balance can be achieved through number adjustment,
for example 9stacks of burn for 15 seconds make it overpowered.
The focus was on the mechanic shifting the effects to the use of lifeforce.
Scourge would would lifeforce with its abilities
reaper and core use lifeforce every second while in shroud
List of core necromancer shroud based traits
On enter/exit effects
spiteful spirit, furious demise, weakening shroud, beyond the veil, life from death,
foot in the grave, speed of shadows
Staying in shroud effects
armored shroud, rending shroud, shrouded removal, deadly strength,
unholy sanctuary, unholy matyr, death perception
Shroud skills enchancement
unyielding blast, reaper’s might, dhuumfire, transfusion, path of corruption
With the new elite specialization, shroud based traits are very weak. I suggest for this upcoming elite specialization and for future elite specializations that a standard is set for core necromancer shroud base traits. The AIM is to EQUALIZE the strength of CORE SHROUD TRAITS.
To achieve this goal I suggest change these traits to upon using lifeforce.
examples
death perception
upon using lifeforce your critical hit chance is increase by 50% for 10 seconds
Dhuumfire
upon using lifeforce your next attack will burn your target
3second cd
for fighting people, I think a trait that proc “nothing can save you” would really compete with the other two traits. However this just encourages more spam
sure you can what if it was on greatsword or any other weapon while we are at it.
what if reaper’s touch was an axe skill?
If it replaced ghastly claws this would require it to be buff to be a fair trade, but it would also ruin the spike potential of the axe.
However if it replaced unholy feast, i think on paper it would look good but in a pvp setting it wouldn’t work out. when the skill is used at range it most likely will be aoe or won’t bounce which make it not worth casting.
What if reaper’s touch was a dagger skill. casting in melee is when the skill is most effective however the cast time can make it too clunky to use.
What if reaper’s touch was an axe skill?
what if reaper’s touch was like mirror blade?
I know mirror blade is a lot better and would be a large buff to the skill
however
mirror blade define the weapon
reaper’s touch doesn’t
also for the discussion both question can be answered separtly
I think its funny how the game designer had to jump through hoops to get the trait to provide “regeneration boon” in shroud. Being afraid of balance issues shouldn’t leave illogical effects in the game.
Do you think it would help if the trait was in blood magic? I think it was also nerfed to have a cooldown on the shroud activation. Anyways mind sharing your build I’m willing to try it
I was wondering if anyone has a build that is godlike by making use out of unholy sanctuary.
This trait I would think is really good because it gives us the equivalent of the regeneration boon which only negeatively affect the necromancer while in shroud. Everyone knows that if regeneration affected the necromancer in shroud they would be the most unbalanced class in the game.
If you have an amazing godlike build please share so I too may become an unkillable threat to my enemies just like my allies.
When you think of winning by atrition poison will quickly come to mind with its ability to reduce healing by 33%.
When playing your condition necromancer you often have poison your enemies without thinking of it. This changes when you when play a power necromancer. The ability to apply poison rapidly disappears. The problem exist because we do not have a good poison trait.
Death magic is one of our underperforming trait lines and already has two poison traits.
Let take a look at what they do.
Death Nova
Putrid Defense
Death Nova is only useful when we have minions. With their sluggish animations and slow cast time few necromancer can make actual use with these utilities.
Putrid Defense Well we need to apply poison first may as well come with (only for scepter)
Making Death Nova better for the general Necromancer I’d suggest adding minions to weapon skills. Unlike the mesmer don’t add them to every single weapon.
For Putrid defense …. really anything. How about apply poison to your target when you remove a boon(or corrupt)
In the last patch they updated wells a bit
Well of blood now has a 30 second cooldown
however the trait remains at the 35 second cooldown.
well of darkness now has a 35 second cooldown
and they fixed a bug with animations
Well of blood
healing ok
cast time is wierd with all the other wells having 1/4 cast
Well of darkness
it really needs something else maybe a stun break
Vampiric rituals
I do not notice the lifestealing from this trait, It’s there but it very rarely determines the outcome of a fight. The trait doesn’t even change the way I use my wells because the secondary effect isn’t worth it.
conclusion
vampiric rituals and well of darkness needs work to be brought to a competitive level.
suggestions
Wells partially revive allies in an area every time they pulse. Reduces recharge of wells.
*another trait would be changed too.
Well of darkness
add stunbreak
add a ring of warding effect
increase cooldown
Observation
The current theme of the necromancer is remove boons and use epidemic. While the necromancer is naturally tanky they do not make good juggernaughts. They aren’t very slippery and hard to follow. Their damage is lack luster and support is only about weakening the enemy.
