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Necromancer Traits (FIX Please)

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Posted by: Smeaghoul.1583

Smeaghoul.1583

Power is virtually useless to condition build because it does not affect condition damage. The main weapons for condition are staff and scepter and neither hit very hard to begin with. I agree with Barbed precision but other then that there is very little synergy with crit.

Necromancer Traits (FIX Please)

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Posted by: Smeaghoul.1583

Smeaghoul.1583

The traits are a mess. I tried to “max” out my condition build by taking full Spite (30 % cond duration, dhuumfire), and curses (300 cond damage, 20 % bleed duration).

The problem is that the 300 power (does not effect condition damage) and the 300 crit (conditions cant critically hit) do next to nothing for conditions yet both of them are combined with these key trait tree’s.

I would just like Anet to have a look at the traits and try to make more sense out of them.

Necromancer Traits (FIX Please)

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Posted by: Smeaghoul.1583

Smeaghoul.1583

I agree. my main is a Mesmer and I think for the most part everything in the trait lines makes sense. Necromancer has very poor synergy with trait and weapon choices because they are all over the place.

Necromancer Traits (FIX Please)

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Posted by: Smeaghoul.1583

Smeaghoul.1583

Forgot to mention that the actual traits will need to be consolidated into their weapon trees. IE: Staff mastery, greater marks and soul marks would all be put into the death magic tree.

Necromancer Traits (FIX Please)

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Posted by: Smeaghoul.1583

Smeaghoul.1583

I have started to play my Necromancer but there are a lot of issues with the Trait lines. You usually have to invest deep into traits you don’t need to properly play your character. For example: Condition build necromancers will run with the staff/scepter and you need to invest 40 pnts in two different trees (Death Magic – staff mastery & greater marks, Soul Reaping – soul marks). This leaves me only 30 points for curses.

Ideally in a condition build you would prefer to run Spite (condition duration) and Curses (condition damage) but because of the way the tree’s are laid out you are handicapped with trait selection.

The simple fix would be to clean up the tree’s and put the weapons in their proper trait lines. I propose something like this:

Spite: Power, critical damage, axe, dagger (this makes sense for power type builds)
Curses: Precision, condition damage, scepter (main weapon for condition builds)
Death Magic: Tough, condition duration, staff (staff is also for conditions, defensive)
Blood Magic: Vitality, healing, focus, war horn, (these are support type weapons)
Soul Reaping: Life force pool, boon duration (only thing left so put these here)

Please consider these changes as I think they make more sense then the way the current trait lines are laid out.

Thank you
Smeaghoul