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Death Magic rework idea

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Personally, I’d like to see Decaying Swarm come back, and replacing Soul Comprehension seems like a good place for it.

was a fun trait, it gave warhorn #5 when you drop below 25%. would be a good add for warhorn trait in BM in my opinion

Death Magic rework idea

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

goal: buff vanilla Necro in pvp&wvw

how: buff Death Magic line by moving some fear traits. it would fit thematicly since fear can be used defensively.

why: as far as I know, DM is rarely used besides for minion builds. and with the new trait system a couple years ago, Terrormancer is inexistant due to fear traits being placed into 3 different traitlines in same tiers as other important traits (VP, Master of Corruption). so adding fear as a theme to DM could increase its usage and increase build diversity.

other goals:
-Death Magic still needs to be usable for other builds like Minionmaster or Power Reaper
-No boonhate for DM so Terrormancer needs to spec Curses/Spite for corrupting stability&resistance
-Death Magic shouldn’t be better than Curses or Soul Reaping for future condi scourge because it’s already quite strong..

.

Death Magic idea:

Minors
-Armored Shroud: gain armored shroud (+180 thoughness) for 10s on entering and leaving shroud (like Berserker’s Always Angry)
-Deadly Strength: gain power and condition damage equal to 7% of thoughness, 14% while in shroud
-Beyond the Veil: gain 5s of protection and 5s of stability when leaving shroud

Majors tier1
-Flesh of the Master
-Fear of Death
-Shrouded Removal

Majors tier2
-Necromantic Corruption
-Reapers Protection (add stunbreak)
-Corrupters Fervor

Majors tier3
-Death Nova
-Terror (add -5s basecooldown reduction on fear inflicting skills and traits)
-Unholy Sanctuary (buff to 250ish hps)

.

Removed traits:
-Putrit Defense (could be moved to curses with some poison add)
-Soul Comprehension (nobody needs this I suppose.. )

New traits needed in:
Curses major tier 2
Soul Reaping major tier 2

I suppose adding damage boost traits designed to boost pve-Dps.. for pvp/wvw builds there are important traits in those categories which they probably wont give up.

.

one goal was not to buff future meta condi scouge.. there are several reasons why MetaScourge would still choose Curses & Soul Reaping over this DM-line:
- Dhumfire &Vital Persistance; amazing synergy with scourge so SR is a must have..
- Roleplay; Path of Corruption for instant boon corruption. on top Parasitic Contaigon works amazingly with scourge..
- Counterplay; Fear is easily countered by resistance or stability.

.

I know this is nowhere enough to fix this class. but this change to DM would be an unique buff to Core Necro, which would now be semi-playable as Terrormancer with SR/DM/Curses. Maybe some power Reapers could also profit from this but it’s not like they were in a good spot rn..

thanks for reading &&share your opinion!

(edited by DEATHsCLAW.1978)

Idea to buff staff

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

lol staff numbers are laughable if it hadnt a good LF regen nobody would play it..

And yet people play it.

Even Metabattle’s Procmancer which doesn’t take Soul Marks, which is the source of all that LF generation, uses it.

ahh ye I forgot the second reason that necro only has 2 condi weapons.. (offhands excluded)

and the procmancer is no optimal build in my opinion but thats not part of the topic..

Idea to buff staff

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Staff is fine. I am extremely skeptical that it would need to be buffed in any way considering its role and the availability of both a second weapon set and Death Shroud(s).

lol staff numbers are laughable if it hadnt a good LF regen nobody would play it..

Ah sure.
I think my summup was staff dps is okayish (but wouldnt mindish buffish ) -its when staff gets countered and does literally zero dps that its not okay

So for the #2 becoming a dark field to give it more power punch.

-i completely agree on 100% finisher, tho that means we can get a maximun after speed up to around 1.0s from current 1.4s
-lifesteal combo is currently extra 200 dmg , 200 healing. Its weak on both fronts and requires you to hit enemy, at which point you already won cz spin2win has neough power by itself… its global problem that blast finishers just dominate others
- i always wanted some instant defense, like blind on shroud. Finally getting blast finishers on axe and offhand dagger + getting them on the trait too = we could have an on demand blind combo

So its not bad, but require devs hearing our prayers and giving extra buffs to dark combos and givins us some blasts finally.
The direct and condi damage buffs to #2 would overall be much more impactfull. Ofc id take them and they can even remove the lousy regen we cant even use in shroud anyway, like i hope they know perma regen is a moo point.

thanks good intput there i didnt think about the blind of future blast finishers necro might get. this would open up more skillful play finally!

well its more a power than a condi buff.. with Mark of Blood CD reduction to 2.4s (→castable every 3s) we could stack 4-6 bleed stacks permanently which would not be op, just a bit better..
and if MoB would deal a bit more damage than auto it would hurt ppl if you spec power thats the idea behind. it would crit 2-2.5k ish id say..

just a quick damage summary how it could be.
I dont think it wouldnt be op it just allows more constant pressure and options for more skillful play due to perma dark field

Idea to buff staff

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

guys guys guys can we get back on topic please and discuss the whole dark field idea?

on christmas we already had all those weapon improvement wishlists already no need to copy paste them again

what we got so far is:
staff has crap dps
staff has good LF regen, its only real utility
an utility weapon can have good dps

Idea to buff staff

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Personally, I would increase staff’s utility starting with a 5 sec cool down reduction and 1 sec fear duration increase for Reaper’s Mark.