Cause
-limited mobility
-limited boons
-limited evasion
-limited healing
-limited stealth
-lower damage
Related observation
The reaper was suppose to be like a juggernaught trying to hit as many people as possible. The necromancer was to be focus on attriation.
Scope of goal
To be a juggernaught on the battle field you need to have good battle presence. To have good battle presence you need durability, the ability to escape kill zones and have a large area of effect.
Investigation
battle presence
durability
-Health
-toughness
-immunities
Health and toughness are based on gear. As a class we have good health but poor healing. The biggest problem is our lack of immunities.
kill zone escape (KZE)
-reaction
-mobility
-stealth
-immunities
We have very weak KZE our stunbreaks do not remove us from harm except wurm(require set up). Our condition clears can be easily interupted or blocked, take a long time or plague signet. Now if we do have mobility, it takes us the longest to escape, we can’t stealth either and don’t have immunities.
area of effect
-damage
-utility
-support
while our damage is limited, it is still good for a juggernaught. We lack any meaniful team support but still have good area of effect from our corruptions
Summarry
The main reason we fail at being a good juggernaught is a poor KZE and poor immunities.
Solution
There are many solutions and many steps to be taken.
shrouded removal Gain resistance and lose a condition when entering shroud. Lose a condition every few seconds you remain in shroud.
resistance: 2 seconds
Conditions removed: 1
interval: 3 seconds
Foot in the grave Gain stability and break stun when you enter shroud. Gain stability every few seconds while remaining in shroud
Stability: 3 seconds
interval: 8 seconds
Break stun
Conclusion
These two changes address our biggest issues our reaction time in a KZE and immunities. The resistance and stability will ensure we can escape the kill zone as quick as possible. In addition the added stability will ensure we end in less killzones and increase our durability. Having better durability and KZE will improve our ability to be a juggernaught.
In general its is better to have clarity of purpose.
Staff is a utlity weapon.
It doesnt need to be ranged DPS weapon , that is job of axe.
A utility weapon can still have good dps.
What sort of other utility do you want the staff to bring?
Or does it need to improve the current utility it brings?
However I think if you just randomly start throwing utility at a weapon it will lose its clarity of purpose.
I think the staff does need better dps however reducing the cooldown on mark of blood would be bad.
That is the problem with the skill and even more the trait. the healing you use to keep yourself alive is being stolen by other.
the situations the problem might occur in
scenario signet trait
wvw(zerg) no yes
wvw(small group) no yes
spvp no yes
world boss yes yes
world events no yes
raids yes yes
dungeons no yes
solo no no
world events and bosses you don’t really need traits or skills to be successful.
The problem I want to bring to everyone attention to is that this skill is designed for a 5 man party. It is not design for a 10 man raid. What is worst is Blond Bond is a trait that uses a nerfed verison of this skill and is only designed for solo play. The problem occurs when going past the number of party members the skill or trait was designed for.
People that might not healing could steal the healing from someone that does.
When spread between a large amount of people the healing provided become more like a single tick of regen
A large portion of the heal is on that active effect and if the necromancer can’t benefit from that effect he loses out on a large heal
most healing get better when teammate come near however this trait and skill get worst when teammate come near
Chill and cripple are also the easiest conditions to remove
https://wiki.guildwars2.com/wiki/Chilled
https://wiki.guildwars2.com/wiki/Crippled
They can also be ignored through mobility skills.
I use transfusion not all the time though.
I think the current problem with Lifestealing is the effect is always active.
I think the solution to make a lifestealing effect that doesn’t feel underpowered but balanced at the same time is an effect with a short duration
example
for 3 seconds your attack steal health
healing 500
damage 200
yea i just copy and pasted fixed the typo
If they increased unholy feast damage by a lot it would remove one issue i have with the axe but I don’t like the way unholy feast works with axe
I think the axe should get a skill like Thunderclap and the Unholy Fervor should work similar to this Imagined Burden. I think the axe could get better lifeforce generation too.
I would changed the skill and traits slightly so they have their own necromancer feel.
