Tjegra: 80 Norn Necromancer
Mefitic: OTW to 80 Asura Necromancer
Funny how not one dev has commented on how monumental of a blunder this is.
Just sayin’.
Thanks, ANet, for helping me to let this game go. You are continually working to F over the Necromancer class and you have finally succeeded.
/signing off until…well…who knows, maybe forever!
You can for example go 30 curses for dhuumfire, then 20 spite, then 20 soul reaping for closer to death. You won’t have terror, you won’t have master of terror and hybrid builds are mostly stuck with Carrion which doesn’t give you any precision or Rampager which is right on offensive with close to no defense.
I don’t see how a hybrid build with those specs can be OP.
No, the spec would be 30/30/0/0/10*
*may get re-allocated, I would have to study my options.
Closer to death is GM trait (30) in spite and, IMO, would only be useful for melee builds because the base weapon damage is higher.
Moving Terror and Dhuumfire both to GM curses could be, in my opinion, a good move although I don’t think Terror would need that huge a buff if it finds its way to the GM tier. Its damage scaling with the number of conditions would make it superior to even the current dhuumfire + terror combination.
Also, on the “necros don’t want dhuumfire” debate, I didn’t want a trait like dhuumfire either and it came as a shock to me.
But what’s worse than this trait existing as it is, is to replace it with something even worse. By worse I mean something that is broken either by being too overpowered (like dhuumfire in its current position) or totally underwhelming (like Withering Precision).
I am trying to be fair about playing hybrid here…if Dhuum and terror were moved to GM in Curses, I would be willing to put the 5 extra points into curses to get Dhuum. Not a big deal…but, I will still have 30 pts in Spite…and I will definitely make the move on getting Closer to Death… OP, yeah, IMO.
@ Burjis, that would be the point of moving Terror to GM and have it scale slightly with each condition on the target.
Thinking about it, Terror is nearly a mirror of Dhuumfire…they both have roughly the same DPT…Though Terror is based on fear’s duration.
Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…
- Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.
Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.
Jon
I like this idea. Power builds will not have strong CondDmg and Condi builds that go 30 into Spite will have weak LifeBlasts. The ICD also keeps things under control.
I assume this would also work underwater?
This is not a good idea because it ruins Hybrid spec’s
Moving Terror to GM trait and making it scale with # of conds on target is a good idea. Then they could move that terribad Withering Precision to master trait, which is where it should be, especially because it is single target and has a 20s CD.
They could then leave Dhuum where it is if they did this…
Well it depends how they scale Terror with/without conditions — as it is now it already scales off of whether there are any conditions or not. They could easily just added increased damage from where it is now for more conditions.
Most definitely, how the scaling is applied is extremely important. It could be something like 2% bonus dmg per condition…much like Target the Weak does for DD.
Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…
- Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.
Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.
Jon
I like this idea. Power builds will not have strong CondDmg and Condi builds that go 30 into Spite will have weak LifeBlasts. The ICD also keeps things under control.
I assume this would also work underwater?
This is not a good idea because it ruins Hybrid spec’s
Moving Terror to GM trait and making it scale with # of conds on target is a good idea. Then they could move that terribad Withering Precision to master trait, which is where it should be, especially because it is single target and has a 20s CD.
They could then leave Dhuum where it is if they did this…
How does making Dhuumfire trigger off of LifeBlast ruin hybrids?
(Not challenging you – I just don’t see how it ruins them.)
Well, I guess, it was a knee-jerk reaction to what I read from your post… You said that “Power builds will not have strong CondDmg and Condi builds that go 30 into Spite will have weak LifeBlasts”
I guess my concern is that LB takes so long to fire off that it will slow the game play down and it limits the use of this ability to only DS…which I don’t think is a good idea because some people, like myself, only flash in and out of it or use it for dire situations. I hardly ever sit around long enough for LB to fire off because I can be doing more DPS with my dagger.
