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[Bug] Spinal Shivers blockable

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Posted by: Brokensunday.4098

Brokensunday.4098

Just to chime in on focus 5, yes this used to be unlockable. I’m the odd-man-out who used this weapon a lot, and still do, primarily for its life force gain potential.

not just the skill 5 but also the trait got nerf =[

[Bug] Spinal Shivers blockable

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Posted by: Brokensunday.4098

Brokensunday.4098

yay they nerf the skill now is blockable =[

rise shout suggestion

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Brokensunday.4098

how about make the skill give the 5 jagger horror base and do something else if a person is hit?

Can we please get a Shadowstep for CttB?

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Brokensunday.4098

Loaded up with a 120 second cooldown and massive 2 second cast time comes a 2 second stun and 8 seconds of chill, stability and roughly 1k damage. First I want to point out that a 120 seconds cooldown alone in most PvP oriented games warrants near “best ability in game” status let alone what happens if you add a 2 second cast time. Is this ability anything like it? No. What if we slap a 1500 range shadowstep on it? Maybe, but it would be thematicaly fitting, as there is no escaping the Reaper. How many times has it been seen, the protagonist is running from the monster, he turns around sees nothing, turns back, and there it stands. If nothing else it would make up for the 2 sec cast time if it could be used to initiate. Also it would also be hiliarious to target someone and hide then wait for them to come close to get the perfect, “Surprise motherkittener” moment. I think that’s the best argument…

man this would be soo good make it ignore terrain so people cant hide also unblockable and it would be the perfect movie monster skill

Can We Get an Update on Reaper?

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Posted by: Brokensunday.4098

Brokensunday.4098

Yea I never understood why they made it very chill oriented because you’re a “movie monster” class (lol that gets me every time) and then they go and nerf chill so that it doesn’t stack more than 5 and dash skills completely negate it. Anet still isn’t on-board with each others thought processes after 3 years.

edit: Guess that jagged horror shout will be too good /sarcasm

they nerf chill so bad reaper will be so easy to kite would be good if they give us a skill to slow the enemy for atleast 5 secs so we can catch up

rise is the most perfect skill for a necro is op /sarcasm

Suggestion - Healing to Allies of WoB

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Posted by: Brokensunday.4098

Brokensunday.4098

Just revert it to its ten second version. Like come on man does anybody kittening believe a ten second light field would be OP?

Legit such a simple fix. Can we just get it pushed through already? There are literally no reasons not to do it. They could literally just copy and paste the skill data from an old iteration.

Especially with the stupid AF insane hugeass firefield Tempest is getting with its 9 ticks that not only causes burn and rips boons, but with Blinding ashes also blinds. Oh and can be blasted for might. Nobody would give a rats kitten if WoB was back at 10s. At least not anyone in their right mind (which means Anet devs are excluded).

Especially now that it doesn’t even proc vampiric anymore. If they were worried about the lifesiphon getting out of hand, then its a good thing they preemptively cut it in half.

life shiphon is still weak sadly

Reintroducing Hex spell skills?

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Posted by: Brokensunday.4098

Brokensunday.4098

We already have forms of hexes back in the game, like Tainted Shackles, but they are far more limited as they should be. Would love to maybe see a “Hex” based specialization though, with hex-like effects. But implementing too many hexes would be bad for the game, the point of getting rid of them was to make the game less complicated to get into; you shouldn’t be forced to read 10 pages of wiki articles just to play PvP.

well i think we can have hex on the necro only and be like condi but cant be clense and should last to a max of 5 sec like slow the enemy or punish them for hiting you goes well with the monster theme anet want for necros

Reintroducing Hex spell skills?

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Brokensunday.4098

gw1 wiki Curses are spells or skills used to hinder, damage your enemy over time, or stop them from doing something.
they should give us this make hex give a condition and damage over time or like Insidious Parasite give life no the caster if he is hit this will take necros out of the hole they are in
the mechanic is there just look signet of vampirism for example.

