What you did with Consume Conditions...

What you did with Consume Conditions...

in Necromancer

Posted by: Ara.4569

Ara.4569

… is right !

Bury us well, wait a few months, and see Revenants coming out.

I have a few suggestions to go with it:
- make it scale: 5 vulnerability stacks per opponent in a 1500 radius. We never scaled properly, now would be a good time to start!
- push the concept further: add a stun at the end of a condi transfer and make it a blast finisher (we always cry about it).
- desecrate our grave and kitten our remains for good measure.

Balance team is a bunch of clowns, hurting the game to the full extent of their abilities.

What you did with Consume Conditions...

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Posted by: Burjis.3087

Burjis.3087

Just gonna go with the flow just for the giggles.

Just make Consume Conditions auto-stun yourself mid-cast. That ought to make it so interesting.

Master of Corruption should change too:
100% cooldown reduction on corruption skills but cast time on corruption skills are now a flat 5 seconds.
You immediately go to down state after using corruption skills and receive all known conditions to mankind, charrkind, asurakind, sylvarikind and nornkind.
Your down state skill #1 transfers all of your conditions to every enemy around you. (not mentioning the skill name cause of a future specialization called the “downed horror” with different downed skill names)
Damage in down state increased by 999%.

Now, anybody who doesn’t want to take this trait raise a hand!

Everlasting Sacred Path [ESP] (www.espguild.com)

What you did with Consume Conditions...

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Posted by: Aenesthesia.1697

Aenesthesia.1697

- if healing ourselves leaves us vulnerable, then logic only dictates that damaging the adversary should leave them invulnerable! change axe 2 so after hitting the enemy, the enemy has invulnerability for 3 seconds!

- Also, well of blood should cause vulnerability to all allies standing on it!

- fearing the foes should give them stability after the fear falls off, i don’t know why nobody thought of this before. It seems like a very balanced change.

- aplying bleeds should give the enemy regeneration, what else?

Please, anet, do consider these changes, to make the necro profession far more interesting! we are all going to have a great time dealing with it!

My guardian, warrior, engi, mesmer, and elementalist all support these changes!

Also, the elementalist says that, since we are to follow this path, then burning precision, on top of applying burn on crit, should also apply chill to compensate!

(edited by Aenesthesia.1697)

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Posted by: OlliX.1705

OlliX.1705

Just make Consume Conditions auto-stun yourself mid-cast. That ought to make it so interesting.

“A complaint that came up often was that necro was lacking in terms of teamplay. We felt that the need to have an allied guardian to provide stability added some interesting teamplay options to necromancer players.”

[qT] Necro main.

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Posted by: Tissitra.4153

Tissitra.4153

How about the following corruption trait:

‘Sorry guys, I need to use my skills’

Reduces recharge on corruption skills by 33%. Corrupt a boon on ALL nearby foes and allies when using a corruption skill.

Seriously though, this could actually be sort of interesting…

What you did with Consume Conditions...

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Posted by: Zin.6170

Zin.6170

Passive: Spontaneous Combustion

-75% chance of catching fire when activating any ability.
-catching fire applies 10 stacks of fire to self.

What you did with Consume Conditions...

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Posted by: OlliX.1705

OlliX.1705

33% chance to be assaulted by the Mossman when casting a corruption skill.

[qT] Necro main.

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Posted by: Sagat.3285

Sagat.3285

I honestly want a trait that bring allies’ boons to me and one that allows necro to move in downstate too.

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

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Posted by: Zantmar.5406

Zantmar.5406

Terror – using a skill that cause fear cause all players in the game to suffer spectral agony(not fractal agony) for 3 hours

Life blast should hit twice and have its damage halfed
If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move

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Posted by: Goldenrevolver.4371

Goldenrevolver.4371

this topic confirmes that nobody reads the necro forum xD

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

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Posted by: Cecilia.5179

Cecilia.5179

Make it fear us for 3 seconds or inflict 25 stacks of bleed for 10 seconds if traited so that it properly kills us.

Necromancer Rights Advocate
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Reaper, being thematically similar to death itself, is now immune to dying. However, you are now cursed with the Burden of Undeath and must suffer random skill activation, an insatiable thirst for blood and a constant state of decay which will erode your armor at a rate of what would be equivalent to one death’s worth of repairs per 5minutes. If you do not satisfy your bloodthirst you will begin to curse any one within a radius of 600 causing them to die instantly upon their next skill activation. The “curse” effect cannot be removed until the player that has been inflicted with the curse has died. This includes allied players as well as enemy.

PATCH NOTES
Changed the effect of Curse to only harm the Reaper upon skill activation. Failing to kill a player every 5minutes will result in all armor being 100% broken. We felt this added a more unique feel to the Reaper and would benefit them in group play by having to actively kill players as often as possible.

Tooltip fix. Burden of Undeath now properly displays immunity to death.

Increased the cooldowns of all skills by 100%.

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