As it stands right now, Power build are generally just that, power builds, they don’t worry about adding DOT conditions to their mix. Condition builds don’t really worry about adding power to their hits. Where, as a hybrid, I am trying to have a good mixture of both, almost 50/50 for damage sources and having Dhuum where it is allows me to do just that.
(edited by Kitedyou.1720)
I think before you Nerf terror or dhummfire it would be better to ask why people use then so much.
I use Dhuum because it fits in nicely with my hybrid spec. It is a tremendous help in fighting off thieves now…previously there were only bleeds readily available to dagger hybrids…which can be cleansed off pretty easily and don’t do a lot of upfront damage from condition because we need to stack and stack and….oh bother, they cleansed….stack and stack and stack… You get the point.
As other have stated before, the bleed cap is a very big issue for the Necro. Why not change the 1 bleed to AOE poison for 2s because this would help all Necros, regardless of what weapons they use. We wouldn’t be limited by the bleed cap as we so frequently are.
This would make the skill too strong for an adept, poison on command is a really strong thing to have for shutdown purposes, and paired with weakness it’d just be too good for the small investment.
You get “poison on command” using Staff 3. Otherwise, we have scepter…but you have to wait for the cycle of #1 to go through to the third step….none of the other weapons have poison…
Also, we have two class skills and one racial skill that give it “on command”.
It doesn’t have to be poison…it could be confusion, or torment…anything other than bleed would be nice IMO…because we have this large issue with bleed caps as Necros.
Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…
- Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.
Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.
Jon
I like this idea. Power builds will not have strong CondDmg and Condi builds that go 30 into Spite will have weak LifeBlasts. The ICD also keeps things under control.
I assume this would also work underwater?
This is not a good idea because it ruins Hybrid spec’s
Moving Terror to GM trait and making it scale with # of conds on target is a good idea. Then they could move that terribad Withering Precision to master trait, which is where it should be, especially because it is single target and has a 20s CD.
They could then leave Dhuum where it is if they did this…
I have been saying this for a bit now…
Dagger 2 should be AOE with life siphon ticking per target; and Axe 2 should also be AOE, akin to the thieves whirling thingy they do.
I have to disagree with Axe 2, mainly because if they made it AoE, they would have to brutally murder the life force generation on it. If they change any skill on Axe to be AoE, it should be the auto-attack.
Hrmm…well, either way, something needs to be done for Axe and Dagger (MH anyways)
We could truely open up diversity in the necro class if we had a melee weapon that cleaved. Right now the risk vs reward for powermancer that use melee just doesn’t work out. You either hit hard vs 1 target and get beat up with your low survivabilty OR you can build for survival but hit like crap. Its hard to find a middle ground.
I have been saying this for a bit now…
Dagger 2 should be AOE with life siphon ticking per target; and Axe 2 should also be AOE, akin to the thieves whirling thingy they do.
I think if Dhuumfire and Terror were kept in the Master tier of Curses this would be alright. If the conditionmancer wanted to then get both they would have to spend 30 points in Curses and miss out on the GM skill.
Moving Master of Corruption to Master tier in Spite would be good as well as adding a “Grants Life Force on Use” feature…because scepter users that like to use epidemic would benefit from this, as well as other specs that use corruption skills. The scepter is especially terrible for building LF though.
And I gotta defend CHIPS here, the minority are definitely the Dhuumfire proponents.
And you know how? Is there a poll out there somewhere? Where is the statistical data to prove that CHIPS is correct? Did you ever stop to think there are a lot of people that don’t care to comment on the forums at all?
1) Dhuumfire – This is an overpowered trait that almost no one wants, not even necros. We necros hate this trait just as much as other professions.
I want Dhuumfire and I am a Necro. This trait is only OP when not cleansed, and we all know everyone has cleanse abilities…some far more than others…
Even though we wont do it for Dec 10. I just wanted to throw out a wacky possible idea for Dhuumfire that we could discuss…
- Life Blast has a 100% chance to cause Burning on hit (2 seconds long). 6 seconds ICD.
