ok as far as pve / dungeon viewpoint , minions (ranger pets and engineer turrets as well when i say this and maybe mesmer illusions / phantasms) need an “aoe avoidance” system put in , as in they take SIGNIFICANTLY reduced dmg from aoe , most games started doing that when they realized ppl complained about “pet classes” being useless in any raid /dungeon where there was cleaving. and since our Minions have a real CD now compared to GW1 , they need that system BADLY.
I tried it in PvP too , too rare to get myself killed
Thanks to Anet there is no minions AL issue anymore ( they attack all the time )
This is true, I run 20/0/20/30/0 in tPvP made it to top 500 yoloquing (slowed down and eventually stopped because I got bored) however, while they’re OKAY, in high end there are some very glaring issues:
AoE makes bunker mms not work, because without minions you’re absolutely defenseless, and you’re not of muich use to a group.
MM has almost no mobility, but at least decent CC (Little to no stability though, so we get pushed off base easy).
All of our damage is single target unless you run condi MM in which case you’re better off going a full terror build.
Moa instantly 1 shots all of your minions.
All in all, without minions the build is useless. Now I’m talking on HIGHER tier.
I will agree that in LOW end:
Minions do a little to much damage.
We are rather survival because of minion body-blocking.
However on high end:
Minions get AOEd down WAY too fast.
Good players exploit grounds to make minions spend most of the time chasing them.
CC chain the MM.
Moa the MM.
AOE condies just absolutely wreck an MM (the meta atm).
We have basically no cleave.
DS eats all of our traited heals and Blood fiend attacks.
Our heal (if you run blood fiend) can be cleaved down.
All of our traited survival is easily aoed down, so without them we are basically traitless with 90% of our traits being into making minions viable.
All in all (from experience) sure, they’re okay 1v1 vs noobs, and it can really give off the feeling of being a “great build!” but once you know the facts, and play higher skilled players, assuming they know how to deal with an MM which most do, you’ll find yourself having too many short comings for it to be worth having the “one man super army”. It works too well in low end pve/pvp, while being too easily countered in high end pvp, or ANYTHING with more than 2 people fighting due simply to cleave damage, and harder dungeons you’re just better off running something else because you can cause some accidental pulls, they die to AoE, and the damage isn’t good enough for speed groups.
Warlord Sikari (80 Scrapper)
MM isn’t fine… And it doesn’t deserve being accused of “crying” about. MM minions absolutely need help with AoE, even small fights like 2v2 or even 1v1 vs anything with AoE conditions can be a real problem because they can’t shake off conditions at all, don’t dodge big hits and even stand in aoe’s and cones. Not that we need a total AI rework because to fix all of those issues it’d take a lot of work, but they do need better odds of surviving in AoE. And for the record, don’t bring up Khylo as a strong point, 1 treb can wipe out your entire set of minions. lol… Even if the master dodges it, he’s screwed.
Why AoE is a problem:
- As MM, having no pets is basically playing traitless when 90% of your traits as MM are used to make minions viable, meaning if they all die around the same time (which AoE does) you lose out of small siphon heals, condi removal, damage, body shot absorbs, and you’re a Necro with no utilities, no traits that make you inherently stronger, so having minions alive is a big deal.
All they need to do is make it so they have some condi removal (even if its baked into another trait) and take 50% less damage from AoE, but lower their hp by about 15% or so to make them even easier for single target to take them down, so killing minions is still an option.
They could also use a shadow-shrouded effect where if the master dodges they are “shrowded” and evade at the same time.
Additionally, I’d like to point out, that MM being called “pve” and “afk wins” is complete BS. Minion damage isn’t very great per minion, and require SO much to make them even viable. They’re no different than a glorified DoT that can be killed, kited and bugged by path movement. Conditions are far worse. So think about those things when you’re complaining about MM being faceroll nubs. If you lose to ANYONE using MM the way a Mesmer uses phants, summon and kite circles, the issue isn’t mm, its you… Minions are hitting 140-700(700 being the elite flesh golem) every 2-4 seconds and are much more kitable, than say Phants which can bust off 2-5k damage hits every 3.5-4 seconds. And our minions don’t look like us, and we can’t stealth, and we have no escapes.
The biggest L2P involving MM is “So many things to target!” Turn off “Show all Enemies/NPCs” turn on “Show all Players”. Then you don’t see name plates on AI, but you do for the enemy. Then learn to click on the enemy rather than rely on tabbing through stuff. Tab is a noob way to target anyways considering it’s only properly effective vs 1 person, if you have to “cycle” to the right enemy, you’re wasting valuable time anyways.