[Suggestion]Reaper Shouts to Stances

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Brokensunday.4098

This is a great suggestion. Shouts just don’t seem right for a necromancer, and are a bit dull. Plus, changing from shouts to stances would save them a lot of time and money since they would no longer require new voice acting.

if we have 1 or 2 is ok I mean we supposed to be scary and stuff but our main defense mechanic curses and hex are out of the game this is why necro is in a bad spot right now

(edited by Brokensunday.4098)

Signet of Undeath idea

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Brokensunday.4098

Signet of the undead= Gain 1% Life Force per second while in combat (Passive)
Signet of the undead= Summon 5 Jagged Horrors in a target area and deal 259 damage in that area 1 1/2 sec cast time 40 sec recharge.
i have been giving this as a suggestion think this is what is supposed to do

[Suggestion]Reaper Shouts to Stances

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Brokensunday.4098

true but what about curses i mean not the trait line i mean real curses

How would those curses work?

back in gw1 we have stuff called hex falling in curses for example we can have a curse that punish them for hiting us etc insidious parasite ( can work like signet of vampirism pasive)

here is a note form gw1 wiki

Curses are spells or skills used to hinder, damage your enemy over time, or stop them from doing something. Curses are not too offensive, for they lack good damage over time. Skills such as Barbs and Mark of Pain are great support skills that have the potential to dish out damage, but you need a team of melee attackers to do so. Curses are extremely useful in defensive play because of their ability to hinder, and stop your foes from doing certain things.

[Balance suggestions] Nec problems/solutions

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Posted by: Brokensunday.4098

Brokensunday.4098

Nyth

Foot in the grave : Actually it’s the best defensive option in this traitline and also pretty good for what it does. Adding boons to necromancer is impossible due to specific necromancer’s design philosophy.

Now that it hink of it better pulsing would be over the top but atleast make it 2 stab and increase the duration by 2 more sec so we can have a safe stomp in ds or make ds not interupt action so we can have that

rise shout suggestion

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Brokensunday.4098

You know what i’d like? Zombies.
There are loads of risen models of various races, why can’t “Rise!” give you a risen version of whatever mob/player was killed? In the event that there is no risen model there can be a generic construct or maybe a shadowfiend.
I’m sick of the constructs, give us something new!

palawa joko elona king is a necro an he can rise people from the dead

Having both DS and RS for Reapers?

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Brokensunday.4098

What if we had another instance of DS on core necro? Like having current DS on F1 and if we pressed F2 we entered an alternate version of DS we more meleeish skills? Of course they would all share they’re CDs and LF pool.

Someone in another thread (very sorry, but can’t recall who nor find the thread) suggested changing the DS based on what weapon you have equipped. What if the current DS would stay the same in F1 and only F2 changed according to the weapon you were using (which included GS for RS)?

This would solve the range problem and possibly some core necro problems, while not making reaper a direct upgrade from necro.

I think most of us agree that it should be f1 ds f2 rs you get f2 if you trait it and they share same lf pool and cooldown it will be something to make palawa Joko and Duhuum proud

[Suggestion]Reaper Shouts to Stances

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Posted by: Brokensunday.4098

Brokensunday.4098

On topic, I think that stances would fit much better than shouts. Or hexes, as it has been suggested in another thread. Anyway, I think that at least on of the stances should be some kind of active defense skill, like insulin or block.

Yes stances would fit reaper more but i dont think hexes do. I would rather have them on an other necro elite spec in the future.

true but what about curses i mean not the trait line i mean real curses

Tempest shouts take a dump on Reaper shouts.

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Brokensunday.4098

I still find it very strange that they would give Ele and Necro the same type of skills for their elite spec… I think I recall them saying that each class would receive a unique weapon and type of skill previously unavailable to its profession?
Maybe they have change it since the announcement?

not only that their shouts are better over all and are ofensive and with less cast time than ours…..

Can We Get an Update on Reaper?

