new necro trait line suggestion

new necro trait line suggestion

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Posted by: Koru.8574

Koru.8574

trait line that focus on minions
gives a new deathshroud that focuses on healing n providing minions with boons.
n your minion utility skills are upgraded/ changed

#minion<3

new necro trait line suggestion

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Posted by: Tadsoul.6951

Tadsoul.6951

we already have a trait line with 3 different traits for improving our minions. I Don’t think we need a whole knew trait line with a focus on minions.

Here are some suggestion I think would help. There are others thing that would help also just covering one end that i think needs addressing.
The only we can summon minions is through utilities and a trait with a cooldown

Trait change:
Vampiric Rituals
When you cast a well create a shambling horror… and the other effects
Focus #4
Reaper’s touch
The first bounce will summon a jagged horror.
Minion change
Jagged horror
They now naturally degenerate health at 250hps instead of the 350 hps

These won’t replace the minion utilities but can synergise well with them being. Taking a well utility utility might be an option and you can maybe grow an army of jagged if you take care of them.

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Posted by: Lahmia.2193

Lahmia.2193

Vampiric Rituals
When you cast a well create a shambling horror… and the other effects

What is the reasoning behind this? It seems very tact on and out of place considering Vampiric Wells is a Well trait, not a Minion trait. It would be cooler if they added something similar to an old GW1 skill, whereby whenever one of your minions dies, it spawns another minion. In the Death Magic line that is.

Surrender and serve me in life, or die and slave for me in death.

new necro trait line suggestion

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Posted by: Tadsoul.6951

Tadsoul.6951

Vampiric Rituals
When you cast a well create a shambling horror… and the other effects

What is the reasoning behind this? It seems very tact on and out of place considering Vampiric Wells is a Well trait, not a Minion trait. It would be cooler if they added something similar to an old GW1 skill, whereby whenever one of your minions dies, it spawns another minion. In the Death Magic line that is.

The Idea is to give the wells a nice added effect. The wells steal health and grant protection upon cast is rather poor in design and rather lackluster. The Minion has a strong effect and enhances the protection you get from the wells.

Creating minion from wells create synergy between trait lines. Going with full wells you might have 2 minions running around the whole fight or instead of picking blood fiend you might take well of blood for a minion master build.

new necro trait line suggestion

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Posted by: Lahmia.2193

Lahmia.2193

Vampiric Rituals
When you cast a well create a shambling horror… and the other effects

What is the reasoning behind this? It seems very tact on and out of place considering Vampiric Wells is a Well trait, not a Minion trait. It would be cooler if they added something similar to an old GW1 skill, whereby whenever one of your minions dies, it spawns another minion. In the Death Magic line that is.

The Idea is to give the wells a nice added effect. The wells steal health and grant protection upon cast is rather poor in design and rather lackluster. The Minion has a strong effect and enhances the protection you get from the wells.

Creating minion from wells create synergy between trait lines. Going with full wells you might have 2 minions running around the whole fight or instead of picking blood fiend you might take well of blood for a minion master build.

Of the 3 grandmaster blood traits, Vampiric Wells is the least fitting for your change. It would work better if they added it to the far more lackluster Unholy Martyr, creating a shambling horror whenever your absorb conditions via the trait (with an ICD so you’re making a minion every 3 seconds). It would have far greater synergy than Vampiric Wells, working well with Death magic Minion traits, especially Necrotic Corruption.

Surrender and serve me in life, or die and slave for me in death.

new necro trait line suggestion

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Posted by: Tadsoul.6951

Tadsoul.6951

Of the 3 grandmaster blood traits, Vampiric Wells is the least fitting for your change. It would work better if they added it to the far more lackluster Unholy Martyr, creating a shambling horror whenever your absorb conditions via the trait (with an ICD so you’re making a minion every 3 seconds). It would have far greater synergy than Vampiric Wells, working well with Death magic Minion traits, especially Necrotic Corruption.

I think I see what your angle your seeing this from. Transfusion and unholy matyr have zero effect if no allies are in range, creating minion with the traits would give it some based effect.
I’d rather it to be on transfusion (because I think unholy matyr is a terrible trait idea).
But really still rather it on wells… it took a while to think of a good idea for the well trait.

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Posted by: Lahmia.2193

Lahmia.2193

Of the 3 grandmaster blood traits, Vampiric Wells is the least fitting for your change. It would work better if they added it to the far more lackluster Unholy Martyr, creating a shambling horror whenever your absorb conditions via the trait (with an ICD so you’re making a minion every 3 seconds). It would have far greater synergy than Vampiric Wells, working well with Death magic Minion traits, especially Necrotic Corruption.

I think I see what your angle your seeing this from. Transfusion and unholy matyr have zero effect if no allies are in range, creating minion with the traits would give it some based effect.
I’d rather it to be on transfusion (because I think unholy matyr is a terrible trait idea).
But really still rather it on wells… it took a while to think of a good idea for the well trait.

I’m against the whole idea of adding a Reaper exclusive (shambling horrors) to baseline necro traits to begin with though.

Surrender and serve me in life, or die and slave for me in death.

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Posted by: Tadsoul.6951

Tadsoul.6951

Why is that? the reaper’s thing isn’t shambling horrors. It just happen to get them.

@ koru do you feel like these changes would help. You also want to heal and apply boons do you think further tweaking(small changes) of blood magic and death magic could accomplish this?
You also wanted upgraded minions what parts of the minions do you feel lack.
Which minion(The minion itself(stats,attack type,) and Active)

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Posted by: Anchoku.8142

Anchoku.8142

I do not know about another minion trait line but do have a couple of ideas for new trait themes.