Warlord Sikari (80 Scrapper)
hello,
just typical complaints but first, as MMi find the buff/nerf to DS more like buff than nerf. It certainly last longer for me as MM these days.
But i just want express my complaints regarding aoe survivability of minions and survivability in general.
Please at least grant us vigor to MM traitlines/skills/playstyle. Its true that u can absorb tons of damage by DS, but in the end we always die (especialy in WvW, with no teleport or leap skill or swiftness when not using warhorn). Yesterday i saw warrior with hammer and gsword just using his leap “jump” skills to pass through our zerq and no one could stop him. He just jumped away, not using dodges at all.
So add some aoe protection to minions and at least vigor, i would be really gratefull, thank you
I would like to start by saying that while i understand that a lot of you who love or hate your necromancer have a lot to say about recent changes or the lack of recent changes, this is not a place to cry about the class
The idea for this post (and i hope it takes off) is to have a legitimate discussion about the state of the necromancer and offer reasonable changes that we as a community would like to see for the class.
In order to make this work there are a few things you can do to help, first thing is post! Please list you ideas and concerns here just do so in a constructive way (If possible lol)
Second way is by following a few guidelines for posting so its easy for the devs to sift through and they can take it seriously
1. List a few changes that you have liked for the necromancer
2. Please list just your 2 or 3 least favorite changes (and provide a possible solution)
3. Lets keep it positive =P
Also +1 this post as much a possible, not just my post but others that post here (apparently this is how we get the devs attention)
Heh just reading over this i realized i sound pretty stuffy, I just want to love my necro and i figure if we all do what we can and bring our concerns to anet in the right way maybe we can get what we all want, some necro love!
Ill get us started!
I don’t know if it was like this before but when I’m taking more damage than I have life force and I’m switching back to my normal health bar, there is a one second delay before I can use my normal skills again. Is this intended?
Yes yes, please change this!
Tenebrous Fivetree – Guardian
Zelots of Shiverpeaks (ZoS) – Northern Shiverpeaks
Hi
So a few things about the latest DS changes:
- Death Shroud incoming damage
- You now take the correct amount of incoming damage. Before this change (and it wasn’t always like this, either) you would takes the same damage twice.
- Your Life Force pool is still the same as it has always been. 60% of your maximum health while alive, plus an additional 0-30% of that base value for Traits, meaning you can have a maximum of 78% of your max health.
- The change to having damage spill over to your health pool was indeed to resolve falling damage, but was also how Death Shroud was, from a Design standpoint, intended to function. Obviously making these changes simultaneously was to help decrease any sense of buff/nerf to the mechanic itself.
- Thirdly, we are testing a new way to reflect your Life Force energy pool in the UI using real-life numbers!
.
-Bill
So Bill, I’m not usually one to quote a red post but your 2nd point there kinda ticked me off a bit.
You are saying that damage was always meant to spill over to the health pool but you only got around to fixing it the other week.
If this is true I have to question any one of you that’s been involved with Necro balancing.
Let me try and paint you a picture by listing what we don’t and what we do have. Now I’m talking purely from a PvE standpoint here, I realize this might get dismissed completely since it would seem balancing is done around PvP. But let’s give it a shot anyway.
Imagine that you are doing a boss that can do a 50k hit and you want to survive this. This 50k hit is in addition to various other sources of damage the boss has.
What Necromancers doesn’t have
-Access to Vigor
-Blocks
-Invulnerability
-Evade
Now all professions but the Necro has access to at least one of those and in the majority of cases more then just one.
What Necromancers used to have
2 dodges
A pseudo block in DS.
Where you could pop DS and survive that 50k hit and just deplete your life force, but we’d be alive, yay!.
What Necromancers have now
2 dodges
No longer can we rely on our one and only way it mitigating damage outside of dodging. So if you have no endurance left you are in essence screwed.
The only way to go about it now is to build for max life force gain and hope you can build a full bar of it before you need to pop it. (Goodluck condimancers…)
So, what have you achieved exactly, well:
-DS can no longer be used as an offensive tool because using your life force for anything but to mitigate damage is to commit suicide.
-Tying in with the above, Necros cleave damage was poor before, but even worse now since we can’t utilize piercing life blast as much anymore.
-You’ve reduced our build options, since you kinda have to go for max life force gain now. So either dagger/axe main hand and focus off hand. + you ideally have to go in to Soul Reaping for that extra bit of life force.