Obviously the #s are ballpark and not necessarily final. The % chance, duration, and ICD are all subject to change.
Jon
Not a fan of this change, because it makes you have to go into DS, wait 1 second for LB to fire, then flash back out of DS and wait 1 second before you can use any abilities again.
The way Dhuumfire is right now is best because doesn’t it fire off no matter how you are hitting?
AN UPDATE
Weakening Shroud. This trait now does a smaller version of Enfeebling Blood when entering Death Shroud. Bleeding (1 stack only; 6 seconds [10s with full condition duration spec]). Weakness (2s [3s with full condition duration spec]). No ICD.Obviously this is a very big change so please discuss, and keep your discussion constructive, so that we can actually talk through the merits/downsides.
Jon
The idea of removing ICD from WS is appealing. The concern is that 2 seconds seems a bit too short. I agree with Bhawb, 3 seconds would be more ideal.
However, the problem is when someone, like myself, is running 100% cond. duration and gets 6 seconds of weakness AND specs into Near to Death (which I don’t use and likely wouldn’t even if this change went through). That is near 86% up time. The better thing to do, I think, would be to put an ICD of 10 seconds on it. This would allow the max up time to be only 60%.
Either way, if the ICD is removed, the individual that would be using Closer to Death would have to use 20 pts to get it. For some this may be worth it.
My current spec is 30/25/0/0/15 with D/x as weapons.
As other have stated before, the bleed cap is a very big issue for the Necro. Why not change the 1 bleed to AOE poison for 2s because this would help all Necros, regardless of what weapons they use. We wouldn’t be limited by the bleed cap as we so frequently are.
(edited by Kitedyou.1720)
One more update again.
NECROMANCER
We are no longer removing a Bleed from Signet of Spite.
Jon, is that the only thing that you are not changing on the Necro? Thanks for not changing this semi-useful signet.
Why does the Necro get such ups and downs…what a roller coaster ride this class is…and not in a fun way.
We have had Withering Precision from day one and over a year later you guys want to nerf it? That makes no sense. This is one of the only abilities that the Necro has that even remotely resembles attrition… DS is a joke when you are getting focused by three or more people…watch that LF drain from your bar before you can blink twice.
What about changing the bleed stacks to poison? That would be a nice variation to all the bleed stacks that the Necro can dish out. Assuming of course that you guys are h3ll bent on making a change to this ability.
Increasing the CD on this is not the answer to helping the necro feel like an attrition class.
(edited by Kitedyou.1720)
@ marsexplorer
If Dhuum was moved to master tier, I would love that…. My D/x hybrid Necro could then get Closer to Death AND Dhuumfire…
Man…I can see the crying now… “NERF NECRO NAOW!! IT IS TOO OP!!”
I don’t think they should move it…but I have to say, I sure would enjoy it if they did! 
Dagger 2 is useless in WvW. The only time I use it, as a solo roamer, is when my target is trying to flee and all my shiz is on cool down.
@ unleashed
I don’t recall seeing anyone with those food buffs in recent months…and I almost always check to see what they are running for buffs so I have a better idea of how to deal with them.
The issue is people don’t want to take the time that is required to learn a Necro and how to best use them in certain situations. So they whine and complain until things get screwed up for the people that seriously love the class.
It took me roughly a week to get my armor pieces configured just right so as to maxamize my cond. dmg., power, crit rate, crit. dmg., and toughness.
My stats, as a D/x hybrid are as follows:
Power: 2817
Crit Rate: 50%
Crit Dmg: 43%
Cond. Duration: 100%
Cond. Dmg: 981
Toughness: 1359
Boon Dur: 15% (Traveler’s Armor, 2pc)
Movement: 25% (Traveler’s Armor, 6pc)
I run Garlic Kale Sautee, and Superior Sharpening Stone.
