Which weapons you want on Necro?

Which weapons you want on Necro?

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Posted by: NeXeD.3042

NeXeD.3042

We pretty much ready have a scythe in the staff animation. I wouldn’t mind having a legit one either but I think you’d need to change the staff animations.

Attention Moderators I am not
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA

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Posted by: Pregnantman.8259

Pregnantman.8259

Well so far almost all classes (except pistol-rifle conversion) can wear the 2 handed version of their one handed main weapon. Such as the ability to wear staff if scepter can be worn, greatsword when sword can be worn and hammer when mace can be worn. So it doesn’t seem that crazy if all axe wielding classes were to recieve a scythe.

The scythe for Necromancers should be in my opinion a hybrid weapon, and carry out what we were promised initially, attrition. That means it has to provide us some durability and means to harass our opponents. I believe that in order to fulfill these goals, the scythe should be a ranged weapon that offers passive defense and offense through conditions and boons, offer a bit controlled mobility and help us to obtain some life force so that we are prepared.

First Skill (Chain, 900 yard):

Sow: Sow your foe with dark energy. (Deal your foe some moderate damage)

Slash: Slice at your foe and instill corruption. (Deal your foe some moderate damage)

Reap: Call upon wicked spirits to drain your foe’s energy, leaving him/her weakened. (Deal your foe some moderate damage and weakness for 1 seconds or less so that the auto attack chain can not give permanent weakness on PvP).

Second Skill (Cooldown 10 seconds, 900 yards)

Dark Offering: Call upon hungering spirits to feast upon your foe, damaging him while gaining the souls’ protection. (This attack deals more damage than the auto attack chain so its not a dps loss to use it. Caster gains 3-4 seconds of Protection.)

Third Skill: (Cooldown 15 seconds, 900 yards)

Mark of Withering (Mark): Carve a mark to the ground that tunnels you to your foes and dazes them when they trigger it. The mark can be manually activated. (The mark itself can be placed in anywhere between 900 yards, but the tunneling requires you to be in atleast 600 range; otherwise you are just tunneled 600 yards towards the mark. The tunneling animation can be similar to Lupicus’ and the speed of travel can be arranged for it to be counterplayed but not underwhelming. The daze lasts for 1 seconds. The mark can be triggered in the sequence skill to allow the Necromancer to tunnel towards the mark and destroy it. This skill deals moderate damage and is a dps loss compared to camping autoattack. The mark lasts for 20-30 seconds before disappearing.)

Fourth Skill: (Cooldown 24 second)

Spiteful Possession: Allow anguished souls to possess your flesh. For 3 seconds, the anguished souls will instill you and your allies their fury and torment the attackers. (The Necromancer gains the unique effect named Spiteful Possession for the next 3 seconds. For each second the Necromancer is under the effect, him/her and allies gain 4 seconds of Fury, so that the maximum Fury that can be obtained with no Boon duration is 12 seconds. The attackers are inflicted with 1-2 stacks of Torment each time they attack to the Necromancer for 4 seconds, without an ICD.)

Fifth Skill (Cooldown 32-35 seconds):

Ethereal Corruption (Corruption or Spectral, Channeled): Offer your flesh to vile souls, draining your health while gaining life force. (Channel time is 3 seconds. For every 3/4 seconds, the Necromancer loses %10 health in exchange for %10 life force, so that the Necromancer can lose %40 of their health and gain %40 life force as base maximum. The effect will be cancelled upon movement or action or being interrupted, but will function regardless of the combat state of the Necromancer, except being downed or defeated.)

Tell me what do you think. I actually waited for a thread like this for some time to pour all these wild stuff, so excuse me for the wall of text.

(edited by Pregnantman.8259)

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Posted by: Aenesthesia.1697

Aenesthesia.1697

scythe! cleave melee 2H weapon,

All it needs is:

- a 4 step chain auto attack. The third and fourth step would root the necro and do considerable more damage or apply effects.