Regeneration should create LF in shroud is a second improvement I would like.

Finally, I would un-nerf Putrid Mark so it transfers conditions from allies, again.

then we only got increased utility.. I mean sure we would all appreciate any buff to staff but in this threat I was refferring to autoattack and mark of blood not to staff 3-5…
talking about your idea though.. it wont add more dps and its still the lame markspamming gameplay as it is now. so no help to the problem

Idea to buff staff

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Most of us can agree that the staff is ridiculous damage wise. However, you are asking for way to much. (this is what I think)

well something has to be done since necro weapons overall are underperforming including staff. and there is a lot of space for improvements before it actually becomes “good”.

maybe mark of blood would need some damage reduce from my suggestion yes but thats a matter of balance but what do you guys think about the “lifesteal” idea in general?

(edited by DEATHsCLAW.1978)

Idea to buff staff

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

hello, I’m a pvp only player, probaly about average
my skill rating: 1431
main profession: necro

I know staff is an utility weapon and builds take it because of the good LF regen with the trait.

But the dps of this thing is waay to low, I always feel like once I swap to staff my opponent is healing more than he is taking damage.. reasons are obvious:
-low single target dps, almost average dps in teamfight if you spec for condi
-autoattack projectile speed is soo slow it misses if opponent runs in a horizontal direction (left or right)

So today I had the following Idea, it wont solve the problem but its one step into the right direction in my oppinion:

autoattack: double projectile speed, add 3s of torment on hit, 100% projectile finisher instead of 20%

staff 2: cooldown down to 2.4s, double or triple raw damage so its equal or 1.5 times the autaattack damage, nerf regen duratiom to 3s, leaves a dark field for 3s when triggered

wont talk about staff 3-5 bc they seem to do fine

reasons for idea:
staff 2 cooldown is 2.4s because you can cast exactly 2 autoattacks in between. adding the cast time of the mark a staff necro would gain acces to an every 3second moving dark which he can use for life steal combination with autoattack if it is well placed. this will enhance survivability and dps if played well..

on top mark of blood (staff 2) will now deal considerable AOE damage on both condition and power spec, adding more pressure. the autoattack-projectile speed increase will help landing it and the torment is a sort of lackluster for condi builds, can be changed though..

what do you think?

QoL change for necro: healing in shroud

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

See, you agree to it, but i highly doubt other necro players would like it. People don’t like when things change drastically. Look at recent patch – there weren’t really MAJOR changes but cries are insane and effect sometimes is bigger than you would think, especially in pve.

As far as role concept go, it was actually fine, the reason why we ended up with less build diversity IS because people wanted to have everything from every class – so Anet did it, they introduced homogenization. Scrappers got stealth, druids got support spec with high mobility, revs have everything but stealth basically etc. which resulted in players being forced to run elite specs – diversity dead.

depending on how the healing would be applied it would allow permashroud builds in pve as if it wasnt already possible now..

it would have an impact on pvp and wwe because necro could actually survive better in teamfights.. and i doubt the impact would be too big especially not in pvp since under focus fire a full shroud bar lasts for only for about 5s..

i agree a big change like this will need balancing yes. never said anything else. Im just making a point that for the sake of build diversity radical changes need to take place.. and healing in shroud would be a good thing to start with. the timing couldnt be better

(edited by DEATHsCLAW.1978)

QoL change for necro: healing in shroud

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Welcome to role concept. Eles can’t play anything but support atm, same with druids basically. Thieves are there to decap empty points. Necros are team fight dps. You think in other games it is any different? Take LoL for example, you have to have support to babysit main dps for half of them game until they get fed otherwise they would spend whole game at spawn. If necros had too much sustain they would be warriors with insane AoE pressure – how about no. Each class has a weakness for reason, without it we would just have 8 necros per match like in s2.

If you think necros should be buffed, how about we give eles and thieves 28k HP, or gives revs condi xfer on AA and see how you like it.

yes and exactly this role concept should be gone. how about bringing back build diversity? I know other classes have their roles aswell bc of bad design and I’d accept any buff to them which would change that.. okay give rev condi clear, buff staff ele and increase their HP if necessary..

but this one here is about nec and not being able to be healed while in shroud severely limits the class build diversity alongside with some other cons like bad weapons and slow skills but thats a whole other topic

I dont argue nec would need some nerfs if this one comes through, maybe 15k health pool, less aoe damage but at least one class limitation would be removed..

