(edited by Silverrey.2471)
Showing Posts For Silverrey.2471:
This is from another thread but that thread is getting a bit cluttered. (Sorry it isn’t letting me quote right now)
You can give death shroud more utility if you pick up some of the traits made for death shroud. However, the best ones are in a tree that give little benefit to conditionmancers.
I think you will find that power necros are a bit happier with death shroud than condition necros. This needs to be fixed, IMO.
There should be two different versions of death shroud. One tailored for power and one tailored for conditions.
Just give us power-based deathshroud form on F1 and a condition-based deathshroud form on F2.
This way conditionmancers will have a reason to use deathshroud and you can do things like remove Dark Path from their version (and give them something that makes more sense for a ranged caster) but keep it for power necros who can make good use of it.
My thought was that maybe the “f2” version could be closer to Plague Form. It could focus on adding conditions rapidly or possibly have abilities that become stronger the more conditions that a target has on them. If they wanted to keep it to only “f1” they could make a trait (likely at the end of a line) that changed your DS abilities. That would let us choose which play style we wanted to focus on and give us a DS that complemented it. The only tricky part would be making it so that someone could only have one version active at a time, but even that could be as simple as just making one have priority over the other. You could take both but you would only see one and the other would be a wasted trait.
Either way I really like the idea of an alternate version of DS and was wondering what others thought of it.
… You realize the irony of a “Boycott The Forum Till Someone Acknowledges Use Thread” being the only thread with a red post in it right? Either way at least someone bothered to say hi. Thank you for stopping by. It is nice not to feel completely ignored for a time.
Actually that might be a good “reason” for the jagged horror’s bleeding out. Basically have them do a life transfer to your nearest damaged minion. The minion gets a regen equal to the horror’s bleed. Once the minion is fully healed it moves to the next (if it lives long enough). Horrors never live very long if left alone not to mention if something actually TRIES to kill them so there is little to no fear of the healing becoming OP even if you kill a mass all at once.
They do have that, its called a mesmer
lol I know but it seems like it would be fitting for us to have something similar. Our jagged horrors already last about as long as an illusion, might as well put them where they will do some good.
Slightly off topic but not by much.
How many stacks can a bleed focused necromancer reliably get on their own? I was curious how close we can get to that limit without a party. If it is to close then they REALLY need to up the limit.
I’d like it if there was a weapon that focused around summoning lots of jagged horrors.
This is from another thread but thinking about it, making a great sword or two handed ax that had skills along the lines of summoning temp pets (things like a spirit that does a close range debuff, jagged horrors, or the like) wouldn’t be to bad. Fluff wise fit it in as basically being remnants of previous “executions” being used to serve the necromancer. Make the 5 attack a melee slash that scales up the damage the less life the target has and it brings the theme in even more. We are suppose to be masters of death that use the life and deaths of our enemies against them. Might as well show it more directly then just gaining life force from them…
I vote the bunnies from Wayfarer Foothills. I don’t know about you guys but even at level 35 those guys were able to lay my Warrior flat on his face in one hit. Can you imagine that power working for you? Never doubt the Bunny Spirit!
OK, maybe not so unloved.
Red post in the other forums:
9 elementalist
5 engineer
2 guardian
2 mesmer
12 ranger
9 thief
4 warrior
Never mind. It is back to working now. Must have been an update glitch.
It is probably something simple that I changed and didn’t notice, but since I loged in today (10/23/2012) I have been unable to target and enemy or npc by clicking on them. Last friday (10/19/2012) I was able to. I am still able to click on items and right click in game so I doubt the mouse is the issue. The only thing I KNOW changed was the update. If anyone can help me out I would greatly appreciate it.
