Showing Posts For Zanzibar.5904:

Necromancer skill changes

in Necromancer

Posted by: Zanzibar.5904

Zanzibar.5904

Well i know for sure that making BiP group might will not make necros any more popular in groups. Its such an insignificant change.

And yeah i was kind of stuck in the mindset of BiP being 12 second duration. Considering BiP is 30 second cooldown. A 20-25 second might duration would be fine. And actually if it is 6 stacks for 20 seconds it is equal to 10 stacks for 12 seconds. But has greater viability as a sustained might stacker and benefits more from boon duration. Although it would be less powerful for bursting.

So i guess if it isnt nerfed then im fine with it. Anything lower than 6 stacks would be a nerf. And thats assuming the might duration is increased.

Well, one can only hope if such a change occur at the very least necros will become more viable in group content. Its not an actual nerf by the way, its rather a buffing the skill, that is why in earlier post i said “nerf” not just plain text nerf since its actually not a nerf.

Necromancer skill changes

in Necromancer

Posted by: Zanzibar.5904

Zanzibar.5904

@Zanz
The problem with that is 6 stacks on 20 duration is really mediocre. And if thats what we get for a less selfish version of the skill i would rather keep BiP as it is for solo purposes. For group might it would have to be atleast 30 seconds (or perma uptime) for me to consider it worth the change. Simply because blasts give 3 stacks on 30 second duration.

Besides i think getting a few blasts is more likely than a BiP rework. And if we get blasts then our group contribution is far better. We can blast might, stealth and swiftness. And we can still keep our really good solo might skill.

Hmmm.. I think its highly unlikely the devs would give us 30 second duration, but the BiP would look something like this,

Blood is Power:
6 stack might (20/25/30 second duration)
2 stack self bleed (15 second duration) (1-1,5k damage)
2 stack of bleed (15-20 second duration) (500-1k damage)
radius 600
cooldown 30 second.

IMO 30 second duration is a lil bit OP since its become perma, so i think 25 second would be a good enough for the duration. But that’s me, maybe we can agree to disagree on the duration.

I agree a blast finisher would be much better for necro and it should be a weapon base and/or at least a ground target kind of skill so we can control the blast. The point of my suggestion on the rework of the BiP is because it seems its so hard for us to get a blast finisher. If we get the BiP rework then it will increase necro viability in group content if we dont get any blast finisher. For now, i wont get my hope too high for the upcoming HoT and specialization, while still hoping the devs dont mess it up.

Necromancer skill changes

in Necromancer

Posted by: Zanzibar.5904

Zanzibar.5904

That verison of Blood is power is similar to For great Justice
In fact you could probably go with
blood is power 30 second cooldown
5 stack might 30 second duration
2 stacks of self bleed 10 second duration
radius 600

However I feel like It would just be bad design to make blood is power that similar to for great justice this is why i didnt include it

currently the verison blood is power is good at stacking bleeds
however if both pve and pvp that is irrelevent because the bleed stacks are way to long in duration
now i know condition damage isn’t very useful in pve however anet has expressed to at least improve it. If they want to make the bleed stacks of blood is power useful in pve or pvp need to make the bleed damage happen quicker

Why is it matter if it similar to great justice or not? For me it doesnt matter if its similar to great justice, what matters for me is necro have more viability in group content since we can share might stack with it. Let say it still have 2 stack of bleed in longer duration or reduce the damage of bleed to the foe, so it would be like
blood is power:
30 second cooldown
6 stack might (20 second duration)
2 stacks of self bleed (15 second duration)
2 stacks of bleed (500-1k damage) (15 second duration)
radius 600

BiP being nerfed to provide group might isnt what i call a good idea. Its one merit is that it gives a good amount of selfish might to the necro. If the 10 stacks was group shared that would be fine. But if you nerf the amount of stacks or the duration then it becomes inferior to a single blast in a fire field. Which means it would have been better off as a decent skill for solo/self sufficient necros (like it currently is).

That is the point, because we lack of blast finisher and its been how many years since we ask for a blast finisher but it never come through maybe it because its too much work for the devs team to give us one, so instead i suggested to make blood is power share-able. Lets be honest here would devs team give us a 10 stack of might that we can share through out the party? If one blast finisher is like impossible to get, that is why i said to nerf it down, so maybe.. just maybe that devs team would consider it.

Let say it give us 6 stack of might with 20 second duration, its like 2 blast finisher right there, so if 1 blast finsiher is so hard for us to get, i think “nerfing” blood is power doesnt seems so bad for me and i never say its good idea, this is some kind of last effort for us, necros, if we cant get a blast finisher. For me personally i rather have 6 stack of might that i can share with the group so my necro become more viable in group content, rather than having 10 stack of might that i have by my self. Isnt necro is notoriously a selfish class? So if blood is power is share-able, i think at the very least we can put the selfish class aside from our class description.