QoL change for necro: healing in shroud

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Better suggestion: People (both the necros and teammates) learn to make use of Blighter`s Boons to its fullest potential + Things such as Beyond the Veil, Life from Death, Unholy Sanctuary should be tweaked to actually be meaningful.

Then, if one wants to address the problems of certain trait lines offering too much or too little, start by solving the big discrepancies in Life Force gain + uptime when it comes to: taking/not taking Soul Reaping, taking/not taking Spectral skills, taking/not taking Spite + Reaper boon synergies.

second idea is good necro could definitely use that..

but how can teammates make use of blighters boon if I may ask? its a pure selfish trait which triggers when nec applies a boon to himself..

and by the way bligters boon is more of a bruiser trait. soldier power reaper used it before they removed that amulet. but still necro cant play bruiser by design because it dies to easily in teamfights because it cannot be supportet when needed..

(edited by DEATHsCLAW.1978)

QoL change for necro: healing in shroud

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Except reaper with pocket healer can murder whole team pretty quickly, the aoe pressure is just insane if you let necro do his thing. Me on necro and some druid were farming enemy team at their far almost all match. The druid could keep me alive long enough for all my aoe and condis to kill everything that dared to come to far, no matter how outnumbered we were. I shudder to think how broken necro would be if they could heal in shroud.

to your example.. hotjoin I guess? pre chill nerf probably

necro condi firepower took a 30% nerf by removing chill damage. but that was a necessary nerf dont wanna argue that one.

besides that there are other classes having potential superior aoe firehouse options than necro. but they are better at serving other roles (ele for example..) than dps. look at pve dps ranking you wont belive how bad nec damage actually is.. with the druid support I bet you could have done that far farming on staff ele/fresh air tempest too just to give you 2 examples.. or meta revenant if you wanna have a viable meta build as an example..
necro only has the dps role because it cant do kitten against focus fire. because of bad design. it cannot play bunker/bruiser because it doesnt support well and still dies to easy outside of 1v1. nec only can do dps-debuffer. and now not anymore..

(edited by DEATHsCLAW.1978)

QoL change for necro: healing in shroud

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

I am against proposed change. Reaper is already pretty hard to kill if they have pocket healer in form of druid, engi (for rezzes) or ele (and necro is my most played character after thief btw). Yes, necros don’t deal well with focus fire and they are not as mobile but every class has to have some kind of weakness. Remember s2 when it was pita to kill necros? We don’t need that again. Last thing this game needs is more powercreep.

If necros start to heal in shroud it can be abused so much no matter in which form you implement it. If you want heals in shroud then say good bye to high HP pool and embrace the 11k club.

almost every build will be hard to kill if it has a pocket healer around.. maybe exept for thief builds but this class has other advantages

I agree allowing full heal for necro in shroud will require balancing. maybe reducing overall lifeforce gain to reduce shroud uptime but I think necro comminity would trade this any day any time..

QoL change for necro: healing in shroud

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

I would like to see Necros be able to heal in Shroud, as long as it’s only either Necro’s heals or at a reduced healing percentage from allies. Think about it this way. If a Necro is in Shroud and almost 0% hp, they could be healed back from their allies to full easily. There are plenty of powerful enough healing skills to bring them back to full hp with enough coordination and a long enough Shroud. This would make Necros nearly immortal. And with their crazy high condition pressure, they can’t be given more survivability without sacrificing damage.

yes this is a good concern.. I dont argue this will be the case and even of necro is my main I dont want it to be immortal. this would ruin the game.

some ideas from the necro forums to this problem were:

- healing to necro is cut in half while in shroud

-50% healing to necro is added to healthbar and 50% to lifeforce hp while in shroud

- healing to necro while in shroud will add healthpoints to Lifeforce bar (but this would allow permashroud builds in pve)

- the healing to necro while in shroud is stored and will be fully applied after he leaves shroud during 10s, 1 pulse per second

(edited by DEATHsCLAW.1978)

QoL change for necro: healing in shroud

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

If anything heals Like Well of Blood ticks, and Sig of Vamp’s on hit heal, and Blood Fiend’s attacks should heal through shroud, even if it’s at 50% effectiveness

I would argue that regeneration should also work in shroud. By the way the debuff of SoV works though shroud (though the bloodbond trait doesnt).

well I think the fact that some self applied heals dont even heal necro is rediculous..

I was talking about every incoming heal to necro. whithout that I dont see necro being viable in future..

Rev obviously over nerfed.

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

if you are 100-0 in a matter of seconds while having passive blocks and so on you are just braindead..
try playing necro you got 2 evades and a bit of shroud against a burst and thats it.

but besides that how about equipping either yoir resistance traitline or a more defensive amulet? or is that to much asked?

Rev doesn’t have passive blocks. The rest of your post is pure cluelessnes.

Please guys stop responding if you don’t even know how the class performs. You are cluttering the thread.

soothing bastion: applys crystal hybernation (2s block) when struck below 25% health

it was just an example.. and even if you take another GM trait there you got other evade frames on weaponskills

Rev obviously over nerfed.

