Showing Posts For Soulutions.6450:
Copied this from the thread New ‘Dark Dot’ Feedback
My suggestion for the 5th skill would be a simple teleport:
Call it Dark Transfer or whatever it doesn’ really matter
Dark Transfer teleports the necromancer to the targeted location and applies (New Debuff) in a small AoE around that location.
Casttime: 1.5 seconds
Castrange: 700
Cooldown: 35 seconds
Invulnerability: 1,5 seconds (during casttime)
Applies (New Debuff): 3 seconds, 800 dmg, -33% damage output, 300 AoE
The animation would be the necromancer vaporizing into dark dust and creating a stream to the target location where the necromancer appears and the dust is blown away indicating the radius of the AoE.
This skill would for one give the Necromancer some much needed mobility, which is still crippled, due to the 1,5 second cast time and due to the fact that the target location is given away to the enemy. The Debuff in it’s nature would strengthen the idea of an attrition class giving the damage reduction on the debuff. The fact that it is a dot makes it obvious, that the DS would actually be somewhat viable for Conditionmancers as well.
I think this skill wouldn’t be over the top but would solve some problems many people have with the necromancers.
Sry for my bad english tell me what you think
What’s the point of making a 1.5 second cast time if the caster is invulnerable for the casting? That’s basically adding insult to injury.
Necro: Hey! Hey look! I’m about to cast this spell and guess what? You can’t do squat about it.
The point of Cast Times is meant to offer opponents an opportunity to do something during it. Be it reposition themselves in relation to you, to dodge accordingly, or to somehow interrupt the cast time time.
Also try to remember that this spell is being cast in Death Shroud. How are we supposed to look like dust when we’re already covered in black smoke that floats about our bodies as we move.
Though I do like the idea of a Condition (you’re spot on with the attempt to make us last longer in a fight) that weakens physical Damage, I think 33% is just too strong. Remember that this debuff will be working alongside game mechanics that are already in place in the game. Just imagine that if a Necro and Guardian show up, all damage would be roughly cut in half. (It wouldn’t be a straight up 66% because the inbound damage would be scaled back by 33% and then the protection would proc on hit resulting in 33% less damage of the already reduced damage. I suck at math too much to figure out the exact number.)
Those are rough numbers of course, my post was about throwing in the idea of those mechanics, and I will tell you what a 1.5 second cast time would be good for. 1.5 seconds for us to not be able to do something we’ve been taken out of the game for 1.5 seconds and other people can either notice that and run towards the targeted location or the can waste their CDs on the necro. I would assume that invulnerability would work the same way as the Guardians “Renewed Focus” as in dots do still tick.
I also think that 3 seconds every 35 seconds isn’t that strong considering the ability to convert or remove condiditions on many classes.
Also cast times are not soley in the game to have an interruptable part to the skill but also to have a certain timecost for a certain skill and for other players to respond to what is coming either with positioning or with smart usage of skills.
(edited by Soulutions.6450)
My suggestion for the 5th skill would be a simple teleport:
Call it Dark Transfer or whatever it doesn’ really matter
Dark Transfer teleports the necromancer to the targeted location and applies (New Debuff) in a small AoE around that location.
Casttime: 1.5 seconds
Castrange: 700
Cooldown: 35 seconds
Invulnerability: 1,5 seconds (during casttime)
Applies (New Debuff): 3 seconds, 800 dmg, -33% damage output, 300 AoE
The animation would be the necromancer vaporizing into dark dust and creating a stream to the target location where the necromancer appears and the dust is blown away indicating the radius of the AoE.
This skill would for one give the Necromancer some much needed mobility, which is still crippled, due to the 1,5 second cast time and due to the fact that the target location is given away to the enemy. The Debuff in it’s nature would strengthen the idea of an attrition class giving the damage reduction on the debuff. The fact that it is a dot makes it obvious, that the DS would actually be somewhat viable for Conditionmancers as well.
I think this skill wouldn’t be over the top but would solve some problems many people have with the necromancers.
Sry for my bad english tell me what you think
as a skill on a 45 sec cooldown, its average….as a class defining ability, its garbage.
its RNG in pve and puts you where you dont want to be when using ranged weapons, which is what a thief uses 90% of the time in dungeons.
it can be made better by traiting it and spending trait points to reduce its cooldown, but the ability itself is not something i would miss in the least if it was removed.
would a warrior, elementalist, guardian, ranger, necro, or engineer play differently without their class mechanics? absolutely…..but a thief wouldnt be affected in the least without untraited steal.
spending points to trait it only means you dont have those points to boost other things that arent RNG or dont make you go into melee range when you are attacking 900 range away, and then forcing you to spend resources to back out again all for a buff or debuff that really isnt even worth the time you spent to aquire it far too often.
The utility you get from steals is amazing! When you steal from us necros you get a 3 sec fear which is more than our 2 fears chained together. I dunno about you but 3 seconds are a huge amount of total cc. In PvP you also get a 4 sec daze, 10 sec of all boons, a whirl finisher with damage, a 30 sec AoE regen or a 10 sec chill plus damage depending on what profession you stole from. Maybe you would not play differently but me with a main Necro would love for thieves to have a 3 second fear + shadowstep removed! Go ahead ask for it!
I remember when Arenanet told us that fear is going to be a necro specific condition and I was happy like really happy, because I always liked fear. However Fear is not only available to other professions but they are actually outperforming the necro in that regard. Every fear on every other profession has a longer duration than the fear of the necro sometimes even 3 second duration. WE would have to trait for that and then chain ALL our available fears together! How is fear necromancer specific when it actually isn’t?
Too many minor traits that only work with minions but wont do anything in your build imo