Regarding Terror…All I have to say is this is a LAWL that people think it is OP, I have tried it and don’t care for it. 2, maybe 3 ticks of 400ish dmg per tick…waste of a trait imo, even when there are other conditions running.
You may wish to try a condimancer and revisit that statement – I get ticks in the order of 1200. Short range DS fear is 3×1200, SW is 2×1200, Mark is 2×1200 etc.
Only if the player is a noob and runs into your wall or mark. If they don’t do either it is a waste of a trait. I love condimancers…they are so tasty to chew up after I skewer them on my daggers. 
dhuumfire is not strong. Even with 100% cindi duration and 3100 candi damage in WvW it adds 6*1100 damage damage every 10 seconds. that can be cleansed. Or in other words it increases your DPS by 660. For PvP it is even lower with (750*3) 225 DPS. These numbers ignore the fact, that it wont trigger direct after the 10s iCD.
This also ignores the fact, that it can be cleansed so it deals not the full damage. The only thing, that makes dhummfire strong is the fact, that you can’t miss it, because this will not trigger the iCD. But that is the same for every on hit effect.
E: oh and one thing, in WvW most people use -40% condi duration so it is only 3*1100 -> 330DPS there
How do you know “most people use -40% condi duration”? I sure as h3ll don’t use it.
Oh and BTW, my Dhuumfire hits for 3,900 dmg under full duration of 6 seconds.
Most people, IMO, are thinking “OOOh, let me do massive amounts of damage…and I’ll win everytime.” (Zerker fools). People I fight seem to be focusing on how much damage they can do in a given period of time…and hardly ever give a thought to THEIR defenses…
I chew Zerkers up because they come at me thinking I am going to be Zerk spec because I have a MH dagger… Haha!! Joke’s on them because I am hybrid and they played their cards wrong!!
Dhuumfire is what made melee Necro’s viable against thieves; before the addition of Dhuumfire, it was near impossible for me, as a melee necro, to kill a thief. The fact that they are considering nerfing Weaking Shroud is very disconcerting to me because this is needed to deal with the insane DPS warrior, illusion mesmers and thieves.
(edited by Kitedyou.1720)
Leaving Dhuum where it is is the best idea. Why? Well, if it gets moved to adept..well..I will have to say that the Necro is OP at that point…
I am currently running 30/25/0/0/15…in a hybrid D/x melee build.
Right now in the Spite line I have 2, 10 and 11 for traits… This forces me to choose between (@ GM tier) Closer to Death and Dhuum. If you move Dhuum to Adept tier…well…I’ll definitely be selecting 2, Dhuum, and 12 (Closer to Death)… That, IMO, would be way too OP.
Regarding Terror…All I have to say is this is a LAWL that people think it is OP, I have tried it and don’t care for it. 2, maybe 3 ticks of 400ish dmg per tick…waste of a trait imo, even when there are other conditions running.
Regarding Weakening shroud, how about just leaving this trait alone? It is one of the only real useful traits the Necro has for dealing with multiple foes, in both PvE and WvW. If anything add a poison component to it and remove bleeding.
I have played a Necro from the beginning and have finally found a spec that I like for my solo style play in WvW.
I am actually working on leveling up a second necro for the fun of it.
Currently I am running a D/F D/D hybrid Necro and rely heavily on Weakening Shroud.
Nerfing this will serve to reduce the play-ability of a close range melee hybrid.
Please see my comments in bold below.
Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act.
- Mark of Blood. Removed 1 bleed in PvP only.
I don’t PvP enough to comment on this.
- Signet of Spite: Removed one bleed. This seems like it is an arbitrary slash. What is the justification for this? Why not replace the bleeds with Torment…at least then there is a different type of condition that is being applied and the target then has the decision to make…to move or not to move; cleanse or not to cleanse?
- Spite 15 – Death into Life. Increased conversion from 5% to 7%
This will only help a bit because the scaling from healing power is so low.
- Spite X – Chill of Death. Increased trigger threshold from 25% to 50%.
