Showing Posts For Kantz.6420:

Divine Blood

in Necromancer

Posted by: Kantz.6420

Kantz.6420

But Transfusion isn’t “stealing health for 3 seconds.” You yourself don’t gain any benefit from Transfusion, it’s just massive healing and downed body teleports.

Plus, how would this interact with Vampiric Presence?

Finally, why make this a trait? Would it not be better to buff Vampiric and Vampiric Aura so that combined they have this level of effect?

If you read the original post that exactly what my idea is, to buff Vampiric by solidifying the ability so that it only effect the player scaling with damage and healing. In turn you could no longer share it with other players or your minions. Transfusion has nothing to do with idea short of I think it belongs in that third row so that you would have to give up Vampiric Rituals to get the buff.

Divine Blood

in Necromancer

Posted by: Kantz.6420

Kantz.6420

Dropping Transfusion was just for the location, it could be unholy martyr or one them could be moved, and replace a less used trait.

Vampirism should be all the time and should impact the necro’s play style.
If you just want stealing health for 3 seconds than you can use life siphon on the dagger.

Divine Blood

in Necromancer

Posted by: Kantz.6420

Kantz.6420

I have always loved and wished our vampiric abilities were better, and understand they can’t be to over powered for each various part of the game. So I have been trying to come up with away to make it more functional and still balance. Here is my idea, In the Blood Magic line drop Transfusion and add:

Divine Blood
Focus your Vampiric abilities so immensely on yourself that it can no longer be shared, but in return it scales with your damage and healing.

Damage .05 [44+ (2500 * .05)] = damage around 169
Healing .08 [39+ (1000 * .08)] = healing around 119

I chose Transfusion because who uses it and it also means you can’t take vampiric rituals because that might be a too powerful to scaled at the same rate.

Target the Weak

in Bugs: Game, Forum, Website

Posted by: Kantz.6420

Kantz.6420

Necromancer specialization curse minor grand master ability Target the Weak either does not work or any benefits from it are not reflected any where. Yes you get the boost to condition damage but, each condition you apply should increase your critical hit chance and as far as I can tell it is not working?

Elite only in DS

in Necromancer

Posted by: Kantz.6420

Kantz.6420

Trolling? words

No I am not trolling just making sure I understand correctly in that the majority of our new abilities will only be access when we are in the DS or new Reaper form, vers everyone else has acccess to there new abilites all the time.

Elite only in DS

in Necromancer

Posted by: Kantz.6420

Kantz.6420

Do we only have access to our new Elite specialization when we are in DS? It all looks interesting and we’ll find out details soon enough, but I just realized we will be the only class that is only allowed to use its new ability for short increments and its not really specialization just a tweek to DS with limited us.

Article On Ten Ton Hammer About Necros

in Necromancer

Posted by: Kantz.6420

Kantz.6420

Applaud…. nice article didn’t hit everything but hope someone from Anet reads it.

Are there any viable Axe Build Necro?

in Necromancer

Posted by: Kantz.6420

Kantz.6420

I run the meta build but with axe mastery I also do a mix of beserker and knight cause I don’t like being so squishy. Axe doesn’t do as much damage as a dagger one on one but it’s better for positioning and a controlled spike damage with #2 to burn the last bit of life out of someone.

lifesteal secretly the king of dueling?

in Necromancer

Posted by: Kantz.6420

Kantz.6420

I have run similar builds and they are very fun until you run in to a range or someone that is good at kitting and then your just a sitting duck with basically no way to hit your target. Certainly ds will cover this in some situations but running solo means you need to build life force slowly just like a pvp match. Also to note your damage is almost half what the meta build is, so expect long fights.

Boon duration, Condi, Specializations?!

in Necromancer

Posted by: Kantz.6420

Kantz.6420

Or they will create / modify runes and food where there are already many options.

Axe Mastery

in Necromancer

Posted by: Kantz.6420

Kantz.6420

I seriously doubt we got that much attention, but we can only hope we did. Simplist change would be:
A: Old axe mastery plus increase range 900

B: Allow Rending Claws to hit up to 3 targets 120 / 150 radius of target no change to damage as it now hits multipul targets

C: Leave Ghostly Claws alone

D: Either leave Unholy Feast at 600 or make it 900 but it bounce to up to 3 targets with increased damge

Axe Mastery

in Necromancer

Posted by: Kantz.6420

Kantz.6420

Whirl is an interesting idea as you can now hit multipul targets and I get where you are going as Staff is the only weapon that has combo’s, but every class except Necro’s has a ranged dps weapon. Yes I guess DS half counts but not really.

Axe Mastery

in Necromancer

Posted by: Kantz.6420

Kantz.6420

Just makes no sence to me, even with up coming changes, that we are a light armored class who is supposed to fight up close unless you do condition damage. With little way’s to escape or survive (outside or DS). If siphon worked properly I could see it as that would off set our armor, but short of any changes it doesn’t scale. Not ment to be a rant, I was just hopping we might get a ranged DPS even at 900.

Axe Mastery

in Necromancer

Posted by: Kantz.6420

Kantz.6420

Increase range to 900 with Axe Mastery it at least gives us some sort of ranged DPS.