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Lich Form suggestion

in Necromancer

Posted by: Noll.6134

Noll.6134

I really like your idea but I personaly dont like the Lich’s skills so Instead of Transforming, it puts you into Shroud with awesome effects like this:

First it resets your Shroud Cooldown than gain 50% Life Force and entering Shroud, also have a Breakbar, than in Shroud having enhanced Shroud Skills like:

Shroud 1; 15% Attack-Speed (forgot to mention this works for Reapershroud too) Works with Reaper’s Onslaught Trait)

Shroud 2; Create a Ethereal Field at the end (For those wondering why Ethereal and not Dark this is still a Spectral skill so I think it fits well but mainly for condition use you will see down why)

Shroud 3; 100% Fear Duration increase (That the Terrormancer can take it to)

Shroud 4; Teleport Foes to your location (works like Transfusion Trait)

Shroud 5; Double Blast-Finisher at your location (not 1 but 2 Blast-Finisher this works good with Shroud 2 Ethereal Field as it gives you Chaos Armor for 6s for condi builds, in Reapershroud 5 makes a Ice Field so it gives you Frost Aura for 6s or you can blast anything you want).

For Duration I think 15 to 20s dont know as this works with Spectral Mastery Trait but like I said you are in Shroud it means if your Life Force is empty the Skill is done, for CD I think 120s its not to low and not to much but with the Trait it would be pretty nasty
Now for explanation, the reset and the Life Force is that you can enter shroud again after you run out of Life Force or you can use it for the Shroud-Skills enhance. This skill works for every Shroud be it Underwater, Reaper or Normal Shroud it allso works with every Trait that modify Shroud-Skills.
I think that every transforming skill should have a breakbar and not that stupid 1 stack Stab every 3s! But for this I think it fits perfectly.
For animation the lich would look awesome!!
Tell me what you think!

Suggestion for Axe The hard way

in Necromancer

Posted by: Noll.6134

Noll.6134

Perhaps. Although Axe as it is, makes a nice synergy with Life Siphon traits which use Power and Healing stats, since it provides fast attacks with multiple hits and Retaliation scales on Power by default.

So leaving Unholy Feast as it is, is useless, since it’s designed to destroy boons and provide Retaliation, to punish attackers.

And well, Feast of Corruption, name sake pretty much goes with conditions, since GW2 doesn’t have hex spells, just conditions mostly and few negative skill effects.

You are right but i wuold say 70-80% of the Necromancer take Dagger over Axe as it scales better with Power and Hitnumber are the same as Axe in the same amount time for Life Siphon only downside of Dagger is has not the best utility.
Sorry I didnt know Retaliation scales on something.
The Converting Boon fits pretty good the Condi Weapon and instead of the Retaliation we could take Resistance or Protection or Vigor but I think Resistance would be better for the Condi Build and has good synergie for the Trait Spiteful Spirit and Unholy Martyr.

Yes the names was something I didnt think of for I only thought it would be easy for the Dev’s too implement those changes.

I like the idea, but as FrostSpectre said, axe #2 and #3 are closely related to power, even your variation of them. You’d have to outright switch the 2 weapon sets. Also, i like the idea of having 1 short range weapon per type: dagger for power, axe for condi (in this case), and 2 long range, that provide more utility than damge: scepter for power, staff for condi. In addition, transforming the axe into an infected cleaver (necro goes where he pleases) could make space for more diverse curses that would be applied with the scepter. I give you some ideas, tell me if you like them

Axe – still 600 range
#1
Could be a chain, first applies bleed, second applies bleed and poison, third applies bleed and vuln – 3stacks. Small radius (as you suggested)

  1. Channeled 2-3 seconds. Transfer bleeding from you to the enemy each second (2 stacks per second). If you don’t have bleeding on yourself, apply 2 stacks of it each second. Gain life force for each stack of bleeding you apply either way. Also apply 1 stack of torment each second.
    #3
    same range as current skill, combo blast finisher, max 5 enemies struck. attacks x2
    For each foe you strike, swap one of their boons with one of your conditions (follows the boon into condi conversion scheme as a priority, otherwise just swaps the condis and boons present at the moment). After that, inflict cripple on them, and fear them if they still have more than 3 boons.

I don’t think it’s too op, and has a bit more interaction than the current axe. Vuln on axe #1 is useful, since it enhances condi dmg too.

Scepter
#1
Single target, less damage than dagger (and is slower), but a bit more than the current axe
Curse your foe to make them vulnerable. Behaves differently depending on the amount of vuln the enemey has.
1-14 stacks, no additional effect
14-24 stacks, applies weakness too
25 stacks, gain also might
#2
Same area as current scepter #2, attacks 6x (at least). Not channeled, instead works like a well. Combo field poison.
Skeleton arms erupt from the ground in the target area, striking foes multiple times and crippling them.
#3
Same area as #2. combo finisher blast
Curse foes in the target area, applying weakness. Convert already pre-existing weakness on enemies into blind, and cripple into chill. Gain retaliation and life force for each enemy struck

Ok i’ve not put out CDs and casting times, but overall axe #1 and 2 should be kinda fast in execution, with #2 having a medium cd. #3 could have a long cd.
Scepter skills should instead be kinda slow, such that you won’t be able to use their full effect with the scepter alone; you’ll need traits, sigils/runes and other things that apply vuln or non damagin condis. They should also have fairly long CDs, given the scepter would still have 900 range, and the skills might have some fairly strong impact.