Is it really meant to be this bad/hard for Necromancers? I realize Necromancers have a bit of an SnM thing going on with all the self inflicting pain, conditions, life sacrifice etc but surely this is taking it one step too far?
(edited by Gutbuster.8745)
Hi
- The change to having damage spill over to your health pool was indeed to resolve falling damage, but was also how Death Shroud was, from a Design standpoint, intended to function. Obviously making these changes simultaneously was to help decrease any sense of buff/nerf to the mechanic itself.
-Bill
But the falling damage thing was fun. Q_Q
Plus, now we have no way to negate spike damage. Especially in PVE where so many bosses do insane amounts of damage. I hope a future balance patch resolves this issue. We need a form of defense that scales with the damage numbers. Also, please change Defiant.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Gameplay Programmer
Hi
So a few things about the latest DS changes:
- Death Shroud incoming damage
- You now take the correct amount of incoming damage. Before this change (and it wasn’t always like this, either) you would takes the same damage twice.
- Your Life Force pool is still the same as it has always been. 60% of your maximum health while alive, plus an additional 0-30% of that base value for Traits, meaning you can have a maximum of 78% of your max health.
- The change to having damage spill over to your health pool was indeed to resolve falling damage, but was also how Death Shroud was, from a Design standpoint, intended to function. Obviously making these changes simultaneously was to help decrease any sense of buff/nerf to the mechanic itself.
- Thirdly, we are testing a new way to reflect your Life Force energy pool in the UI using real-life numbers!
.
-Bill
Little confused about the whole “pierce” mechanic in this game.
Do I have to target the furthest enemy to have max pierce or if I target the nearest enemy will it pierce for the whole 1200 range?
No matter who you target, it’ll go for 1200 range. However, I find it very difficult to line up shots that fire through a primary target into a secondary one behind it. Some height disparities between players / mobs can also lead to shots firing into the air or ground as well, especially if you and your target are quite near each other. So the way I personally take advantage is like this:
It’s actually quite rewarding targeting the furthest enemy, lining all of them up and blasting them to oblivion. In PvE or PvP. It may be a bit more difficult to pull off than some AoE explosion thingie, but it’s all about practice and placement.
Always target the more distant enemy, then move such that other ones are standing between the two of you. This also reduces the vertical angle of shots, so more of them fire along the ground and through enemy hitboxes, rather than off into the air or ground.
It’s pretty obvious, and nobody’s impressed.
Pierce AND splash. Like an Engineer pistol autoattack with a Master trait Coating Bullets… But then, pistol autoattack hits like a wet wish
Keep pierce. If you want, for example, hit a mesmer behind his clone, I want to hit a mesmer, not waste “splash” on npc.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Yeah, most of this is nonsense. Way more reliable ? splash isnt effective if mob is huge ?
Andele pls.
So hording mobs into a position where you can aoe them all with around a 120~180 aoe hit is stronger than a 1200 line ? Mobs that got upscaled have different elevation and hitboxes than normal mobs so yes, a lot of the stronger encounters will nullify the aoe effect. Not to mention that something like Hip Shot can hit structures and bosses like Claw of Jormag 3 times, a aoe hit only once.
“Unyielding Blast – Life Blast pierces and causes vulnerability”
I don’t know about you guys but i find the ‘Pierce’ mechanic to be very clunky and unrewarding most of the time. Mobs have to be either in a line or directly next to each other or very close behind each other and you gotta target the furthest mob away to get the projectile to travel the longest and blah!!
Point is, pierce is annoying and clunky to setup. Do you think the trait would be more fun and rewarding if it was changed to splash damage instead of pierce. For those who don’t know, splash means to also damage mobs around your target in a set radius.
That way, instead of a cleave, the Power Necromancer would now have an ensured way to damage multiple grouped enemies, and wouldn’t need to keep asking ArenaNet for a cleave weapon.
It may also make Necros a more attractive class in PvE, with their ability to apply constant AoE vulnerability and damage in Death Shroud. If you think it would do too much damage, the secondary targets could get hit for less (like Howling Blast in WoW) while still applying vulnerability.
Tobby
(edited by Tobbygnome.6793)
Please get rid of displaying our life force on the party UI. It is pointless and creates constant confusion to the rest of my party because they think that my actual health is dangerously low. This problem is most prevalent and annoying in tpvp.
There is nothing that your team specifically needs to do for you or be made aware of because your life force has reached a certain amount. I can’t count how many times I am hearing my teammates yell in our voice comm channels that my hitpoints are low, when I am actually perfectly safe at 98% life.