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Posted by: Brokensunday.4098

Brokensunday.4098

the problem is not the reaper the problem is gs lol just too slow

[Balance suggestions] Nec problems/solutions

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Posted by: Brokensunday.4098

Brokensunday.4098

Signet of the undead= Gain 1% Life Force per second while in combat (Passive)
Signet of the undead= Summon 5 Jagged Horrors in a target area and deal 259 damage in that area 1 1/2 sec cast time 40 sec recharge.
change rise is a bad skill -__- make something like this
(insert any name here)
1sec cast time 40sec cool down. Damage foes around you (300 Damage on 600 radius) rip up to 3 boons from affected enemy’s and apply 1 sec of Daze per boon removed.

foot in the grave should pulse every second.
signets should work in ds pasive. I think every one agree on this one
Axe need a rework.
all this ideas are on a post I made but no one commnets -_-

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

we should start with 100% LF.
this is our only defensive tool.
we got nothing else.
and that is also how we were designed.

so 100% LF is only fair.
we don’t ask other classes to start with less blocks or less invulnerability or less vigor or less protection or shorter duration immunities etc.

SO PLEASE DON’T ASK US TO START WITH LESS Lifeforce. IT IS OUR DEFENSE!

we dont have invulnerability
we dont have stability
we dont have block
we dont have blind
we dont have blink
we dont have invis
we dont have immune physical damage
we dont have immune condi damage
we dont have leaps
we dont have teleports
we dont have grabs
we dont have vigor
we dont have evades
we dont have protection

We have some of these things. They need refining but we have them.
Also 100% would be to much to start at. I honestly think we should start at 10 or 20%. No point in being locked out of the class mechanic which entirely holds us back.

We should start with 30-50% though. (Best would be 30% and slowly regenerating to 30% .) Because, let’s face it, even Necromancers are alive, which means they should have some excess Life Force avaiable. You cannot go below a certain threshhold cause that would kill you, but it you should have some a spend.

problem this is a nerf kills trait thats boost power on lf and make us more easy to kill also make lf gain on death’s useless

[Suggestions] Skills

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Posted by: Brokensunday.4098

Brokensunday.4098

LICH FORM BUFF! LICH FORM BUUUFFFFF foams at the mouth keels over twitches

Ahem. Yes, well, uh… Yes. As I suggested in another post, basically make Lich form get the toughness and vitality of Plague, and make Plague give you an evade mechanic (doesn’t do much damage, realistically, so I don’t think it would be OP.) Other than that, I’m not sure about the skills. Just.. I mean… Something more useful than what it has. Basically, it needs to be a true counter to Rampage in the sense that the warrior actually has to risk dying in rampage. The two Giants should duke it out, I think.

The Rampager and The Lich, Eternal Enemies

This would be nice I also mention in another other post that lich should be inmune to conditions and the stability should be 3 persecond this sounds fair

Lich Form suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

Before the power creep and all the nerfs, Lich was really worthy of being an elite.

so true =[ I think they should give us condi inmune while in lich and the stability should be more like 3 every sec not just 1

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

I think they need to remove DS’s “hidden” power with 50% direct damage reduction, maybe even lower it to 50% of our HP, but then give us better life force generation options, maybe some extra ways to spend it, and some good generic defenses like invuln.

Wait, you take 50% less damage while in death shroud ?

Yes, why do you think it takes double the time to burst a necro in DS?

But honestly currently we need that 50% damage reduction due the lack of any defense other then DS.

Death Shroud is the necromancer’s unique mechanic providing some passive benefits and replacing the necromancer’s normal weapon skills with a fixed set of Death Shroud skills. It is fueled by life force and can be entered even while under control effects.

Death Shroud has a base 10-second recharge upon activation. Death Shroud ends either when the life force pool is completely depleted, or when manually deactivated. Leaving Death Shroud manually or due to life force depletion will trigger another 10-second cooldown before Death Shroud can be used again.
A minimum of 10% life force is required to enter Death Shroud.
While in Death Shroud, the necromancer’s health is temporarily replaced by their life force pool, and all damage dealt will be inflicted to the life force pool instead of the necromancer’s normal health pool.
While in Death Shroud, the necromancer naturally loses 4% of its total life force pool every second.
Necromancers cannot be healed while in Death Shroud (except for Unholy Sanctuary and Vampiric Presence). Effects that normally restore health will have no effect on either the life force pool or the necromancer’s regular health pool.
Skills and traits that refill life force will continue to function while in Death Shroud. However, the necromancer will not get life force from nearby deaths.
While in Death Shroud, upgrades, such as sigils, on the necromancer’s currently equipped weapon continue to function (with the exception of sigils that trigger on weapon swap). The weapon damage of the equipped weapon is applied to the Death Shroud skills, including any traits that affect the equipped weapon, such as Axe Training.
Traits and rune bonuses that trigger at health thresholds (such as Superior Rune of the Scholar) rely on the necromancer’s regular health pool, rather than their life force pool.
you dont get any damage reduction try it for yourself let a thief bs you in ds and not in ds and come back