- a gap closer. Could be called leap of doom or something like that. The necro turns into a shadow that closes the distance in no time, appearing among its enemies ready to spread death. If double tapped quickly, the necro moves backwards instead (works as an escape)

- Scythe of doom: the necro lashes with it’s scythe twice, dealing increasing damage and applying vulnerability. If not interrupted, the necro finishes with a leap that lands smashing the scythe on the ground, stunning foes around. (Blast finisher).

The rest of skills, I dunno. Don’t want to make the weapon unbalanced. But necros, right now, are missing gap closers, cleave damage, and blast finishers. Voilá! Imagine casting locust swarm, swapping to scythe, jumping in the middle of the fight, dropping your wells, a quick DS for weakening shroud and fury, and then wreaking havoc with the scythe. WAY COOL!

Dagger would still be optimal for single target dps.

(edited by Aenesthesia.1697)

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Posted by: AnonMD.7263

AnonMD.7263

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 CD. 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- Vanishing Flame: 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.

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Posted by: Kain Francois.4328

Kain Francois.4328

Scythe 2h Weapon.

Concept: Boon Juggling (Sound familiar?)

Inspired by the Dervish, Necromancer scythe continues its arts by sacrificing boons to deal damage to foes.

Its #4 and #5 skills are used to quickly stack vulnerability while dealing massive damage bursts which make Necromancer useful for speedruns as long as they can mantain might.

1a- Cleave
Slash a foe. Can strike up to 5 targets.
1b- Slash
Slash a foe. Can strike up to 5 targets.
1c- Zealous Sweep
Gain 7s of might for every foe you hit. Can strike up to 5 targets.

2-Wounding Strike
Strike up to 5 foes. Deal conditions.
Bleed 3x
Cripple

3-Reap Impurities
Quickly strike up to 5 foes. For each condition on foes hit, you gain a boon.
Bleeding – Might (per stack)
Blind – Aegis
Burning – Fury
Chilled – Vigor
Confusion – Retaliation
Crippled – Swiftness
Fear – Stability
Immobilized – Swiftness
Poison – Regeneration
Torment – Might (per stack)
Vulnerability – Protection
Weakness – Fury

4- Reaper’s Sweep
Strip 5 stacks of might from yourself. For each stack of might removed, this skill deals +20% more damage and recharges 20% faster.

5-Chilling Victory
Strip yourself of the all boons. Deal conditions with duration equivalant to those boons.
Might – Vulnerability (per stack)
Swiftness – Chill
Fury – Weakness
Aegis – Blind
Vigor – Cripple
Retaliation – Confusion
Stability – Immobilized
Regeneration – Poison
Protection – Weakness

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Posted by: Gryph.8237

Gryph.8237

I am not a huge fan of a robe wearing great sword wielder. that said, i would be down for a scythe that gives us some crowd control effects, though I am open if it should be for power builds or condition builds.

I would also be fan of a torch off hand that would give us a cc effect, coupled with a mobility skills, somewhat like a blink or some skill that grants us an immunity for a short period of time.

who knows.

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Posted by: manveruppd.7601

manveruppd.7601

that said, i would be down for a scythe that gives us some crowd control effects, though I am open if it should be for power builds or condition builds.

Well the best weapons in the game work for both, they just do different types of damage :-) look at mesmer staff for instance, shatter mesmers (power) carry it all the time. Even our staff would actually work for power builds if its autoattack was more reliable.

A bad necromancer always blames the corpse.

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Posted by: Georc.2958

Georc.2958

So I posted in this thread earlier saying that I think mainhand sword would be a good choice to add to the necro, but I couldn’t think of the skill set for it at the time. Well, after running Arah last night, the answer came to me. The sword skill set will be based on one of the more powerful necromancers/necromantic minions in GW2: Giganticus Lupicus.

Skill #1 (melee range):
3-step cleave auto attack that will generate life force per hit (% generated will have to be adjusted so as to not outshine dagger AA LF generation too much when hitting 3 targets which is the max amount of targets cleave can hit). 3rd attack will apply poison (to reduce healing of targets and allow the wep to go toe to toe w/ bunkerish specs in pvp) and maybe have a small life siphon as well (not as important as poison).