Vuln and cripple/chill may be redundant, but we have no mobility, and applying vuln is all we ever did

Again, I like the idea, and your thread gave me the chance to post some of my ideas as well.
Axe could very well be a condition based weapon, it’s just a matter of flavor. It can be a claver that, instead of striking the enemy with violence, cuts where hurts most, opening and infecting wounds while also sundering armors.
Scepter, on its part. Could be a power weapon that, instead of direct damage, would apply different non-damaging conditions on the enemys.

Yes I like your ideas especial for Scepter, my idea was only so it could be implementet easier the only thing I forgot to mention was the hidden thought that axe could work for hybrid builds too.

Suggestion for Axe The hard way

in Necromancer

Posted by: Noll.6134

Noll.6134

A little suggestion conserning the Axe for Necromancer, the Idea is to make the Axe the Condi Weapon and the Scepter the Power Weapon. I Personaly think the Scepter to be a Power Weapon for Scholars Professions or at least for magical Conditions like Burn, Confusion and Torment and not for Bleeds, Bleeds are more from cuts of a Sharp Weapon like Sword, Greatsword, Dagger and Axe. Well I understand that Scepter auto is a curse and has the possibility to make the Opponent Bleed but I think the Axe has the better approach for Bleeds.

First of all I dont know how to balance or to calculate the damage for both Weapons thats why I leave the damage part open for your imagination. I dont create new skills I only switch the two Weapons and tweak the skills to compensate for the changes! Hope you like the idea!

First the Axe, like I said Cutting to Bleed your Target, well for Necro Axe its more like scratching with Claws like a Kitten : )

Axe:

Rending Claws:
Slash your foe twice with ghostly claws to Bleed and Poison Them.
Damage (2x): —-—-
1 Bleed (5s)
1 Poison (4s)
Range: 600
Radius: 130
Number of Targets: 3
Casttime: ¾ s

Make the auto-attack like the Trident auto-attack with cleave to compensate for the shorter Range.

Ghastly Claws:
Summon spectral claws to slash and Bleed your foe in a quick flurry of strikes, gaining life force per strike.
Damage (6x): —-—-
6 Bleed (3s)
Life Force: 1% per strike
Range: 600
Casttime: 1 ½ s
Cooldown: 8s

This is a good way to burst Condition and gain Life Force as for Condition-Builds lack of Life Force gain.

Unholy Feast:
This skill can stay as it is, only the Cooldown can be reduced to 12s.

Now for Scepter, its the Ranged Power Weapon we all wished for its more for Single-target with a little cleave I know we have the Staff but Staff is more utility Weapon.

Scepter:

Chain: Blood Curse
Damage your Foe.
Damage: —-—-
Range: 900
Casttime: ½ s
Chain: Flesh Curse
Damage your Foe
Damage: —-—-
Range: 900
Casttime: ½ s
Chain: Rending Curse
Damage your Foes and make them Vulnerable.
Damage: —-—-
2 Vulnerability (7s)
Range: 900
Radius: 130
Number of Targets: 3
Casttime: ½ s

The fist and second Chain are Singletarget, I have been thinking to make the whole Chain cleave but that would be to powerfull for a Ranged Power Weapon with a castsequence of 1,5 s.

Grasping Dead:
Summon skeletal hands to Immobile foes in the target area.
Damage: —-—-
1 Immobile (1s)
1 Cripple (5s)
Range: 900
Radius: 240
Number of Targets: 5
(Ground-targeted)
Casttime: ¾ s
Cooldown: 10s

The Immobile is inplace for the Bleeds and a better mean to stop your Opponent as for Necromancer it is frustrated to catch up to the Opponent when he is runin away without good mobility and it fits the Animation

Feast of Corruption:
Strike your target, dealing additional damage to Vulnerable Foe and gaining life force.
Damage: —-—-
Damage on Vulnerable: 10%
Life Force: 10%
Range: 900
Casttime: ¾ s
Cooldown: 10s

This should be a hard hitting Skill like Fire Grab from the Elementalist, first I had the idea to gain the additional damage 1% per stack of Vulnerable but that would be to OP when you have 25 stacks on the target.

Traits:

Unholy Fervor:
While wielding a Axe, your Condition Damage is increased. Conditions inflicted by Axe skills have increased durations.
Condition Damage: +150
Duration Increase: 100%

Move it to Curses as Major Grandmaster Trait. Its a powerfull Trait only switched it with Lingering Curse.

Lingering Curse:
Scepter skills Deal increased damage and has a chance on critical strike to gain Life Force.
Damage increase: 10%
Chance on Critical: 33%
Life Force: 1%

Move it to Spite as Major Master Trait. Merged it with the now deleted Trait “Reaper’s Precision”, the 20% recharge form Unholy Fervor is not that great for the Scepter as the skills only have 10s Cooldown, this is a better way to gain Life Force aside from dagger auto-spam and has good synergie with the Death Shroud Build as it can now played without Dagger.

Feel free to criticize, improve and discuss!

Ps.: Sorry for bad gramma, English is not my main language!