Just change it so that our real hitpoints are displayed full time on the party UI. Simple.
I’m sure its not only mine opinion but downed fear is completely useless in 99% of cases when necromancer ends in down mode .. it has long casting time a successful rate looks being completely made on luck as i find many times in www that stomping player is absolutely not affected (no stability on him and I don’t count stealth or blind) . first you have to lock target which is hard because of horrible targeting system and second when skill becomes active its mostly too late and 3th its not affecting other player most of the time .. Necro in general has the worst defense abilities of all classes. I don’t count DS as defense ability as you have to hit something and fill bar to make it even bit useful. All this usually ends in certain dead for necro in combat as he has no working option to stop stomping player even help is on the way .
This may also help necro to survive downed state in pve when overwhelmed by npcs
So your idea, because you simply dislike minions is to shaft it all, because you want staff skills not on curses line or any other place you already have points. But you can’t deal with compromise on minor traits that are in that line… That’s silly man.
Thats like me saying hey… I’m MM but I want barbed precision because it would nicely buff my damage so yeah. I guess could you guys move it to spite or something so I can have it too. I mean I have to take points there might as well be useful to me.
Or a thief saying… welp… I want more then 3 traits from shadow arts so… imo dump something in other line and replace it with stuff I want.
Just having stats wont make barbed useful. Just having crit damage won’t make barbed do much… just having condition won’t make barbed do anything at all. And having both on spec that has 0 codition duration would make for a mediocre at best boost that would hurt other condition users instead of helping.
People are so kitten entitled. We want staff but we can’t deal with minor trait in that line even tho its one of the most dedicated to minions line and the trait is minion related.
Deal with it. Its the most necromantic trait from the whose trashy cesspool that is necromancer traits. Yet everyone wants everything to be tailored to what they play. This is no better then every mesmer crying about necro “damage”. No better then any thief whining about perma fears. No better then spvp forum witch hunting mob.
Pfft… so dedicated to minions… it has no more dedication to minions then curses has dedication to conditions.
No more dedication to minions then water tree is dedicated to healing/cleansing on ele.
No more dedication to minions then arcane is dedicated to atunments.
No more dedicated to minions then soul reaping is dedicated to DS.
If there is something there that you want. You put points on it and deal with passive bonuses. If you want 15 points trait from SR you take the whole package even if you do not care one bit about DS or LF.
You want clensing on ele…. welp guess what you are stuck with water tree. You want to swap atunments on ele not once a year but faster…. guess what? Arcane.
And considering minion master is stuck with minions and nothing else and single spec that is most hurt when skills are down… yeah… both boon duration and toughness make a whole lot of sense. Just because you disagree doesn’t mean one spec should be scraped just for thakittens there and thats how it was made. And frankly as far as I’m concerned minions and tanking make a lot more sense then anything else.
(edited by HiSaZuL.2843)
Love option 2, considering its only two exploration scrolls per character.
in the very long haul, would love to unlock them all
So I recently got Bifrost for my Necromancer, and I have some suggestions:
1) Would it be possible to implement proper effects on attack? Most of the legendarys have them, but a Necromancer with Bifrost unfortunately only gets the on character and foot step particle effects. (This would be even better if these effects could be switched on or off at will allowing something for everyone)
2) Considering the work that goes into a legendary I think it would be awesome if it could be claimable for use (like the new zenith skins from achievement chests) on my other characters. Considering the work required to get achievement points is so much less, and those skins are claimable I just think this would be a nice feature.
Those of us with legndaries are the most dedicated members of the game.. I think it would be nice to see something like this.
Hi, since some days (about 3 or 4) i noticed some real abuse regarding kick from instances, i wouldn’t matter if it was before going in or some kind of things, when players talk and don’t get to a term of agreement, or peoples with really bad behaviour.
But, i mean, in 2 days already i’ve been kicked from instances for no real reason, just because friends group or guild group wanted to invite someone else at the end of the instance to get credit from it.
And since it only requires 2 person to kick someone, even at the end of some high level fractal -yeah, been kicked after shaman/colossus 3rd fractal at the end of it, for litteraly nothing but powerleveling a guy his fractal level, this one who /w’d me some colorfoul joke to drive me mad-.
I feel like the system is actually a little bit broken. In general, the behavior is super good, but sometimes, you just can’t be protected against kittenz. And this really ruin my mood.