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

if you are 100-0 in a matter of seconds while having passive blocks and so on you are just braindead..
try playing necro you got 2 evades and a bit of shroud against a burst and thats it.

but besides that how about equipping either yoir resistance traitline or a more defensive amulet? or is that to much asked?

QoL change for necro: healing in shroud

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

the last patch removed the short invul when downed. during the last season necro was downed the most because it simply cannot defend himself and can barely be supportet other than having a permanent rezzbot around. whithout the invul those rezzes will be a lot harder to pull of so necro will probably fall out of meta (my opinion..). and that mainly because of bad design.

so how about allowing necro to be healed while in shroud?

thats because especially tempest and druid aoe healing is a pretty big factor in teamfights and every class benefits from it while using its defensives but not necro..

and I know its a necro topic and it was discussed lots of times in necro forms but I kinda wanna know what the rest of the community thinks

How To Make Axe Good

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

axe 2 should grant might per strike but a long one so its rewarding to stay on axe and upkeep high might

I like this one too! along with other changes tho

Spectral Walk bug?

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

it has been like this forever because this would give the necro permanent swiftness!!!!!! necromancer shouldnt have this (anetlogic, not mine)

this should have been changed a long time ago already..

How To Make Axe Good

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

the edit was referring to the spite grandmaster trait which casts axe#3 on entering shroud

this would still cast axe#3 in a radius of 600 around the necromancer and not around its target (like it is now)

How To Make Axe Good

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

I like the design of axe being a non projectile weapon. but it definitely needs some form of aoe. And even more important: LFregen on autoattack

so how about that:

Auto: add 1% Lifeforce per strike

2: cut LFgain down to 1%per strike (->8% total), maybe add some chill every 2nd strike

3: make this an aoe skill, necro slams axe into the ground, creating green “groundline” to its target and strikes the area around it with an attack
keep the attack as it is, add a 3s immob on main target, add 3s of protection for each hit, max.range to target still 600

would that help?

edit: the trait on entering shroud doesnt get the targetting ability so its almost unchanged

(edited by DEATHsCLAW.1978)

Off-meta sPvP Build Collection

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

this one here is more of a fun build for pvp,
looking at some pros:
2225 power, 60-70% critchance, 187.5% critdamage
perma swiftness, perma fury (->80-90% critchance), perma weakness and chill application, 4 condi clears on averaging 21s cooldown

I tried leaving out soulreaping and it worked surprisingly well. only thing Im missing is vital persistance..
lifeforce generation happens from getting might on crit and blighters boon. weapons are 1v1 oriented. tactic is forcing the opponent into defense from the beginning.

from all power builds I had the most succes with this one past season. what u think about it?

http://gw2skills.net/editor/?vRAQRBHhhG1JHNQnNYfNgtNA9mYBXwguaBgFQ0WrD8BividxwIA-TZhFABzs/w/lBA4gAEwJAYgnAAA

Retaliationmancer

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

I, too, designed an elite spec idea that featured Retaliation. Retal does fit well with the Necro for various reasons. One in particular is the lack of active defenses. Retaliation can provide a deterrent to whacking on the Necro while making a callback to GW1.

if I may ask, how would retaliation help necro? we need active defenses like invul and so on. as soon as enemy team sees a nec with perma retal it will be platet even quicker bc retaliation wil dish out a lot of damage if you dont kill its owner quickly..

besides that, adding retaliation in curses is kinda stulod bc its our condition line. we already have one option in spite. adding one source to death magig would be better

Just another Idea to help necro

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Also, our issue with having nothing to prevent people from blowing us up at the beginning of every fight isn’t really adressed here. I made a suggestion involving retaliation and curses that will probably make people think twice about trying to kill us first.

retaliation wont really help there.. we need active defenses like blocks and ivuls but including that in traits will cry for a nerf instantly. this is only a trait system overhaul to increase build diversity, the active defenses should be on weapons and some skills. spectral walk and armor would be interesting if they granted a short evade frame..

Just another Idea to help necro

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Soul Reaping (Vital Persistance made baseline so base-degeneration is 2% per second)

Minors


using a shroud skill grants might (1stack, 10s) and inflict vulnerability on hit (1stack, 10s)
(moved spots, added effect to any shroud skill, added vulnerability)


gain spectral armor @50% health, 50s cooldown


15% highter LF base, shroudskill recharge -20%
(removed dmg boost)

-

Majors


3% lf on marks


shroud cooldown -30%, gain 3s of superspeed and grant 5s of fury radius 600 when entering and exiting shroud


raw and condition damage +0.2% for each percent of lf you have built

-


spectral skills last 50% longer, grant 5% lf on use and have 20% reduced recharge


pulse 3stacks of vulnerability for 4s each second while in shroud, radius 600
(quicker interval)


take 33% less damage while in shroud

-


deathshroud#1 applies 2stacks of Burning on hit, reapershroud#1 applies 1 stack of Burning on hit, duration 3s each
(now split between RS and DS)


critchance while in shroud +50%


gain 3s of stability every 3s you remain in shroud
(pulsing stability)

