Yes, another dream trait change
Death Magic:
Minor Adept:
Amored Shroud: gain 50% toughness while in shroud
Major Adept:
Flesh of the Master: Minions have increased health and Jagged Horrors lose health more slowly. Gain 25 toughness per minion
Putrid Defence: Take less damage from poisoned foes. Foes who perform a critical hit on you are poisoned (5s)
Shrouded Protection: Gain protections (4s) when entering shroud and every 6 seconds while in shroud
Minor Master:
Soul Comprehension: Gain 1% life force per second when outside of combat
Major Master:
Deadly Strength: gain 50% of your toughness as power. Power gain doubles in shroud
Necromantic Corruption: Minions deal more damage and attack faster. Minions transfer conditions from you when they hit a target (5s cool down)
Reaper’s Protection: When stunned, knocked back, pulled, knocked down, sunk, floated, feared, taunted, launched or interrupted, inflict fear on nearby enemies and protection on allies
Minor Grandmaster:
Beyond the Veil: Chill enemies within earshot when exiting shroud
Major Grandmaster:
Corrupter’s Fervor: Gain 30 toughness and -5% condition damage every time you apply a condition (10 max)
Death Nova: Minions explode when they die, causing heavy damage and leaving a poison field behind. Summon a Jagged Horror when killing an enemy. Can summon an addition bone minion
Unholy Sanctuary: Double your toughness when in shroud and regenerate health
Blood Magic:
Minor Adept:
Sanguine Defence: Siphon health from foes that attack you (2%)
Major Adept:
Blood Bond: Cast a Lesser Signet of Vampirism when you bleed a foe (4 stacks). Transfer any bleeding to the marked foe during the duration of the signet
Quickening Thirst: Increase movement speed by 25%. Dagger skills recharge faster
Ritual of Life: Cast Well of Blood whenever activating a heal skill. Revive speed increased
Minor Master:
Vampiric: Siphon health whenever you hit a foe (2%). Minions siphon health and transfer it to you
Major Master:
Banshee’s Wail: War horn skills recharge faster. Apply chill (240 radius) when activating a war horn skill
Life from Death: Heal nearby allies when entering or exiting shroud or when killing a foe
Vamiric Aura: You and nearby allies siphon health when attacking (5%). Bleeding also siphons health (1% per 5 stacks)
Minor Grandmaster:
Last Rites: You and allies do not bleed when downed. Whenever you or an ally is downed, a Well of Blood is created that partially revives you
Major Grandmaster:
Transfusion: Shroud 4 heals and partially revives allies. The next attack that would down an ally instead transfers 20% of the attacker’s health to the ally
Unholy Martyr: While in shroud, constantly draw conditions from allies. Gain 7% life force and 5% health per condition drawn. Lose all conditions when exiting shroud.
Vampiric Rituals: Wells siphon 2% health per pulse and marks siphon 4% health upon activation. Gain protect (10s) when either is activated
Soul Reaping:
Minor Adept:
Gluttony: Life force pool increased by 20%. Life force drains slower while in shroud
Major Adept:
Soul Marks: Marks generate life force and are unblockable. Staff skills recharge faster
Speed of Shadows: Movement speed increased and skill recharge is decreased while in shroud. Shroud 2 grants speed
Unyielding Blast: Shroud skill 1 causes vulnerability and grants fury
Minor Master:
Last Grasp: Gain spectral armor every time you lose 25% of your health. When downed, you take half damage
Major Master:
Fear of Death: Fear nearby enemies whenever you are downed. Downed fear skills recharge faster
Spectral Master: Spectral skills recharge faster and last longer. Gain life force when you using spectral skills.