Any way to improve ? Via new LFG tool maybe ? thumbs up for nice players/thumbs down for big fat kittenz ?
www.youtube.com/user/stephnbf
www.twitch.tv/veteran_oakheart
Just put this:
http://i.imgur.com/4l4D0eN.gif
into this game, and I’ll be a happy man…
(ok, now I feel old)
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.
Another option is to simply just allow us to regen/siphon/heal HP while in DS and give access to our slotted utilities. Then going into DS while getting focused and low on health is not quite the death sentence it is now.
Smart play would allow a Necro to ablate damage using either DS or HP as the situation warrants, as well as using their skills and traits to support that synergy in a manner that other classes are able to with their class mechanics, but is currently denied to Necros.
NO, no more brainstorming. I am tired of this community doing the DEVs jobs for them, only to see them turn around and not listen. They do exactly the opposite of what we ask, they add more damage but force odd builds, they go COMPLETELY deaf when it comes to defensive additions, and can’t understand why the community is kitten ed about the compelte lack of defense. NO OTHER CLASS GETS RAILROADED IN THE FACE! EVERY CLASS has so many defensive abilities, traits, skills that allow them to either ESCAPE, or mitigate a HUGE damage spike EXCEPT FOR THE NECRO!?!?!?!?!?!
WHAT DO WE GET?! DS that now gets buttslammed down in 2 seconds and bleeds over into our own health pool, THAT CANNOT BENEFIT FROM REGEN or HEALS while we are in DS!!!!!!!!!!! HOW CAN THE DEVS NOT SEE HOW IDIOTIC THEY LOOK!?!?!?!?!!
Forget it, the devs are clueless, and don’t give a crud about what we post, what we say, regarldess of the level of logic employed, or the tactfulness used. I lack tact, its evident, but it does not matter. Even taking a sledgehammer approach in an attempt to get the devs attention to pertinent details is ineffective. Why do we persist in trying to help them only to be spat on.
Is interesting how you can aoe 5 guys at max, but you can be instagibed by 15 focusing you… well even if they arent focusing you ake their aoe. it could be a little confusing at first but i think it has to be changed if the max aoe is 5, there should be a mechachic that lets you only take damage from 5 people focusing you.
The general idea I have regarding an aggressive playstyle would be bringing the sustain up to be sufficient against one target, but still have it apply equally against each of multiple foes. If an enemy is blocking or dodging your hits, they aren’t hitting you back during that time (save a couple of specific skills).
Necros really need the defensive changes to make this idea effective, though. I feel life force generation may be in a good spot right now, siphons and heals just need to be brought up. Of course, being aggressive does not forgo “master of conditions” or “attrition”, just means you are in the thick of things. The presence of a necromancer in the middle of your team in a teamfight should result in one of three situations.
1. Your team mostly ignores the necro, suffering heavily for it.
2. Your team focuses the necro, allowing the enemy team to bring their full force to bear while the necro takes time to bring down (unless disabled, and disabled frequently).
3. Your team separates to deny the necro as much strength as possible, but opening themselves up to dangerous situations with being outnumbered (never an issue in PvE).
Naturally, a necro should not just win a teamfight for their team, but they should be a major contributing factor. Whether they are putting out lots of damage or disables varies with build choices.
Again, these are just my views. I think ANet really needs to look into what can be done with returning the Necromancer to the aggressive gameplay (which oddly involves boosting their defense options).
(edited by Drarnor Kunoram.5180)
Playing aggressive is much better the defensive, put condi pressure on people and get them to back off your team.
The trouble with this aggression to survive style is too many enemies can escape Nercomancers when they get in trouble, either with superior mobility, or lots of vigor for dodging, invulnerability, or excessive blocking, etc. When classes go into these evasive maneuvers vs us, we can’t catch them, nor hurt them and suddenly our own sustain starts drying up as noted we need to hit people to build it up.
Then combine that with the Necromancers face tank defensive style, and while low health opponents are escaping or turtling behind superior anti-burst mechanics, we are still getting focused and bursted ourselves when playing an aggressive style, by the enemies still in good shape, but we have no solid anti-burst ourselves to combat the situation. So a lot of the time, its just a ‘kill or be killed first’ strategy for us, which the addition of Dhuumfire just made all the worse, since speccing for it makes you pretty glassy.
The necromancer just has too many contradictions in its design and vision. Things that don’t work well together stylistically, and directly oppose or hinder what you ideally would want to accomplish.