This is an unnecessary change if weakening shroud is left the same. While having this trigger sooner is alright, I don’t think it will improve the mechanics of the Necro much.
- Curses IV – Weakening Shroud. Increase recharge from 15 to 25.
This is a terrible idea because this is one of the only things that helps to stave off high damage thieves and warriors. This is one of the more invaluable tools a D/x Necro has in PvE. Please leave this at 15 seconds.
- Curses VIII – Banshee’s Wail. Increase cooldown reduction from 15% to 20%.
Cool. This will bring this trait more inline with similar traits.
- Death 5 – Reanimator. Decreased cooldown from 30s to 15s.
The life pool of the JH should be increased so that you can have more than one in play…..that or decrease the dot on it…Otherwise this is still a joke of a trait.
- Death VIII – Reaper’s Protection. Decreased the cooldown from 90s to 60s.
Okay. No big deal
- Death 25 – Deadly Strength. Increased conversion from 5% to 10%.
Good for those of us that want to rely on DS as a primary source for damage, otherwise, this didn’t need to be changed.
- Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
Now this is a nice synergy with power and bunker builds. A step in the right direction for BM line!
- Soul Reaping II. Vital Persistence. Increased reduction of life force drain from 25% to 50%.
Again, makes the DS more viable for those of us that rely on it.
(edited by Kitedyou.1720)
I don’t understand how there is a “balance issue in PvE”… Call me naive, but if you are going to be playing primarily PvE, spec for it…
Same goes for WvW…
The Necromancer is darn near perfect where it is currently…the only thing that needs tuning is the Blood line.
Please leave Weakening Shroud at 15 second CD…Changing that will make the Necro much weaker because we don’t have great heals, cond. cleanse, evade, block, stealth, or movement.
Having Weakening Shroud on a 15 second CD at least gives the Necro a chance to survive better.
(edited by Kitedyou.1720)
Dev’s please don’t nerf weakening shroud so much…that is a long CD on an ability that, when used right, can save your bunz in WvW…because we have no other real defense, and DS is not the answer for everything.
Oh boy! I hope the devs really think about this one! I use this trait A LOT IN WvW! What is it exactly they are planning to do with this trait? You never clarified, but it sounds like they are removing weakness from it…is that correct?
F’N ANET!! I HOPE THEY DON’T DO THAT!
Yeah, unfortunately, I don’t use Mumble…so that won’t work…
Thanks for the input though! 
Aye, I am having the same problem on my home PC…
I like the idea of having an arena to duel in…but chances are, they will make it p2p and I am not going to spend RL monies for that. It would be fun if they had a betting feature setup too…
Also:
Dual = two complimentary objects.
Duel = fight between two individuals in an honorable manner.
Okay “buddy”, apparently you didn’t read the whole thread. I play hybrid and wouldn’t even benefit from this change. I am just trying to offer a modification that would make the Dagger as a MH weapon more useful all around.
Oh and big flippin deal that DS has an AOE siphon….because it doesn’t do crap for you health bar, only LFP, in case you forgot.
At least you do admit that the D2 skill is weak and barely worth it…gratz for understanding part of the reason for this post.
God…I hate trolls that just come in and throw some cr@p comment up and don’t offer anything of value…
If GW2 went this route, I would end up leaving Gw2, that is for sure.
ZERO interest in having to grind for gear in WvW…I just wanna play and enjoy the game.
“Delete all PvE gear in WvW.”
F’n terrible idea this is!
This is one of the HUGE REASONs Warhammer Online failed.
People got tired of the never ending grind to try and get better gear because having better gear meant you would be more able to compete. The players that don’t have a lot of time to sink into the game are the ones that get penalized for this type of armor setup.
(edited by Kitedyou.1720)
I like the idea of making day & night cycles shorter and MORE obvious. I hardly ever notice when it is “night time”.