Unholy feast cast 3/4 recharge 12
Damage (half of thunderclap)
Fear: 1 second
pulses: 3
interval: 1 seconds
radius: 240
Combo field: ice (if we need the combo field)
range: 900
*Inflicts fear and damage on the initial hit followed by 2 damage pulses unlike thunderclap
The reason axe is more damage focus while the hammer was a defensive focused weapon
Rending Claws
remove vulnerability
add Lifeforce gain
Unholy Fervor
Whenever you hit with rending claws, you apply vulnerability. All of your other axe skills inflict chill. Reduces recharge time of axe skills
vulnerability: 7 seconds
chill: 1 second
Recharge Reduced: 20%
overall I think the current state of the axe has better range presure than the staff but lacks heavily in areas beside dealing damage.
(edited by Tadsoul.6951)
if a cast time is shown that is the total cast+aftercast of the skill
mark of blood increase damage by 400%
axe #1 add lifefocre generation
axe#3 change 1/4 cast 15recharge
strike your foe dealing damage and applying fear.
damage : ????(1.2)
fear: 2 seconds
range: 900
Focus
- add jagged horror creation
offhand dagger - add lifeforce
greatsword
#1dusk strike 1/2second
damage: ?(.8)
lifeforce 1%
fading twilight 1/2second
damage: ?(.8)
lifeforce 1%
chilling scythe 1 second
damage: ??? (1.2)
lifeforce 3%
chill: 2seconds - stab your foe gaining lifeforce and inflicting chill and vulnerability
1/2cast 8recharge
damage
chill: 3seconds
vulnerability10 : 10seconds
lifeforce: 12seconds
range 450
leap finisher - block attacks clearing condition for each succesful block
block: 3 seconds
condition removed : 1 - add recharges instantly if you hit a foes under 50% range 900
change mechanics of the skill to work
could work like the mesmers greatsword #5except it pulls
Im sorry I was so bad at explaining spectral attunement properly.
Spectral attunement end early if you fall below 30% lifeforce and i changed that percent thing.
I don’t know if that will change what you think
@Tim
spectral attunement reduces the amount of lifeforce you gain. You can use all the lifeforce generating abilities that you want.
for example One attack with necrotic grasp generates 4% lifeforce but since you are under the effect of spectral attunement instead you only generate 1% lifeforce.
The reason for the shrouded removal move was to make certain pairs of traits.
putrid defense I think you misunderstood. It doesn’t use corrosive poison cloud it creates a poison puddle on the target, it also has a 1 second recharge so you can effectively perma poison someone if you crit them consistantly.
death magic trait line toughness, and defenses Thats why i moved foot in the grave to the death magic trait line. Stability give you defense vs cc and being hard to cc makes you tough.
dark path i forgot to mention is suppose to be changed to ground target
focus necromancers have a lot of traits for minions but not many way to create minions. Now if you want to be a minion mancer you are going to use minion utilities but with some of these changes you might notice you get enough minion to make the minion traits worth taking. Other reason include so it can bounce vs single targets when your not within the bounce range, similar to mesmer greatsword #2
Mark of blood. staff is a hybrid weapon. Hybrids weapons like mesmer scepter, warrior sword, longbow, theif shortbow, pistol all have low cooldown skill that hit moderately hard. staff has a long cooldown #4 but it needs it low cd skill that can hit hard… mark of blood
reaper is generally better but here are some pro for death shroud
dark path is unblockable
doom is instant
lifeblast is a range attack
a group fight is where reaper shroud really pulls ahead. Death shroud is most likely going to get CCed to death in a group fight.
if you ever fight underwater vanilla necromancer 100%. Its just too good
you are serverly limited in gaining lifeforce normally while in shroud(using your lifeforce) and on top it even naturally degenerates at 4%per second (untraited). So when the trait is active(you are using your lifeforce) to keep some balance you also gain less lifeforce.
These changes to the necromancer are my opinion and I think they affect the area that need the most improvement. Sadly I haven’t thought of ideas for greatsword yet. If you feel like something is overpowered please try to explain what, and why it is overpowered.
General changes
jaggd horrors now lose 250 health per second
Regeneration should heal through shroud.
Traits
Death magic
Deathly armor when struck apply chill in the area. Reduce recharge the lower your health is.
chill: 3seconds
above 75%: 20recharge
above 50%: 15recharge
below 50%: 10recharge
Radius: 240
Beyond the veil apply protection in the area when you exit shroud. Protection: 2seconds radius: 360
adept
Reaper’s protection (Hesacon.8735 idea) When you are stun… (cced).Cast well of power.