-

Reaper

Minors


access to reapershroud&GS


fear applies chill 3s, chill duration +20%, take -10% damage from chilled foes


chilled foes deal less damage to you, gain 8s might and 1% lifeforce when striking a chilled foe, 1s cooldown

Majors


cause a chilling nova if you critically hit a chilled enemy


less affected by negative movement conditions, effect doubled while in RS. increased movementspeed while in reapershroud by 33%


reduced recharge of shouts. shouts siphon health

-


critchance +2% for each stack vulnerability on foe


take -15% damage from foes in radius 300 to you


GS-recharge -20%, GS#1 reflects and GS#4 blocks projectiles
(added projectile hate)

-


apply torment (2stacks, 6s) if you chill a foe
(changed to torment instead of bleed)


Reapershroud attack speed +20%
(changed to 20%)


in shroud: heal for 300 for each boon applied to you, 1s cooldown
out of shroud: gain 1%lf for each boon you apply to allies, limited to 2%per action
(highter numbers, added limitations)

-

I know necro needs other stuff (weaponimprovements, blocks,..) too, but I think this would be a step in the right direction..

what do you think?

Just another Idea to help necro

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Death magic
Minors


remove 1 condition each 3seconds while in shroud, apply 3s resistance to allies radius 600 when you enter shroud
(added resistance for allies)


grant 5s of protection to allies in radius 600 on entering and exiting shroud


using a shroud skill grants a stacking 40 toughness and 3% boon duration buff for 15s, max.5 stacks

-

Majors


take 10% less damage from poisoned foes


gain lifeforce 3% whenever you grant protection to yourself, 2s cooldown


minions have 50% increased health and have 25% increased damage. Gain 50 toughness for each minion you control.
(added damage increase)

-


gain stability (1stack, 3s) and reflect projectiles while using a skill which has a cast time of more than 2s (would affect dagger#2, axe#2, signet of undeath, eliteshout)


gain a power and condition damage equal to 7% of your toughness, effect doubled while in shroud
(added condition damage buff)


minions take conditions from you and transfer it on a successful attack, 10s cooldown per minion. cast time for minions is reduced by 50%
(removed increased damage, added cast time reduction)

-


regenerate health (200/second) while in shroud. shroud activates if you would take a lethal blow if you have at least 10% lifeforce, 30s cooldown
(highter healing)


applying a condition grants a stacking 30 toughness and -3% incoming condition damage buff for 8s, max.10 stacks
(highter conditiondamage reduction)


minions explode in a cloud of poison when they die. summon a jagged horror when you kill an enemy

-

Blood Magic
Minors


leave mark of blood when you dodge,
(no cooldown)


minions and you siphon life to you


allies do not bleed out. gain healing power based on your current health

-

Majors


create well of blood when you start reviving someone. revive speed is increased by 10%


warhorn skills duration increase by 50% and reduced recharge by 20%


cast lesser signet of vampirism on your opponent if he has 2 or more stacks of bleeding
(threshold down to 2)

-


heal allies in radius 360 when you enter and exit shroud
(added effect on enter)


allies in 600 radius siphon health on hits


move 25% faster while wielding a dagger, reduced recharge by 20%, dagger#2 heals allies radius 360 for same amount as it heals you
(added change to recharge and dagger#2)

-


draw conditions from nearby allies while in shroud, gain lifeforce for each condition drawn


shroud#4 partly revives allies and transfers them to your position, radius 600


recharge on wells -20%, casting a well grants you 5s of protection and each well pulses a boon and leeches life each second (500/500)
well of blood: resistance 1s
well of darkness: protection 2-3s
well of power: stability 3s
well of suffering: 2 stacks might 10s
well of corruption: fury 2-3s
(5 instead of 3s of protection, bigger siphon numbers, added boons)

-

(edited by DEATHsCLAW.1978)

Just another Idea to help necro

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Hey there,
looking at the incoming balance patch the next weeks I want to throw in the idea of a complete trait overhaul for necro. Why? Many necro builds are limited due to trait choices and few working combinations. It hurt my eyes at the last trait overhaul when they destroyed the Terrormancer and some bunker builds…

The goals:
-increase build diversity by bringing back power, bunker and fear necro,
-improve meta condi necro by putting signet-trait to curses

here would be my Idea of a better (not perfect!) trait system. tell me what u think =)

-

Spite

Minors


apply vulnerability (1stack, 8s) and gain might (1stack, 5s) when hitting a foe under 75% health
(changed threshold, added might)


cast focus#5 on enemy when hitting him under 50% health, 25s cooldown per foe
(increased cooldown, added cooldown for each opponent)


gain 2 stacks of might for 10s when hitting a foe under 50% health, +10% might duration
(added might duration increase)