For example given a choice enemies will always focus a Necro first if they are smart, because we are one of the easiest classes to stay on top of and burst down, yet the mechanics and style suggested in this thread is that we want to dive headling into a fight first and give them the opportunity to do this? It’s playing right into their hands.
Putting back in more scaling stuff like the old Spectral Walk would help a little, but you can’t really scale too much more offensive stuff to get better vs multiple enemies because the Necro already puts out a lot of AoE and Condi team pressure. Most of all though I think Necro needs defensive outs that don’t rely on hitting the enemy.
(edited by Pendragon.8735)
This thread is going to be part lore, part mechanics. However, it is also an attempt to at least explain some of what I believe is the design philosophy that went into the Necromancer and discussion for how to take that philosophy to make the Necromancer something greater.
For any Lore fanatics of the game, the Bloodstones are nothing new. For those who aren’t, the short version of what the Bloodstones are is that the five gods (minus Abbadon) sealed all the magic available to mortals into the Bloodstones, one for each philosophy of magic (Aggression, Denial, Destruction, Preservation) and one Keystone. The six original classes for Guild Wars 1 included four spellcasters, one for each philosophy.
Necromancers represented Aggression.
The skills in the game were designed to follow this. Healing from a necromancer required that someone get hurt or killed (in the case of Well of Blood/Well of Power). Creation of minions required that something die (save Aura of the Lich, though that was much better with corpses). Buffs to allies were frequently tied to a sacrifice on the Necromancer’s part, and if not, required the ally to hit a hexed foe.
In Guild Wars 2, the Necromancer still mostly follows this trend. Most of our condition cleansing is actually transfers. Siphons and Life Force gains almost all require hitting and/or killing our enemies, and of those that don’t they require us to go headlong and want to be hit to gain the maximum (save Signet of Undeath’s passive).
How to make the Necromancer feel unique and useful, I feel, is tied to this idea. What better way to make them feel unique than rewarding them greatly for going balls to the wall in aggression, diving headlong into situations that should kill other classes?
We already have some skills that reward us for this style play. Unholy Feast, Life Transfer, Locust Swarm, and Deathly Swarm are all more effective when more enemies get hit (as is Putrid Mark, though it is unclear why this is now the case). Before the recent change to Spectral Walk and Spectral Armor, they were far more effective when getting hit tons of times than when only facing one opponent. Our Vampiric traits also reward us more for hitting multiple foes at once.
This, I feel, is what we truly need more of. Necromancers need better reward for diving into the thick of things, knowing that they cannot escape if they miscalculated. A Necromancer in the middle of your team should be something to really fear, not just drop as a free kill and move on.
The interesting thing is that while the suggestion to put more rewards on necros hitting more targets makes them more powerful with more opponents, it also is already capped by the AoE limit of five targets. The scaling already has a hard cap, so a necro can still be overwhelmed in truly suicidal situations.
My first suggestion is to remove the ICD for Spectral Armor and Walk, altering the life force gains as necessary (drop for Spectral Armor is a definite, possibly remove the stacking). This makes them weaker in 1v1s, but they should put out much more life force when the necro is playing aggressively.
My second suggestion would be to rework some skills to give greater rewards for engaging multiple foes. For example, Blood is Power could be re-worked to hit multiple enemies, giving 4 stacks of might per foe hit. Against 1 or 2 foes, it’s weaker, but when engaging more than that, it becomes much stronger. (I am aware that Blood Is Power is pretty good as-is, but this is an example of the reward for aggression that I am referring to). Tainted Shackles could grant Stability for each foe immobilized. Keep in mind at this point, I’m just throwing ideas around.
I am sure other skills could be altered as well to reinforce this idea, though it might require more effects that are neither boons, nor conditions. The changes don’t have to be limited with skills, however. Traits could get modifications too to reinforce this idea. Foot in the Grave could instead grant 3 seconds of Stability whenever the necro is CC’d (initial CC would still take place, but far more difficult to assist-train a necro with the trait)
In any case, it’s late at night for me here, so I would be interested in seeing what the rest of you think. Could this be a viable path for the Necromancer to take, greatly increasing the reward for taking high risk? I know it doesn’t solve the issue of necros not being good at boss fights in PvE, but it should help with pretty much everything else.
(edited by Drarnor Kunoram.5180)
or a lot of yuri
Now we are talking!
That… pretty much. I still want my sexy undead nurse healing minion. And turrets.
I constructed this graph through personal experience and extensive research on the current situation of Necromancers. Very insightful.
EDIT
Revamped for accuracy.
(edited by LezardValeth.9453)