Showing Posts For Marinzine.3056:
Hello fellow necromancers,
So I’ve been taking the little numbers displaying for condition damage (bleed, poison, etc) for granted lately and opened my combat log -to see if I could truly get an appreciation for how much damage they were doing over the course of a fight- only to notice that none of the DoT effects were listed, only direct damage from the scepter (Blood, Rending, and Putrid Curse).
Have I missed something, maybe an option to change what appears in the combat log? Is there a way to precisely gauge how much of my damage throughput is coming from conditions vice direct damage hits?
Compare now to Necros. DS is sort of the equivalent of the guardian F-keys. Life steal is our “base” or innate ability. I argue that it’s not enough; Guardians get three, we get one. We need at least two. One: DS. Two: health steal.
We can health steal, yes: but really only through traits, and that’s still not effective. So in other words, we have the “upgrade” option, but not the “base.”
Necros should be stealing a little bit of health with every death that occurs around them, just like Necros in GW1. It doesn’t have to be so much as to be overpowered; just enough to live up to this “hard to kill/hard to escape” design philosophy.
So what I’d love to see is another F key being added; keep DS as F1 and F2 is a passive that is always sucking up a little bit of health from any deaths in the vicinity; then if you click F-2, maybe you sacrifice a chunk of health to do some extra damage or something.
Wholeheartedly agree with needing more flexibility around the core class mechanic. If Life Force is going to be a resource, why not offer the ability to choose how it is used it to supplement our playstyle. Everyone who plays a necromancer is familiar with the F1 mechanic, how about offering different uses upon Life Force consumption, i.e.:
F2 allows the necromancer to consume accumulated life force to regenerate his own health. Transfer occurs at a rate of 10% / 3 seconds. (Could add a trait to allow this to refill minion health as well?)
F3 allows the necromancer to consume 33% of his Life Force to apply a condition, call it Blight or some such, that lasts for 10s and increases condition damage on the target by 10%.
As a condition necromancer myself, I strongly believe that necromancers should be sitting at the head chair of the conditions table. I truly hope the devs read and implement this (or a version of it, I’m sure it will need to be modified), but only time will tell.
1) Add one (1) new condition to the game and make it unique to the necromancer.
2) Call it “Necrosis” and replace existing necromancer bleed skills (staff 2, Blood is Power, scepter 1 and 2, etc) with it.
3) Make its damage equal the current base damage of existing necromancer bleed effects.
Here’s the unique part: Its utility should be: for every stack of Necrosis, target takes an additional 1% condition damage.
Not only would this add to the necrotic experience of being a necromancer (the graphic on it could reflect some sort of decrepit-ness), but it would also make the necromancer a valid option in PvE party/dungeon play, compel PvP players to decide whether -and when- they want to use their condition-removal skills, bypass the bleed cap issue, and give condition players an equivalent to vulnerability.
There are so many individual traits and group skills that passively increase direct damage done and so few (Might is the only that comes to mind) that increase condition damage, that I feel this would be a welcome and balanced addition in the PvE and PvP environments. Please tell me (and ANet!) what you think.
Adept – Greater Marks – Increases area of marks and marks become unblockable. Staff skills recharge 20% faster.
Reluctantly, this.
Although I truly believe staff mark areas should innately be their traited size. Elementalists begin with a 240 radius on all but two of their staff area skills, and their trait can further enlarge it. With the 20s+ (16s+ traited) cooldown on necro staff skills, I don’t think an innate 240 radius is asking too much.
I just want to thank you, Gwyn. After three days of trying to figure out how to remedy this; I returned to Rata Sum’s Applied Development Labs (the last PoI I had found), and received my gifts.