively low for destruction, their healing and protection of others was quite limited for preservation, and their aggression spells were weaker than, say, a Smiting Monk.
The necromancer never used Destruction. Death magic was mostly about reanimation and disease. In GW2, death magic is about players begrudgingly spending points into it for greater mark and staff mastery. The magic was very associated with Aggression. Although arena net never came out and told us what they where, there are several clues as to point this out in skill names and game mechanics.
Just looking at a few of the names of skills, you can see how aggression is the idea arena net had for them. A small list just of skills by there name and not mechanics: Blood of the Aggressor, Cultist’s Fervor, Defile Flesh, Depravity, Discord, Gaze of Contempt, Insidious Parasite, Mark of Fury, Masochism, Oppressive Gaze, Order of Pain, Spiteful Spirit, Spoil Victor, Suffering, and Touch of Agony.
Reading the definition of aggression: a forceful action or procedure (as an unprovoked attack) especially when intended to dominate or master
Then comparing it to the necromancer skills just by there names then looking at how the mechanics of many of there skills act in game the connection becomes even clearer.
The description on the GW1 wiki or the site isn’t as clear cut of a comparison, as the definition in our language is compared to the skills, but I think its worth posting.
Necromancers , calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. Dead and dying enemies become unwilling allies in their hands. Necromancers have the singular ability to absorb Energy from an enemy’s death, and can raise a fighting force from the corpses of their foes. Curses, which often cost the Necromancer dearly, exact an even greater toll from enemies, who find that their Enchantments and healing skills are rendered useless. Due to the sacrificial nature of their methods, Necromancers must practice patience and self-discipline to survive.