Spectral attunement When shroud is recharging redirect a portion of damage taken to your lifeforce instead. Ends early if your lifeforce falls below the threshold. you gain less lifeforce while you have spectral attunement.
lifeforce threshold 30%
lifeforce generation -75%
master
shrouded removal Gain resistance and lose a condition when entering shroud. Lose a condition every few seconds you remain in shroud.
resistance: 2 seconds
Conditions removed: 1
interval: 3 seconds
Putrid Defense Take less damage from poisoned foes. When you critically hit a foe create a poison cloud at the foes location.
poison: 2 seconds
duration: 2 seconds
pulses: 2
recharge: 1
radius: 180
note: doesn’t create a poison field
Grandmaster
Foot in the grave Gain stability and break stun when you enter shroud. Gain stability every few seconds while remaining in shroud
Stability: 3 seconds
interval: 8 seconds
Break stun
Blood magic
master
Transfusion
Grandmaster
Unholy sanctuary apply regeneration to yourself and nearby allies every few seconds while in shroud. Heal in the area when you exit shroud.
Healing: 747
regeneration: 3 seconds
interval: 3 seconds
radius 360
Barbed flesh Your next attack applies bleeding when you gain regeneration. 3 recharge
bleeding4: 5 seconds
vampiric rituals (in addition to its current affects) Whenever you cast a well create a shambling horror. These minion live for 21 seconds
(because soul reaping is effected) Foot in the Grave (replacement) Vital focus (Rename possible) Gain Lifeforce when you weapon swap 10recharge Lifeforce 10%
utility skills
well of power this skill convert 2 condition per pulse.
well of darkness Target area pulses. Damaging and blinding foes. recharge 35 damage: same as corruption everything else is the same as the current skill
spectral grasp speed up projectile
Spectral walk also Removes chill,cripple and immobilize upon activation
Minion activation abilities I’m going to leave this section to the minionmancer out there
Death Shroud
I have mixed feeling about death shroud, but here are some improvement i thought would be good implentation
Lifeblast attack speed .9 (this includes the aftercast) power scaling reduce to .9
Dark path cast instant
range 900
radius 240
damage scaling .9
15recharge
ground targeted and chill and bleed are applied in radius around user
life transfer 30recharge also applies blind per hit
Tainted shackles 40recharge torment: 10seconds boons converted: 1 damage: xxx pulses 3 immobilize: 2seconds damage: xxx unblockable radius: 600
Weapon skills
_ reaper’s touch_ now creates a jagged horror on the first bounce
Mark of blood increase damage by 300%
Enfeebling blood now generates lifeforce per foe hit
edit. fix some spacing on lines added the ground target skill fact for dark path
fixed the explaination of spectral attunement finally
(edited by Tadsoul.6951)
This trait is serverly lacking in performance only giving at most 10% lifeforce in a fight. Most of the time it would be around 0-8% depending on your build, the size of the fight and whether you win or lose.
If you have any comments on the trait feel free to leave them here but the main goal of this thread is to gather ideas for a new more useful trait.
There is only 1 rule that the new trait must follow.
Must interact with the death of people
Why is that? the reaper’s thing isn’t shambling horrors. It just happen to get them.
@ koru do you feel like these changes would help. You also want to heal and apply boons do you think further tweaking(small changes) of blood magic and death magic could accomplish this?
You also wanted upgraded minions what parts of the minions do you feel lack.
Which minion(The minion itself(stats,attack type,) and Active)
Of the 3 grandmaster blood traits, Vampiric Wells is the least fitting for your change. It would work better if they added it to the far more lackluster Unholy Martyr, creating a shambling horror whenever your absorb conditions via the trait (with an ICD so you’re making a minion every 3 seconds). It would have far greater synergy than Vampiric Wells, working well with Death magic Minion traits, especially Necrotic Corruption.
I think I see what your angle your seeing this from. Transfusion and unholy matyr have zero effect if no allies are in range, creating minion with the traits would give it some based effect.
I’d rather it to be on transfusion (because I think unholy matyr is a terrible trait idea).
But really still rather it on wells… it took a while to think of a good idea for the well trait.
Vampiric Rituals
When you cast a well create a shambling horror… and the other effectsWhat is the reasoning behind this? It seems very tact on and out of place considering Vampiric Wells is a Well trait, not a Minion trait. It would be cooler if they added something similar to an old GW1 skill, whereby whenever one of your minions dies, it spawns another minion. In the Death Magic line that is.
The Idea is to give the wells a nice added effect. The wells steal health and grant protection upon cast is rather poor in design and rather lackluster. The Minion has a strong effect and enhances the protection you get from the wells.