Vital Persistence: The next attack that would down you instead converts 50% of your life force into health
Minor Grandmaster:
Strength of the Undead: Gain more life force with attacks. Do more damage while in shroud
Major Grandmaster:
Death Perception: increase critical hit chance by 50%, double when in shroud
Dhuumfire: Shroud skills 1, 2, 4 and 5 cause burning . If you are on fire, you apply an extra stack of burning
Foot in the Grave: Gain stability (10s) and break stuns when you enter or leave shroud
Reaper:
Minor Adept:
Death Knight: Death Shroud is replaced with Reaper’s Shroud. Can use great swords
Major Adept:
Augury of Death: Reduces recharge of shouts. Shouts steal health (2%) and gain additional recharge reduction per foe hit. Instant recharge if shout kills a target
Chilling Nova: Critical hits apply chill. Critical hits on chilled foes cause an explosion that chills adjacent foes
Relentless Pursuit: Reduces duration of movement impairing conditions (33%). Double if in shroud. Whenever a foe applies a movement impairing condition on you, they are chilled (5s)
Minor Master:
Shivers of Dread: When you fear a foe you also chill them. Any movement boons are stripped
Major Master:
Chilling Victory: Do more damage against chilled foes (10%). Gain might and life force when striking chilled foes
Decimate Defences: Gain 2% critical hit chance per stack of vulnerability applied on a foe. If a foe has vulnerability, your attacks against them are unblockable
Soul Eater: Great sword skills execute and recharge faster as well as steal health (4%). “Your Soul is Mine” restores more health
Minor Grandmaster:
Cold of Death: Chill does damage (unique condition icon, restored old chill damage). Chill lasts longer and chilled foes do less damage to you (15%)
Major Grandmaster:
Blighter’s Boons: Gain life force (5%) and health (5%) whenever you gain a boon
Reaper’s Victory: When you kill a foe you gain 20% or 10% life force if you are in Reaper’s Shroud. If you down a player, summon a Reaper of Grenth to finish them
Reaper’s Onslaught: Attack faster when in shroud. Killing a foe reduces recharge on skills. Shroud recharges faster
The spitefull renewel change to consume conditions under 50% enemy change would be so cool.
I won’t go into the ones I think are overpowered. That would be too long a list.
However I will mention the ones I like.
Spiteful Talisman: Necromancers need more damage trait increases. I like it. At least the buffed damage aspect of it.
Terror: Bring back terrormancer!
Soul Comprehension: Passive outside combat life force regen? Yes please.
Sanguine Defence: More Vampiric type traits are always a yes in my book.
Gluttony: I would have done it a bit differently, but making the life force degen a minor trait in Soul Reaping is a must for Anet.
Also on a last note, Staff already had 3 traits made baseline when they changed traits into specializations: 10% more damage on marks, reduced recharge and increased radius on marks.
(edited by Lahmia.2193)
I won’t go into the ones I think are overpowered. That would be too long a list.
However I will mention the ones I like.
Spiteful Talisman: Necromancers need more damage trait increases. I like it. At least the buffed damage aspect of it.
Terror: Bring back terrormancer!
Soul Comprehension: Passive outside combat life force regen? Yes please.
Sanguine Defence: More Vampiric type traits are always a yes in my book.
Gluttony: I would have done it a bit differently, but making the life force degen a minor trait in Soul Reaping is a must for Anet.Also on a last note, Staff already had 3 traits made baseline when they changed traits into specializations: 10% more damage on marks, reduced recharge and increased radius on marks.
Well some may be overpowered…but so what? XD I think there’s great synergy though
Tweak numbers and most of these seem good.
Parasitic Contagion I like the way it is
Restore that which was lost. And all shall be as one.”
I won’t go into the ones I think are overpowered. That would be too long a list.
However I will mention the ones I like.
Spiteful Talisman: Necromancers need more damage trait increases. I like it. At least the buffed damage aspect of it.
Terror: Bring back terrormancer!
Soul Comprehension: Passive outside combat life force regen? Yes please.
Sanguine Defence: More Vampiric type traits are always a yes in my book.
Gluttony: I would have done it a bit differently, but making the life force degen a minor trait in Soul Reaping is a must for Anet.Also on a last note, Staff already had 3 traits made baseline when they changed traits into specializations: 10% more damage on marks, reduced recharge and increased radius on marks.
Well some may be overpowered…but so what? XD I think there’s great synergy though
Far be it from me to tell you what you want Necromancer to have, I just feel like Anet are more likely to listen to our suggestions if they were actually balanced.