-

Majors


focus recharge -20%, 5% more damage against foes with no boons


chilling a foe applies vulnerability (5stacks, 10s)
(highter number of stacks)


gain fury 5s when you hit a foe under 75% health, cooldown 8s

-


axe#1 hits a radius 200 around the target, axe skills deal 10% more damage and have 20% reduced recharge
(added small area effect on auto)


remove two conditions and heal for 500 per condition removed when hitting a foe under 50% health, 10s cooldown
(more conditions removed, highter threshold, highter cooldown)


gain might (1stack, 5s) when might is applied to you, 1s cooldown

-


20% more damage agains foes under 50% health


cast axe#3 on entering and exiting shroud
(added effect on exiting shroud)


might also grants you 15 ferocity per stack

-

Curses

Minors:


50%chance on crit: gain 1%lf & inflict 1 stack of poison 3s on crit, 1s cooldown
(highter chance on crit, added lifeforce gain, poison instead of bleed, no bleedduration)


shroud#2 converts 2 conditions on hit, +10% condition duration
(added condition duration)


13% precision converted to condition damage, +2% critchance for each condition on your foe

-

Majors


2s fear when stunned (no stunbreak) or going downstate, radius 600, 40s cooldown each


when your conditions meet the threshold (3) cast plague sending on your foe


applying blind to a foe also applies chill 3s
(removed cooldown)

-


fear deals damage (1200/tick@max condstat), fear duration is increased by 40%
(highter numbers, added 40% fear duration)


corruptionsrecharge -33%
(no second effect for using corruption because we already get the other one more frequently)


cast enfeeble on entering and exiting shroud, weakness 5s on crit, 10s cooldown
(added effect on exiting shroud)

-


signet recharge -20%, signets apply 3s of resistance&fury on use and convert 2 boons on hit
(removed might gain, added resistance&fury instead)


15% of condition damage heals you (in and out shroud)


increased condition damage by 150 while welding a scepter, scepter condi duration increased by 50%

-

(edited by DEATHsCLAW.1978)

send back conditions

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

mainly for pvp; if I (necro) send a condition back on my enemy, does the damage scale from his or my condition damage stat?

Necro GS

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

2 ideas from my side..

-what if Gravedigger had a short teleport towards the targeted foe on it? lets say 300 ish?

-a faster 1hit of the autoattack would be a very good change maybe similar to thiefs sword auto where the 1st hit is almost instant and 2nd&third take longer.
and if they keep autoattack so slow it should generate far more lifeforce..

[pvp] solving major class design problems

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

well yes the goal would be making necro meta-viable for team comps but not making it OP like prepatch deathly chill condireaper.

since necro with all his builds is back to “worse than useless tier” in pvp and as far as I know not really shining in other game modes either, why not adress one of the major designproblems in the next patch?

healing in shroud

to be more precise.. ANY healing from any player applied to necro should heal him while Shroud is active, in all game modes

thoughts?

Despite all the nerfs I wouldn’t say Necros are useless in spvp. Still better then Guardians, Warriors, Thieves clearly and at least as good as Rangers and Engineers.

did you have a look at the berserkers with the new designed defensive line? so easy to play and with a bit of practise they are deathly as kitten no matter if played condi or power

yes necro is in a better spot than guard and condi necro still counters other condi builds but other than that I dont see any advantage to warrior for example..

thief has its mobility so its always useful in team comps.. and if you think reaper has any chance against a same level druid or scrapper in 1v1 you are dreaming.. besides that the others can offer 10 times more for team than necro but thats another thing…

[pvp] solving major class design problems

in Necromancer

Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

since necro with all his builds is back to “worse than useless tier” in pvp and as far as I know not really shining in other game modes either, why not adress one of the major designproblems in the next patch?

healing in shroud

to be more precise.. ANY healing from any player applied to necro should heal him while Shroud is active, in all game modes

thoughts?

Bleed->Burn on Deathly Chill please

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

I think burn on chill doesnt really make sense.. but 1 bleed stack for 8 seconds is absolutely garbage for pvp.

how about add 1 torment stack there so every chill inflicted 1 stack bleed and 1 stack torment for lets say 6seconds each?

[pvp] Rise vs Spectral Armor

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

SA is probably better for 1v1s, but overall, traited “Rise!” is superior in Conquest for me.

the thing is both skills get a lot better in teamfights..

on a 20k lifeforce base (mercenary, paladin or marauder amulet) spectral armor gives you 1600k effective HP per hit you take, no matter if you fight a power or condi spec. if you activate ot just before going into shroud you are almost invulnerable for 6s no matter how many players hit you as long as they hit for less than 1600 damage per hit..

rise on the other hand has a better uptime in theory but in teamfights I feel like those little things get kitten d in like 5 seconds every time.. anyone knows how mutch lifeforce they give on death?

[pvp] Rise vs Spectral Armor

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Rise; shout, 40s cd
summons one jagged horror plus one per enemy hit, they take x% of the masters incoming direct damage. x is 50% if I remember that right

spectral armor; spectral, 50s cd
6s protection, gain 8% LF for each hit you take for 6s, stunbreak

in your experience which one is better in terms of
-life force generation?
-damage migration?