Creating minion from wells create synergy between trait lines. Going with full wells you might have 2 minions running around the whole fight or instead of picking blood fiend you might take well of blood for a minion master build.
we already have a trait line with 3 different traits for improving our minions. I Don’t think we need a whole knew trait line with a focus on minions.
Here are some suggestion I think would help. There are others thing that would help also just covering one end that i think needs addressing.
The only we can summon minions is through utilities and a trait with a cooldown
Trait change:
Vampiric Rituals
When you cast a well create a shambling horror… and the other effects
Focus #4
Reaper’s touch
The first bounce will summon a jagged horror.
Minion change
Jagged horror
They now naturally degenerate health at 250hps instead of the 350 hps
These won’t replace the minion utilities but can synergise well with them being. Taking a well utility utility might be an option and you can maybe grow an army of jagged if you take care of them.
anet dev are supporting necromancers because of blighters boon i think
blighter boon was overpower because two reasons
teammates easily excessively heal you
teammates easily restore lifeforce to you
the second point is the bigger offender
Allowing full healing through shroud could easily achieve the first point but with a difference. allies could heal with boons and save aoe healing outside shroud, now they only use their aoe heals.
Allowing full healing might not be fair but it should still be less overpowered than the old blighters boon
regeneration however heals slowly over time which is ruined when it becomes useless for long duration and at critical moments
I kinda wanted to know how you can abuse regen also..
In terms of invulnerability I think a stealth would go much further. This is because we already lack invulnerability and dodges coupled with our poor mobility wouldn’t throw people off.
I don’t feel to strongly about invulnerability and stealth at the moment though.
Do the Lifestealing food and sigil provide a lot of healing? These don’t bother me nearly as much because we don’t need to take them and they are like a specialized part of the game. Still it would be nice if they affect us equally as well though.
try to learn what threats each class has and will attempt to use against you
dragonhunter have the pull
theives have a trait immob
mesmer have moa, long cc
all the classes can have very high damage and much more mobility than you
this is including rev i just dont know what unique things i’d watch out for.
Then determine the best way to avoid them.
sticking close to your teammate is very solid advice but needs to come with a warning that you don’t want to get aoed down as a team. Think of 300 range of your teammate is the sweetspot. they won’t aoe your team down but your team is close enough to help if things get bad.
I like it the way it is. If a necro uses shroud, they become a pseudo tank. Except they are not invincible, as you can condi them back to reality pretty quick. But the necro might reverse that once they get their condi reversal skills back after exiting shroud. There is strategy there.
Ehm and exactly how would allowing regeneration working in shroud change this?
Then shroud would be relied on to heal whenever the necro is low on health. There’s no strategy in that. It’s mindless. Traits, healing coming of CD and Teammates could potentially heal me back to near full health if my shroud lasts long enough.
For now I pop shroud when I want better crits/damage, or protection against direct damage, or respite while I’m waiting on my heal to cd. But I have to quickly think on whether it’s a good idea because that shroud isn’t going to last and once it’s stripped from me I’m going to be exactly where I was, healthwise, before I popped it.
How is this different from warriors kiting, using shield stance, endure pain and resistance. Yea your teammates could potentially could heal you up to full in the before the shroud ends. In reality you will get a little hp. If they focus a little bit on this you could get a decent amount back but its still probably under 25% of your total hp.
O and then your out of Lifeforce and have to refill it while having a team focus fire you.
Its worst than I thought they gone back to similar problems that took like 2-3 years to get rid of. Hopefully they are quicker to solve these issues.
…. yea hopefully they consider a rework for greatsword
I know healing is limited in shroud. The only things are suppose to be lifestealing effects, but why no regeneration? Is it because other classes can apply regeneration? We can already get unholy sanctuary which is Regeneration in shroud. Is it because “double dip” the regen with unholy sanctuary? I know blighters boon was overpowered but the regen boon cannot compete even close to the overpowered verison of blighters boon. Has anet ever gave a answer as to why regen shouldn’t through shroud? I know this topic has been brought up in the past. I’m just wondering if we ever got a response.