But at the end of the day, its a fun hobby making dream balances, so as you were soldier.
I definitely like a lot of these ideas. A shame they’ll never go for a one.
Tweak numbers and most of these seem good.
Parasitic Contagion I like the way it is
Woooh! We finally found someone that like parasitic contagion as it is… I had yet another kittenty day today but, right now I feel like my life have been fullfilled. Someone that like one of the worst GM of the necromancer… Just Woooh!
Joke aside, Your traits are way to overpowered. However, with maybe a a few tweak, here is my wishlist :
Spiteful renewal : Putting the threshold at 90% would already be enough to give value to the trait.
Master of corruption : I like the way you make it. I know that there are a lot of people who would hate this change but I like it
Weakening shroud : It would be more like : “bleed nearby foes upon entering shroud. Apply weakness to nearby foes every 3 second.” That would be perfect.
Putrid defense : interesting.
Vital persistence : interesting as well, maybe tone it done to 25-30% with a 30s ICD.
Dhumfire : get rid of the additionnal burn on other skill, change to “burn foe on skill#1. If you are set ablaze, periodically burn nearby foe for 2s. Tic every 3s.” It’s probably over the top but I like the idea.
Well that’s it. The other are way over anything balanced and/or I don’t like the idea.
Tweak numbers and most of these seem good.
Parasitic Contagion I like the way it is
Woooh! We finally found someone that like parasitic contagion as it is… I had yet another kittenty day today but, right now I feel like my life have been fullfilled. Someone that like one of the worst GM of the necromancer… Just Woooh!
If only they’d kept it in the Spite traitline as it originally was
Parasitic Contagion I like the way it is
A bit meh for me. I designed Blood Magic for consistent health upkeep. Kinda like a nod to the old Guild Wars 1 blood necro, where as long as you had energy you were impossible to kill.
Tweak numbers and most of these seem good.
Parasitic Contagion I like the way it is
Woooh! We finally found someone that like parasitic contagion as it is… I had yet another kittenty day today but, right now I feel like my life have been fullfilled. Someone that like one of the worst GM of the necromancer… Just Woooh!
If only they’d kept it in the Spite traitline as it originally was
Well, objectively, granted the way this trait work and the mentality of the Dev staff, there is no way they will ever allow this trait to be used together with lingering curse. And the most laughable part of this is mainly because lingering curse is the broken trait that shouldn’t exist.
Spite:
Major Adept:
Bitter Chill: Chilling a foe corrupts a boon
Needs a cooldown, otherwise chillomancer would have so much corruption that stacked boonshare eles could not compensate.
Major Master:
Chill of Death: Striking a chilled foe applies poison and bleed (10s)
You do realize that this trait + reaper traitline would result in ungodly condi bombs right?
Rending Shroud: Entering shroud inflicts damage on nearby foes. Constantly cripple nearby enemies while in shroud.
Pulsing cripple in shroud would be way to much. Of course this doesn’t matter because your Chill of Death trait is so ungodly strong that there would be no point to taking anything else for this tier.
Minor Grandmaster:
Siphoned Power: gain 100 power per enemy within earshot
I’m assuming this is target capped at 5 right? Even then +500 power for walking into a teamfight is insane for power builds.
Major Grandmaster:
Close to Death: if your health drops below 50%, gain 20% more Power, Precision and Ferocity. Deal 20% damage to foes below 50% health
This trait plus the previous minor trait would result in gravedigger being able to 1-shot most professions.
Spiteful Spirit: Corrupt up to 3 boons on up to 5 enemies nearby when entering shroud. While in shroud, corrupt a boon and transfer a condition every 3 seconds.
Do I really need to explain how pulsing boon corrupt on top of pulsing condi transfer would break the game?
Chilling Darkness: Blinding a target also applies chill (6s). Chilling an already chilled foe applies blindness
Necros don’t even need other defensive traits other than this. This trait basically insures enemies are permanently blinded.
Plague Sending: Whenever you reach 5 conditions, you transfer them to up to 5 enemies within earshot
So basically immunity to condi pressure.