Combat mobility (pulls and dodges)
Fear (condition damage w/o scepter)
Aerial combat (unique Necro skills for gliding)
Condition flipping to boons (more than WoP)
Teleport (as a ghost!) or make group incorporeal for defense.

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Posted by: gavyne.6847

gavyne.6847

We’ll know soon enough, seeing how Anet is full on in closed door meetings building the next expansion. Which means classes are all getting new elite specs.

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Posted by: AreeSoothsayer.1068

AreeSoothsayer.1068

We’ll know soon enough, seeing how Anet is full on in closed door meetings building the next expansion. Which means classes are all getting new elite specs.

I really hope they add some pet elites specs. I am a pet fiend and so far necro and ranger are my hopefuls in something … non-cardboard cutout pets coming into play.

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Posted by: Anchoku.8142

Anchoku.8142

We’ll know soon enough, seeing how Anet is full on in closed door meetings building the next expansion. Which means classes are all getting new elite specs.

I really hope they add some pet elites specs. I am a pet fiend and so far necro and ranger are my hopefuls in something … non-cardboard cutout pets coming into play.

I seem to remember Arenanet saying they would continue to rebalance Ranger pets and their skills.

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Posted by: Dadnir.5038

Dadnir.5038

A traitline that focus on minions is a bad idea. Minions are merely 1 skillset of the necromancer. To be honest having already 3-4 traits that specifically improve the minions already feel excessive. More than that and it would become toxic for the profession as a whole.

I seem to remember Arenanet saying they would continue to rebalance Ranger pets and their skills.

The ranger’s pet is an everlasting issue that anet don’t really try to fix and will never really try to fix because they don’t want to understand/accept that the way they’ve designed the pet is the core of the issue. Due to that they try to adjust them in the state they are but never touch the core of the issue.

We’ll know soon enough, seeing how Anet is full on in closed door meetings building the next expansion. Which means classes are all getting new elite specs.

I really hope they add some pet elites specs. I am a pet fiend and so far necro and ranger are my hopefuls in something … non-cardboard cutout pets coming into play.

I believe that there is a high probability that a necromancer’s pet based E-spec will appear. But I think that we will never see a “zoo” e-spec.

For me the ideal necromancer’s pet based E-spec would probably look like something like that :

Shroud : You use your life force to create a shroud beast that you controle through a specific set of shroud skills. Trade off, the necromancer being out of the shroud it’s life is not protected by the life force. Strenght, no LF degeneration while using the shroud.

Shrd #1 : a weak AA
Shrd #2 : command the shroud beast to leap/port to the ennemy/targeted area
Shrd #3 : command the shroud beast to perform a terrifying howl
Shrd #4 : command the shroud beast to draw the condition of surrounding allies in a channeled manner
Shrd #5 : transfer damage dealt to the necromancer to the shroud beast.

Utilities : Glyph.
Out of shroud attunment : affect selfishly the necromancer.
In shroud attunment : lesser effect that affect allies and use the shroud beast as it’s center.

Peculiarity : While in shroud form the necromancer can’t swith weapon but have access to all utility skills (Transformation elite skills kick you out of shroud)

No core profession should be balanced around an optional elite specialization.

(edited by Dadnir.5038)

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Posted by: Anchoku.8142

Anchoku.8142

Dadnir, as interesting as a shroud beast sounds, using LF to make a pet sounds like it would also leave the Necro completely defenseless. Without being able to use shroud to soak damage, Necromancer could be tough to play. The trait line and elite skills/utilities would have to have a lot of immunity-type defenses.

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Posted by: Dadnir.5038

Dadnir.5038

Dadnir, as interesting as a shroud beast sounds, using LF to make a pet sounds like it would also leave the Necro completely defenseless. Without being able to use shroud to soak damage, Necromancer could be tough to play. The trait line and elite skills/utilities would have to have a lot of immunity-type defenses.

Well, you’re right.

In my idea, those issues are taken care by the glyphs when out of shroud and the skill #5 while in shroud. Simply put I’m relying on :

Shrd #5 : transfer damage dealt to the necromancer to the shroud beast.

And things like (This is just an example of what some of the glyphs could be) :

Glyph of the undying :
Out of shroud : Reduce damage taken by 100% for x seconds
In shroud : Your shroud beast enter into the earth, creating an area in which allies gain a buff that have a chance to reduce the next damage taken by 33%-50%. ICD 3- 4 seconds. (Something like the passive effect of ranger’s spirits)

Glyph of the corrupted :
Out of shroud : For x seconds your attacks have a chance to transfer one of your condition onto your foe. ICD 3 seconds.
In shroud : Your shroud beast enter into the earth, creating an area in which allies gain a buff that have a chance to allow them to corrupt a boon on their foe. ICD 10 seconds.

Healing skill :
Glyph of the vampire :
Out of shroud : Heal yourself for X. Your next 5 successfull attack grant you X% life force.
In shroud : Your shroud beast enter into the earth, creating an area in which allies gain a buff that have a chance to allow them to siphon life. (Same value and ICD than sigil of blood)

Any skill that command the Shroud beast will stop the glyph effect. (So you need 2 shroud beast if you want 2 different glyph effect at the same time.)

At the same time, don’t forget that the necromancer have the potential to benefit from this state thanks to trait like : transfusion (which would finally heal the necromancer) or unholy sanctuary (granting an almost permanent sustain). Also, in my idea, the shrd AA, while weak, is supposed to be fast enough to take advantage of the siphon traits.

No core profession should be balanced around an optional elite specialization.

(edited by Dadnir.5038)