(edited by the noobiniser.7465)
new condi specialisation idea: voodoo chanter
Over all I must say I really like the idea of the chanting state, building different chants together and applying them in different ways sounds really cool.
That said, the condition focus of the spec is rather overwhelming, you say there’s room for minionmancer, but the puppet minions themselves are basically just more condition bursty versions of jagged horrors. It could work for a condition based minion bomber, but I do feel they would be more of an afterthought than a focus.
It also has a bit of a support/boon generating angle with the totems, but none of the traits or chanting abilities support this focus so it feels more like an afterthought.
Likewise with the chanting words themselves, with the exception of the chill one all inflict rather hefty stacks of damaging conditions and makes the abilities feel very same-y. It really works against the cool combining effects idea that the chanting state is built around since all the things you can do with it are literally “inflict damaging conditions” with some bonus effects if you stack several of the same chant.
It’s a very cool system you’ve thought of here but I really feel the abilities need to be more varied and versatile to make it actually interesting and appealing.
For example why not have one chant that say transfers conditions? Corrupts boons? Lifesteal focused? Use the whole of the necromancer’s toolkit for the chant skills and you could do some really cool things with it.
Over all I must say I really like the idea of the chanting state, building different chants together and applying them in different ways sounds really cool.
That said, the condition focus of the spec is rather overwhelming, you say there’s room for minionmancer, but the puppet minions themselves are basically just more condition bursty versions of jagged horrors. It could work for a condition based minion bomber, but I do feel they would be more of an afterthought than a focus.
It also has a bit of a support/boon generating angle with the totems, but none of the traits or chanting abilities support this focus so it feels more like an afterthought.
Likewise with the chanting words themselves, with the exception of the chill one all inflict rather hefty stacks of damaging conditions and makes the abilities feel very same-y. It really works against the cool combining effects idea that the chanting state is built around since all the things you can do with it are literally “inflict damaging conditions” with some bonus effects if you stack several of the same chant.
It’s a very cool system you’ve thought of here but I really feel the abilities need to be more varied and versatile to make it actually interesting and appealing.
For example why not have one chant that say transfers conditions? Corrupts boons? Lifesteal focused? Use the whole of the necromancer’s toolkit for the chant skills and you could do some really cool things with it.
True, true, but the heavy condition stacks that they apply are because of the rather slow nature of the chanting state, each word takes 0.5s to cast and the same goes for the release. So a blood/blood/agony lance would take a full 2s to cast.
What you say about versatility is true, but i felt like the spammable natureof the chants(only when you can activate chanting state tho), is a bit hard to place cc on. I’ve tried to keep the “cool stuff” on the cooldown inducing tripple same word abilities (lifesteal, boonstrip, minions…) to keep them from being spammed, else you could be lifestealing all day…
Maybe weaker extra effects and lowered condi’s on the 1 and 2 word effects of a word might increase versatility somewhat, what would you suggest?
About the support, true story, might’ve forgotten that in the traits :p
the minionmaster you’d build with this spec would probably be a condition focussed one, since the chanting state pretty much focusses on conditions, and the puppets are indeed extra conditions, that benefit from minion traits. I wanted to make minions that required minimum AI (folow the current target), and were very spammable.
The Idea in itself is fun, however it lack the spirit of the necromancer and does not fit the patern on how elite specialization are made.
- The numbers are overkill. Things like “blood” and “agony” are totally overboard… At a second glance… The 10 skills in chant form would destroy anything.
- Absolutely no synergy with base profession traits.
1# shroud skill need to synergize with the numerous trait that affect it.
2# shroud skill need to synergize with the trait path of corruption which mean that it need at least a CD.
4# shroud skill need to synergize with transfusion, this should be a channeled skill at least.
I’ve seen that you attached these traits randomly to skills on 5-0 but, it’s not the way elite spec work from what we could see.
- Little to no respect of the “necromancer’s thematic”. Boon corruption/reaping, condi drain, focus on weakness/prot for defense, the masochistic mentallity… you simply lose them all and focus way to much on torment/burn.
- No diversity. The voodoo chanter is a glass condi and… that’s all… Way to much focus on condition.
- Totems does not provide the support a “necromancer” can provide. Torch #4 is overpowered. Beside, they feel out of place.
… etc.
Simply put, you are straying to much of the traditional necromancer and focusing to much on condition. However, I still think that the Idea is good, just the form is bad.
Here is how I’d change it :
Weapon : shield (or MH javelin Everybody would want a new weapon type IG)
Utilities : Mantra (It’s basically your chanting state skill 1-5)
Shroud : Chanter’s shroud
- Shroud #1: Lance
- Shroud #2: Petrifying words : Root your foe and grant you swiftness.
- Shroud #3: Terrific argument : mumble with a terrific voice fearing foes around you
- Shroud #4: Verse of consumption : Chant a verse that consume foes around you
- Shroud #5: Barbed enchantment : Enchant allies giving them a life stealing enchantement for a few second.
Hmmm, i’ll remove some numbers and clearly state on the image that a full chant takes 2s in total to chant.
I’ll try to add more diversity overall to the spec and change up some of the words so that the things they do actually vary more, i’ll try to fit in more necromancer-esque effects, and try to remove some condition damage and replace it with minions(possession) and straight dmg (soul). I would like to keep it mainly oriented around condition damage though.
I’d really like to keep the chanting state idea as it is, Since it would enforce the duality of charging up life force and using it methodically in chanting state. Without it being interrupted by things such as using it to tank. Give me a second :p
Defenitions of the words and changes:
bleed: mainly uses for bleed dps, big lifesteal on third word
agony: debuffing in general, with overall poison, cripple on second word, and boonstrip and added torment on 3d word. can be traited to blind (with icd)
frost: the CC word, always chills, blinds on second word/immobilises and summons a short ice field on the third word. can be traited to interrupt (with icd).
Soul: always deals direct damage and restocks life force, weakness on 2nd and 3d word. Also teleports you to your target on hit on third word.
Possession: always summons a puppet,2 on the third word. On 2nd and 3d word aoe might.
Release skills:
lance is a spammable single target attack, so this one inherits traits from life blast.
enchant is a 40s cd that activates about 4 times over it’s duration. inherits from dark path. great for boon corruption when traited, or you could use 3x agony for the same effect.
consume is a 30s cd so it inherits from life transfer. Great with transfusion.
I also changed the totem of burdens so it still deals cripple, but now also transfers a condition from allies in it’s field each tick. (1 foe takes 1 condi from 1 ally every tick)
I don’t think a lifesteal enchantment would work well with the current bloodline already delivering major lifesteal to allies.