I stopped using the d@mn Golem for that very reason…the fact that it is so hydrophobic it disobeys your summon and disappears. Then you get hit with a cool down…that is just rubbing salt in the wounds.
(edited by Kitedyou.1720)
NO,NO,NO,NO,NO Necro is at it’s finest now. Do not make any suggestions for this class, Staff is op as kitten, D/D is op too, axe is ridiculous and scepter is more than awful when you find against it… Take your time, do the traits better and you will massacre everyone with D/D and survive almost anything. Ppl are telling me I have glass cannon build but 2 can hardly take me down… and D2 Life siphon ?!! WTF It heals for 1700 – 2000.. That’s almost 1/2 of your basic HEAL what would you want ? 4K heal from D2 ?? Dude make your traits better and stop crying necro at this moment is MORE THAN GOOD.. in everything.
Please, think before posting rude feedback. Obviously you spec like every other fool out there…let me go full zerk so I can see numbers bigger than I can count to!! I have a good LOL at people that come at me in full zerk and expect to win.
Probably 10% of the Necro population has wasted any points in Blood…that says that they are either MM w a staff…or well build… both of which are really only any good in PvE where the mobs have a set level of intelligence. The Blood line has traits for dagger spec…but they are useless at best… Try winning a WvW fight using D2 every time it comes up…you will lose every time, I guarantee it.
I am referring to giving the “healing” aspect of the MH D a buff for those that wish to spec into healing. Please re-read the OP and think about how it would affect the Necro.
D2 would still only pulse a single heal tick when it is a 1v1. What I am suggesting is more survivability for, oh, you know, the 4v1 fights that happen so frequently because people are too afraid, generally, to fight 1v1. They hang out on walls or tucked away in some little hole until someone else engages you…pansies.
I personally have no problem winning fights, with a hybrid spec nonetheless. The changes I suggest would be better for those fights where the Necro is outnumbered.
It is funny how Guardians, Warriors, Thiefs, & Mesmers can all easily take on multiple people and win… Gee…could it be because of stealth, evade, illusions, buffage, constant fury/might, constant cleansing, massive heals? Just maybe…
Necros are apparently meant to stay and fight and eventually die…well, make it so that if people, myself NOT included, would like to be an attrition class, they can spec that way.
This thread is not a gripe thread, because, as I stated just above, I don’t even play with points in heal. The suggestions I made were to get the dev’s to think more about how to make the heal line more viable for those that want to add more to the group dynamic.
Your point about how large the heals would be holds no water by the way. Figure it this way:
Against 1 person, they are probably averaging 600 dmg/hit. D2 heal gives what, 250 hp with Bloodlust? Well, you certainly aren’t out healing their damage!
Against 5 persons, they are (summed) probably averaging 3000 dmg/hit. D2 would heal you for 1250 hp…Gee…Still not out healing the damage!
And one last time, just to make sure you get my point, I HAVE A HYBRID SPEC AND I LIKE IT. It would be nice to see a viable heal spec to make the Necro what it is supposed to be, an attrition class.
(edited by Kitedyou.1720)
@ Deified
I am not looking to out-heal ANY players damage; the suggestions I came up with are meant to help with situations where it is 2 players versus 1 Necro.
As it stands now, we don’t have evade as a class skill, we don’t have any blocking abilities, we don’t have good mobility, we don’t have stability (unless you waste bookoo points in shroud, or use a well).
Reiterating this: my suggestions are for MAIN HAND DAGGER users. The dagger is a “burst” weapon by design and to have D2 take longer than Axe2 is kinda counter intuitive in my book.
I only referenced the MM because that was the only time I spec’d into Blood…when I was leveling up to 80 or running dungeons.
As far as PVP is concerned, they can make separate stats for that…it has been done already for other traits and such.
They really need to create some new legendary weapons. Not happy with the ones that are currently available, appearance-wise anyways.
The only time I was ever spec’d into Blood Magic was when I was a MM leveling up. I did find use for the well based traits too…for dungeons only though, because wells are near useless, for me, in WvW when yer not in a zerg.