Permanent heal

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

to get back to that permanent heal thing..

I was experimenting with a defensiv DH build and the healing it can put out is absolutely insane. Any noob could get 300-500k selfheal per game

just some examples
2x fragments of faith trap (skill&traits) can give you easily 3-4 times aegis each.. with heal and condition remove from traits
aegis&dodge roll heal for more than 1k with some healing power and the heal&f2 skill are insane..

http://gw2skills.net/editor/?vVAQJATBnsAhFdCeDB8DhlEiS+5j+r/aZDgEAbDygyE-TZBFABEcBAA4BAIwhAQ9jAQN7PAA

playable on almost any power&healing power based amulet, pretty funny to annoy ppl if you heal up 0to 100% in a couple of seconds

pvp balance.. OPthings to nerf

in PvP

Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Glyph planting a seed, I don’t see a problem here. Seed needs to be plant first and it takes some time until it blossoms and also the effective radius is very small. Just move away to avoid it, easy as that. You also don’t stay in thief’s black powder do you?

Ancient seeds trait is still buged and is not working with most of ranger’s CCs. Increase the cd when it’s working properly.

a well played druid can proc ancient seeds pretty much on cooldown even if its bugged I found it to proc it regularly and I’m not a good ranger. then just press f2 and maul and gg..

the seeds well its just way too rewarding somewhat needs to change there.. I see the 2s proc time is there but still then it heals, cures 2 condis and blinds.. sure you can walk around but it takes some time which you really dont have against a druid,,
if they nerf the pet damage idk maybe that gives you the time and its no nerf necessary.

(edited by DEATHsCLAW.1978)

pvp balance.. OPthings to nerf

in PvP

Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

regarding the next balance patch which is hopefully coming soon.. here are the most OP things listed:

reaper: deathly chill trait, nerf by 50% and ppl would still take it.. think that says it

scrapper: hammer damage coefficients and sustain..

daredevil: perma evade DD can still bunker against 5 players..
thief: dagger auto

ranger: bristleback and smokescale dmg
druid: glyph trait (planting seeds, especially the blind)
druid: ancient seeds trait: 10s cd passive pulsing immob.. increase cooldown

did I forget anything?

Condi Reaper dmg pressure is absurdly OP

in PvP

Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

even as a necro main I have to say you are right.. the deathly chill trait is way over the top. it deals 30%-50% of the total damage output alone and thats ridicolus.. I really hate saying this but this necro trait needs a huge nerf..

but it is just this one trait look at power reaper no complains there

How is ele ever going to beat reaper?

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

ele is not supposed to beat reaper in first place. do you think it was an coincidence that in the dd cele ele meta signet necro was the only soft counter? it has always been this way.
ele uses boonspam, necro corrupts them
ele uses lots of skills, necro chill longers their cooldown, now with reaper focusing on chill this got worse..
and so on..

now the cele ele got some nerfs which brought it back in line and wow kitten finally the designed hardcounter does its job effectively! its supposed to be this way just hasnt been this way for a while..

I agree deathly chill needs a nerf to allow more counters to reaper but that wont help ele a whole lot..

[PvP] Strenght Soldier build, new amulets

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

@drarnor thx for the detailed info! not gonna quote it bc its pretty long..

but now have a look at this:
we are talking reaper “tanky” power build on a crusader amulet
so you need a spite/soul reaping/reaper combo.. there isnt much choice since you need precision via vulnerability from spite and decimated defenses from reaper..

so your only available heals are:

regen from mark of blood, just place it on you for 1.2k heal over time

if you take dagger over axe ( I always do..) dagger#2, just takes forever but can heal 5k-ish

heal skill: shout or signet, both are all right..

signet of locus, takes way to long to cast and gets blinded often.. in a perfect scenario it heals for like 7k-ish on crusader but if it misses you wasted like 1.5 seconds..

blighters boon, useful for sure but not as good and impactful as it should be in my opinion..

idk if they just adjust a couple things like more lf and a better scaling on blighers boon and lower cast times on locus signet and dagger I could imagine some sort of crusader reaper being viable..

That Axe power build on meta battle is god awful and should of never been put there in the first place. Wish Arenanet would do a bit more with greatsword. Necro power is just sub par atm, Arenanet is pushing condi so hard for necro pvp.

axe is just plain bad but if you change things a bit around (for example dagger over axe) it can shine.. takes more skill than condi though and is simply worse in any 1v1 than carrion frostfire because the chill trait outshines blighters boon by a lot..

(edited by DEATHsCLAW.1978)

[PvP] Strenght Soldier build, new amulets

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

No one believing in the power of mender?

on necro? hahahaaa do you know how well our skills scale with healing power? and running around with 1888 armor will be fun with those new thiefs..