Side note what do you think. Should necromancer recieve healing through shroud?
no cooldown on deathly chill. thats how i feel If the buff is too strong that it needs a cooldown i don’t like it
rise these minion main use is to tank and asborb damage. I’d remove the need for the pets to attack and revert the nerf to their defense and hit point. If you want minions to apply more condition damage I would put it on one of the vanilla minions.
spectral grasp has major mechanical problems with its aiming. The condition I don’t think is need the “pull” effect isn’t really needed with the necromancer current toolbox. Except on greatsword…. which sucks
I have gotten the most use out of the skill when facing gaurdians
if they use renewed focus they usually f3 immediately after
use your shout and hit him with your dagger or whatever weapon your using
havent used it much vs mesmer but it could work well there too, they use the shield block twice … you know its coming
even with this sucess I agree it should be instant… look at warrior signet of might, it is instant.
i’d love a trait that give us this skill
“looks at soul eater”
then you could get really insane unblockable uptime in large groups of enemies
I use viper armor + weapon and sinister trinkets.
Using blood, soul reaping, reaper
utilities are well of corruption, well of power, xxx
If you want lots of aoe bring corrosive posion cloud
I dont really recommend viper though but if your use to zerker necro its kinda similar
I do not see how these changes make spite more desirable. I think it does make blood magic more desirable because i think the wells trait would be really useful instead of feeling like a 20% cooldown reduction.
It make death magic more useful because we can now create minions without having to take minion utilities. Minion traits might be taken by non- minion mancer builds. Minion mancer would even have more options to pick from.
this is how death magic is improved.
death magic has 3 traits devoted to minions. we are forced to pick minion skills if we even think about these 3 traits. Having a few other ways to create minions does improve this trait line. Yes there are two other traits per section that could also use improvement but that wasn’t the focus of these traits.
creating a minion on the first bounce actually would help nicely. At far range if no one is near the enemy you target the skill doesn’t bounce because no one is in range. with this you could use it at max range and get full effect on one target now.
I feel that the death magic trait line has poor quality and the trait for wells is poorly excuted
here is what i think they should change
Vampiric rituals
Wells have a shorter cooldown. Wells grant protection to allies when cast. Create a shambling horror whenever you cast a well.(Minions die after 21seconds)
reduce recharge 20%
Protection 3sec
Shambling horror life time 21seconds
Reaper’s touch
send out a scythe that bounces between foes and allies. Cause vulnerability on foes and regeneration on allies. It creates a jagged horror on its first hit.
Jagged horror
change the amount the health they lose per second to 200-250 instead of around 350
with these changes the death magic trait line now can see use even if you dont take minion utility skills, synergy with between trait lines. Maybe worth taking well of blood for once in the game.
do youguys think blighters boon is worth taking if you don’t have spite?
I have started using runes of the centaur along relentless pursuit you don’t get crippled.
chill is mostly applied by necromancers and elementalist and just watch out for immobilize
then pick up warhorn or spectral walk and you should be good
narcx.3570 reversing sword#2 doesnt change that scenario
simple change
sword #2 reverse the skills on it
monarch leap first
hornet sting second
Im going to explain the benefits with a short story.
the ranger see a lonely warrior picking some flowers in the vast open field. With fury, might and swiftness the ranger quickly knockbacks the warrior and unleashes a devasting rapid fire of arrows. vulnerable and badly wounded the warrior quickly puts his nike shoes on and proceeds to run away from the ranger and the savage beast attacking him. The ranger responding quickly swaps his weapon and leaps after his target to finish the kill. Having regained health and renewed courage the warrior charges like a bull towards the ranger knocking him down. The ranger loyal campanion tried to deter the warrior seriously wounding his master, but the warrior felt no pain. Getting to his feet the ranger quickly rolled backwards. Having space again the ranger pulled out his bow unleashing several arrows into the warriors body. Having finished the warrior with his jack in the box the ranger proceed to walk towards his tower.
I hope you enjoy the story
Lifeblast
cast time + aftercast .75s scaling .75 100% projectile finisher
or cast time+aftercast .9s scaling .9 100% projectile finisher
dark path cast time1/4s 10s cooldown
remove projectile
bleed5 8s
chill 5s
doom 20s cooldown
fear 1.5
stun break
quickness 4sec
i think this would be a good start
not sure about doom
I don’t think this would solve the greatswords problem but it would help
Soul Eater
Reduce recharge on Greatsword skills. Your next attack is unblockable. when you attack a foe cast “nothing can save you!”
reduce recharge 20%
death shroud needs some serious help. a good start would be to decrease the cast time + aftercast to something shorter.
for staff is meant to be a hybrid weapon
some of the good hybrid weapons that i see are warrior longbow and mesmer scepter
fan of fire scaling 1.32
mark of blood scaling .3
illusionary counter scaling 1
id recommend to increase the scaling for mark of blood by 400% this would increase the damage slightly more than fan of fire but the necromancer also has access to a lot less damage % modifier which means it would actually do less.