Going to be recoloring my toon to Green/Red! :P
It would really be nice to see enemy names too…so you know if you are fighting the same person over and over…I know you can invite them to a group and chat and all that…but that doesn’t always happen because sometimes the fights are too quick to start/end.
The suggested changes for D2 and a few Blood Magic traits would do several things for a Necro that wishes to use a dagger as a MH weapon:
1. Increase survive-ability for solo necros getting ganged up on by two or more players.
2. Make the dagger more viable for PvE farming.
3. Bring it more in line with the other MH weapons, which all have an AOE attack.
4. Add a group healing aspect.
Suggested Changes:
1. Make Life Siphon an AOE on up to five targets, causing a heal tick/target hit/pulse.
2. Decrease the duration of D2 focus, making it faster like Axe 2.
3. Modify Transfusion to include Life Siphon with Life Transfer.
4. Change Bloodthirst back to 50%…20%? Come on now…
5. Improve the healing power scaling; having a near flat “increase” to healing is a joke. There are likely very few people that actually spec gear into healing power because of the terrible rate of return.
What would make Life Siphon a great ability would be an AOE up to five targets and a heal tick for each target hit. The duration of focus should be decreased too; to be more like A2. This would give me a reason to wear down the #2 key on my KB…I run D/D & D/F and the only reason I would even consider using D2 is if I have someone that is trying to run away from me and all my shiz is on cooldown, including weapon swap.
Making the above modifications to D2 would make dagger more viable for PvE too.
Adding a heal for players in your party or vicinity could be part of Transfusion; so it would work for Life Siphon as well as Life Transfer. That would be nice for groups…a bit of extra healing would make a D/x Necro more valuable than it currently is in a group.
(edited by Kitedyou.1720)
I am still hoping for a weapon with melee cleave. Hitting multiple targets at a time will add all those little heals up, especially if you throw down a locust swarm and a couple wells first.
Dagger 2 should be AOE imo. I mean what gives, Axe 3 is AOE, Scepter 2 is AOE…why the hell isn’t D2?
Something needs to be done to that crappy life siphon skill…aoe 5 targets would be a nice thing to have at the very least.
^
You do realize that the final damage number is the total damage of the skill added up, and not a “tick” number right?
I mean, the damage per tick isn’t increasing every time, it’s just adding up the damage from the previous ticks.
Did not realize that…thanks for clarifying that. Bah, back to the drawing board!
Their tooltip is a bit misleading then…imo. The dmg is listed as 9xx (x9) Yet, when you land your first hit, it is never 9xx dmg…
Help me to understand what is going on there.
-Edit- Previous point of discussion noted as garbage. Removed for the sake of continuing the terrible “enhancement” to the garbage Blood Magic line and how it has almost no use for single player in WvW.
(edited by Kitedyou.1720)
This “enhancement” to the Blood line is absolutely ridiculous!
The scaling is garbage and hasn’t made the Blood line any more viable, and the fact that you nerf the hel1 out of Bloodthirst is beyond ANYONE’s comprehension!
ANet = ANother Epic Tragedy
I second the idea of a torch. But it would have to have a spectral glow about it..not your typical orange flame.
It would be nice to see that as an MH and OH weapon.
1: Inflicts 1 second of burning and xx dmg (AA speed of 1/2 second)
2: AOE 2 seconds of blind and 3 stacks of confusion for 3 seconds (3/4 Sec. Cast, 8 sec reuse)
3: AOE 4 seconds burning, and 2 seconds blind (3/4 sec cast, 17 sec reuse)
4: Nether Step: allows the Necro to “stealth” for 4 seconds and casts an AOE cripple for
4 seconds (Insta cast, 20 sec reuse)
5: AOE “Life Siphon” like ability (3/4 sec cast, 3 sec duration pulsing 8 times, reuse 40 sec.)
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