Skill #2 example name: Riftwalk (900-1200 range):
This is where it starts getting…Lupicusy. Dash similar to Lupi’s shadow walk from phase 2 (also similar to ele skill “ride the lightning”). Has some invuln frames at the start of the skill to allow it to be used as a dodge in pve/pvp and a gap-closer for pvp. Upon reaching destination (end of range or target) skill does dmg and applies cripple to, you know, let the necro do attrition stuff. Should have 20-30 sec cd, but the cd is halved if a target is hit (like “ride the lightning”) to avoid people spamming it to escape. Skill is dodgeable and blockable to promote counter-play.

Skill #3 example name: Parasitic Infection or Blood of the Master (600-900 range):
This one I am really proud of. This skill is based on Lupi’s grub summon from phase 1. Upon cast, skill does target-based AoE blast that does dmg to target and enemies near target and applies a 3-sec debuff to the target. Upon the end of the 3 seconds, the spell ticks for a second blast of target-based AoE dmg (same as first tick) and summons one jagged horror that attacks the target if target hp >50% and 2 jagged horrors if target hp<50%. The initial cast is dodgeable and blockable to prevent entire effect of skill. If target is struck w/ initial blast and has the debuff, the second tick of dmg is dodgeable and blockable which will prevent the summoning of the jagged horrors but not the second tick of dmg (so if enemy is standing near his team mates, they can still get hit by the blast). Additional but not necessary idea: can apply a stack of bleed to the necro to be used w/ necro skills that consume/send/or convert condis for beneficial effects (will fit thematically w/ blood of the master name as well)

Afterword
When coming up w/ this skill set, I wanted to add some things I’ve seen the necro community ask for in the forums (the same things I’ve been wanting as a necro player myself), such as a cleave power weapon, some sort of active defense (#2 skill), and a minion-summoning weapon skill (#3 skill). The numbers would have to be tweaked of course so that dagger is still a necro’s go-to option for single-target dmg, so that they have the same choice to make as Thieves regarding whether they take sword or dagger mainhand. More choices can only every be a good thing IMO.

B/c of the poison, cripple, and jagged horror summon, it would also be a good weapon for tankier minion master specs. I think these skills (#3 in particular) also do a pretty good job of having a unique necro-y take on the sword.

I would love to read what you guys think, as i put a lot of thought into this :p

TLDR;
Add MH sword to necros. Power-based melee cleave wep.
Skill #1: cleave auto attack, builds life force, 3rd skill applies poison
Skill #2: dash skill w/ invuln/evade frames. gap-closer that applies cripple similar to ele skill “ride the lightning” or warrior skill “savage leap”
Skill #3: Ranged skill w/ target-based AoE dmg. Applies 3-sec debuff which, when finished, does target-based AoE dmg again and summon jagged horror to attack target (1 if target >50% hp and 2 if target <50%)

(edited by Georc.2958)

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Posted by: Georc.2958

Georc.2958

Scythe 2h Weapon.

Concept: Boon Juggling (Sound familiar?)

Inspired by the Dervish, Necromancer scythe continues its arts by sacrificing boons to deal damage to foes.

Its #4 and #5 skills are used to quickly stack vulnerability while dealing massive damage bursts which make Necromancer useful for speedruns as long as they can mantain might.

Just a note. Cleave attacks hit a max of three targets so I’d adjust your skills to note that fact, otherwise they wouldn’t be cleave attacks at all (which is what melee weapons generally use) but instead AoE skills (like what is used on staff iirc; can’t find max targets necro staff skills hit on the wiki, but i know most AoE skills have a cap of 5 targets). Doing so would also put your skills more in line with what can be expected of a melee DPS dealer, as hitting the extra 2 targets would probably make necro melee DPS outshine that of every other class in the game.

(edited by Georc.2958)

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Posted by: Domzz.1260

Domzz.1260

Necros badly need a weapon with cleave. I think that a one-handed sword would be perfect for this — also thematically fits the necromancer theme I think.

But more awesomely, I think weapons like Scythes, Flails, or Chains can be even cooler cleave melee options for necros

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Posted by: Zaxares.5419

Zaxares.5419

Torch might be nice. Some of the torch skins like Razah’s Nightmare or Occultist Flame look PERFECT for a Necro.