Necro scales quite well with healing power. I’m wondering if anyone else will realize how strong Crusader amulet is for us.

crusader is a solid amulet on reaper but soldier is far superior bc we can stay in shroud much longer and proc more traits like blighters boon. I did a lot of testing on that bro..
besides that what exactly scales well with healing power?
siphons? nope
regen? yes, but doesnt heal through shroud
heal skills? all right nothing special
blighters boon? no, never saw such a bad scaling..
unholy sanctuary? idk but its in the wrong line anyways
dagger2? pretty good, but takes ages..
signet of locus? yes, but again it takes way to long to activate

just an example..
blighters boon heals for 200 on crusader instead of 192 on soldier.. this trait could really make a difference if it had a good scaling but it doesnt..
besides that all our other skills which heal take way to long to activate. in pvp they arent reliable at all

new Amulet request, anet pls read..

in PvP

Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Name doesnt matter..
1050 power
1050 thoughness
560 ferocity
560 vitality

pretty similar to crusader just with vitality instead of healing power so it is available for elementalists..
why this?

due to the removal of cele and soldier many builds loose their amulet base. this one could help exacly those builds. I could imagine aura tempest, strength soldier reaper, warriors and some more defensive power revs playing it.

it is not overpowered at all since you need to build precision on your own. and it is no bunker amulet since half the stats are offensive ones. I’m sure this amulet could become a thing to help countering the new thief nukes flying around post patch..

/discuss

Deaths charge missing

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

lol hahahahaa sad but true!

and yes it doesnt follow moving targets it just goes straight to the point where the target was as the skill activated

[PvP] Strenght Soldier build, new amulets

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

No one believing in the power of mender?

on necro? hahahaaa do you know how well our skills scale with healing power? and running around with 1888 armor will be fun with those new thiefs..

Why not try runes of lyssa for more sustain and condi counter and then you could mix and match other more offensive amulets?

we dont have any quick elite skill besides plague.. maybe with quickness swap and elite shout. and necro really doesnt need precision

Plz no single build per class meta

in PvP

Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

Yeah, I see what you are saying, yet I think there are currently some healthy classes that have more than one viable build (correct me if wrong) such as necro, revenant and maybe ingeneer.

necro has exactly 1 viable build and currently 2 semi-viable which are strenght soldier and cele signet.
they all simply run over any minion build easily while Carrion Frostfire kitten s the other 2 build too.

post patch it is getting worse bc of the removal of soldier and cele amulet (so no semi-viable build there) and on top of that they buff Frostfire making it the maybe best build in the game..

Upcoming Changes to PvP Runes/Sigils/Amulets

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Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

These are good changes, except for removing Soldier. Soldier is a decent amulet that’s not game-breaking like celestial was.

There’s a PVT amulet to replace it, Paladin.

1050 Power, 1050 Precision, 560 Toughness, 560 Vitality.

are you kidding? there is a huge difference between paladins and soldiers amulet..
just besides soldier gives 440 more vit and thoughness so it is far more defensiv. Paladin is an rather offensive amulet and provides way highter dps than soldiers..

im fact he was right removing soldier will remove build diversity. it never made any problems or was used for op builds. And soldier wasnt a meta option in the last 3 years..

No soldiers = Blighters Boon revert ?

in Necromancer

Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

if I remember this right it was nerved bc of the reaper could always start on a full lf bar.. they could simply revert the change and add a “only in combat”

and it is supposed to be a strong trait look how deathly chill impacts the game

Why Power Necromancer is Bad

in PvP

Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

I never thought power necro sans GS was all that terrible, it’s just that condi was more effective and will continue to be more effective as the new scepter, CB, and amulets all make it a rationally stronger choice in pretty much every way.

condi reaper is better bc of one trait which is sooo over the top it isnt even funny playing with it.. i can already see the nerf coming and then condi necro is crappy as always..

GS needs a speed increase on auto, #2, #3, #5 only nighfall makes it somewhat viable

Why Power Necromancer is Bad

in PvP

Posted by: DEATHsCLAW.1978

DEATHsCLAW.1978

well where can you start of you want to fix core power necro.. just some ideas

-healing in shroud from allies, its our only viable defensive ability and while any other class can be healed while they use their defense necro cant be healed.. stranve hmmm?

-dagger #2 in theorie this could be effective if it started doing something right away and not after 1 second cast time.. maybe faster hits to make it a total of 2 seconds long?

-dagger#3 casttime&cooldown, this could make a nice defense combo with dagger 2 against melees..

-baseline 7s ds cooldown would be nice too (5s traitet)

-vital persistance needs to be baseline otherwise soul reaping will remain in any viable build..

-rework of our defensive traitlines.. by the way curses gives more defensive utility than blood and deathmagic together

-then we need some support like aoe cleanses, aoe healing and maybe some aoe might, this would all fit into our themes.. maybe on our offhands when you finally do rework..

just some other thoughts on our other weapons..

-our offhands dagger and focus need a huge rework, only dagger#4 is viable

-staff and axe… just take a look at the damage compared to eles staff or revs hammer and tell me this is not a joke..