Terrifying Escape: Dodging fears nearby foes
just no.
Master of Corruption: Corruption skills recharge faster. Consume conditions upon activating a corruption skill.
Seems redundant given this traitline already has immunity to condi pressure. But I guess this is in case people didn’t take the precious’s tier’s condi immunity trait.
Terror: Fear lasts longer, cripples and causes damage. Damage is increased if more conditions are present
So what I would do is take spite/curses/reaper. I would take your Chill of Death trait from spite. Combine that with reaper’s chill on fear, I would be able to condi bomb people by simply landing a single fear.
Path of Corruption: Inflict torment (5s) and poison (5s) whenever you corrupt a boon
You really like super condi bombs don’t you?
Target the Weak: Gain 10% more condition damage. Striking a target with 5 conditions or more resets their time
“Their” is extremely vague. I assume you mean the conditions. If so this traits grants curses necros effectively infinite DPS by preventing their conditions from ever falling off.
Lingering Curse: Scepter skills recharge faster. Conditions have 100% more duration
This would have been strong if your minor grandmaster trait wasn’t giving condis infinite uptime.
Parasitic Contagion: Receive less condition damage. Any conditions applied to you are also applied to the attacker
You do realize that this would mean that two PC necros dueling each other would end up stacking a infinite number of condis.
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Oh I do not deny that these traits are OP, hence the “dream” aspect of it. If I had to choose something for Anet to incorporate, I would stand by my changes to Blood Magic. Offers better survivabilty, good damage, and good team support.
Give me the Soul Comprehension change. I don’t care about the rest, but I reeeallly like that idea.
So you just nerfed our Vulnerability generation in Spite, that’s smart. Bitter Chill is pretty strong as is, especially in conjunction with Reaper. Applying Vulnerability to our Autos is stupid, Axe already does that and that would just make Dagger even more ‘OP’ since now it’s pretty much Axe with LF regen. I can see how BM wouldn’t be allowed but some of the proposed changes I do like (the % lifesteal is a dream of mine too, these static heals are pointless late-game).
All I want is a Mastery line where we can train a 4th Specialization slot lol
I meant I like It’s effect. It doesn’t heal for very much in single target encounters so for me it’s an open PvE only trait.
Restore that which was lost. And all shall be as one.”
I meant I like It’s effect. It doesn’t heal for very much in single target encounters so for me it’s an open PvE only trait.
There are very very very few situation in open PvE where you will take this trait over Lingering curse. No let’s be honest, There is no situation where you would want the sustain it give you in open PvE. In open PvE, mob’s damage quickly go out of anything “balanced” with scaling and in each fight you will prefer killing your foe faster than outlasting your foe. Only in PvP will you eventually try to make some build that could help you outlast your oponent, however, you already know the issue, this trait suffer a lot of setback in PvP where your opponent either die before you gain enough life out of this trait or cleanse himself before the heal become relevant.
This is the curse of the necromancer who gotta attack for a sustain that barely reach the level of what other professions achieve by standing still (That is our siphon). This is also the curse of the necromancer that he got tools that are lackluster everywhere in the game (Parasitic contagion being a perfect example). Is it really fair that the necromancer have to sacrifice it’s safety for barely the same amount of sustain that other professions have? Is it really fair to be balanced around tools that have no real use in game?
I’ve often talked about making the fact that the necromancer tend to harm himself something really rewarding throught trait. Parasitic contagion could have been a perfect candidate for that. For example, this trait could have granted us with a stackable (or not) unique buff that heal us (or even our party) overtime each time we harm ourself by using a corruption skill or drawing a condition from an ally. There is plenty of possibilities that revolve around taking advantage of our self harm fetish.
I seldom run condi as it is, but when I do it’s either Parasitic Contagion (open PvE or depending on my roam team comp WvW), or if I am asked to run condi in the Raid I’ll use Lingering Curse.
I didn’t know my goal was to kill things quickly :p. Running the trait has never caused a timed event to time out.
Restore that which was lost. And all shall be as one.”