With all that i said above i still prefer a weapon skill that have a blast finisher rather then share-able blood is power, although it seems its highly impossible to get.

Necromancer skill changes

in Necromancer

Posted by: Zanzibar.5904

Zanzibar.5904

There is no nerf to Blood is Power in that. It gets the same bleed damage but in a smaller period of time, and is otherwise exactly the same.

oh lol yeah it is, the skill should be like this.
Blood is Power:
Share-able through out the party
4-6 stack Might (20 second)
2-3 stack self bleed (15 second)
radius 300-600
damage to foe = 0
bleed to foe = 0

Necromancer skill changes

in Necromancer

Posted by: Zanzibar.5904

Zanzibar.5904

Utilities
Corruption
blood is power
might (10 stacks) 12 seconds
bleeding (4 stacks) 15 seconds
self bleeding (2 stacks) 10 seconds

I think you forget to add blood is power as share-able skill, otherwise the “nerf” would be pointless.

Necromancer skill changes

in Necromancer

Posted by: Zanzibar.5904

Zanzibar.5904

let say it only give 4-6 stack of 15-20 second might instead of 10 stack of 12 second might, it also doesnt do any damage whatsoever to the foe, while we are at it we can increase the duration of the bleed to 15 second too.

Considering how elementalists and others are allowed to get ridiculous might stacks with very little effort, i think it could easily be 5 stacks for allies, 10 stacks for yourself and an increased self bleed.

Either way is fine for me, since my suggestion goal is to make blood is power share-able trough out the group, so it can increase the viability of necros in group content. i dont even mind if blood is power also consume life force in exchange of it can be share, though as long as its not consume too much life force and if its not to much of a work for the devs i may suggest to make it as F2 skill instead of utility skill if blood is power consume life force when necro use it and remove it from coruption skill tag.

(edited by Zanzibar.5904)

Necromancer skill changes

in Necromancer

Posted by: Zanzibar.5904

Zanzibar.5904

Since this is a suggestion of skill changing, i want to add on bleed is powerless, oh right, blood is power skill. If we cant get any blast finisher, devs at least should consider to make blood is power share-able trough out the group. I know if it share-able it would be a bit OP since its give 10 stack of might, but what if we nerf the skill a lil bit so it can be viable, let say it only give 4-6 stack of 15-20 second might instead of 10 stack of 12 second might, it also doesnt do any damage whatsoever to the foe, while we are at it we can increase the duration of the self-bleeding to 15 second too.

I dont think a lot of necros will agree with this, but i think this is the easiest way for necro to increase its viability on group play if we cant have a blast finisher base on weapon skill, although i still prefer a weapon skill base blast finisher.

(edited by Zanzibar.5904)

Necromancer skill changes

in Necromancer

Posted by: Zanzibar.5904

Zanzibar.5904

Dagger
enfeebling blood
add blast finisher
focus
reaper’s touch
add projectile finisher
Spinal shivers
cast time 1 second

I agree that enfeebling blood need to be a blast finisher and/or spinal shivers need to be a blast finisher as well and i think its better for spinal shivers to be a blast finisher since its practically almost useless in pve. If there will be a change in spinal shivers, i think we can achieve this by reworking chill of death trait, so it will make spinal shivers as ground targeting aoe, in the same way that focused rituals enabling wells skill as ground targeting aoe, while it radius is 120. For the animation we can use elementalist frozen burst animation or we can use necrotic traversal animation and make spinal shivers as a blast finisher and a blink skill too. It basically a summon flesh wurm skill without the wurm and place it on weapon skill instead of on utillity belt, or at least make summon flesh wurm have lower cooldown and lower cast time, 30 second cooldown and one or half second cast time would do it. If the issue is balance we can decrease the wurm damage to 100 or none at all, leaving only poison as its damage. What im saying is if we cant have a weapon skill base blast finisher, at least make a summon flesh wurm as a true blink skill for necro.

If above is too much work for the devs team, we can make summon bone minions to use ground targeting so necro can control where they should blow their self up and make it act like a true necro bomb, also devs can reduce the casting time into one or half second.

Although it’s highly unlikely, i hope devs change the skill or at the very least necro would have a weapon-base blast finisher and/or a weapon-base mobility skill on the up coming class specialization.

(edited by Zanzibar.5904)

Zelyhn's Advanced D/F [PvE Guide]

in Elementalist

Posted by: Zanzibar.5904

Zanzibar.5904

Zelyhn, since you recently make an update and now i know you are still around. One quick question about rune, what about rune of ogre for pve? Is it good for d/f if you can’t afford scholar or not? I mean of course, it loose some 65 ferocity compare to scholar or ranger, but on the 6th it also have like 6% damage increases if im not mistaken, not to mention about summon pet rock dock. So what do you think about it?

(edited by Zanzibar.5904)