You dont have to explain me what DS does… i play necro since release. And DS does indeed have a 50% damage reduction but it isnt showen in the combat log. Meaning you, lets say, see 5000 damage in the log but only 2500 LF is removed.
Test it on svanir or any enemy i dont care…

here is the test check no damage reduction first 1 is using ds second 1 is no ds

What the hell do you not understand in the damage reduction isnt shown in the combat log… Look at you LF bar…

triple check my lf bar and found not a 50% damage reduction but took little less damage from hits hit for 3k were 2.5k hits on lf

I also just checked it because you made me unsure but when svanir hit me for 2k (i was wearing soldiers and no dm traits) i only lost 1k LF. So i am sure that the 50% reduction still is there.

I did the test using zerker’s and he hits me for 3k and on bar damage is 2k did it again to make sure.

Ahh isnt that exactly what i was saying? 4% of a zerker necro LF bar is roughly 400-500 that added to 1,5k (also the half of 3k of the damage) would be roughly 2k. So the numbers you give me roughly translate to the 50% damage reduction…

ok did the math is a 34% damage retuction 3k hits = 2020 damage + 400 (lf degen) 2420 total damage
any way I think we got out of topic lol

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

I think they need to remove DS’s “hidden” power with 50% direct damage reduction, maybe even lower it to 50% of our HP, but then give us better life force generation options, maybe some extra ways to spend it, and some good generic defenses like invuln.

Wait, you take 50% less damage while in death shroud ?

Yes, why do you think it takes double the time to burst a necro in DS?

But honestly currently we need that 50% damage reduction due the lack of any defense other then DS.

Death Shroud is the necromancer’s unique mechanic providing some passive benefits and replacing the necromancer’s normal weapon skills with a fixed set of Death Shroud skills. It is fueled by life force and can be entered even while under control effects.

Death Shroud has a base 10-second recharge upon activation. Death Shroud ends either when the life force pool is completely depleted, or when manually deactivated. Leaving Death Shroud manually or due to life force depletion will trigger another 10-second cooldown before Death Shroud can be used again.
A minimum of 10% life force is required to enter Death Shroud.
While in Death Shroud, the necromancer’s health is temporarily replaced by their life force pool, and all damage dealt will be inflicted to the life force pool instead of the necromancer’s normal health pool.
While in Death Shroud, the necromancer naturally loses 4% of its total life force pool every second.
Necromancers cannot be healed while in Death Shroud (except for Unholy Sanctuary and Vampiric Presence). Effects that normally restore health will have no effect on either the life force pool or the necromancer’s regular health pool.
Skills and traits that refill life force will continue to function while in Death Shroud. However, the necromancer will not get life force from nearby deaths.
While in Death Shroud, upgrades, such as sigils, on the necromancer’s currently equipped weapon continue to function (with the exception of sigils that trigger on weapon swap). The weapon damage of the equipped weapon is applied to the Death Shroud skills, including any traits that affect the equipped weapon, such as Axe Training.
Traits and rune bonuses that trigger at health thresholds (such as Superior Rune of the Scholar) rely on the necromancer’s regular health pool, rather than their life force pool.
you dont get any damage reduction try it for yourself let a thief bs you in ds and not in ds and come back

You dont have to explain me what DS does… i play necro since release. And DS does indeed have a 50% damage reduction but it isnt showen in the combat log. Meaning you, lets say, see 5000 damage in the log but only 2500 LF is removed.
Test it on svanir or any enemy i dont care…

here is the test check no damage reduction first 1 is using ds second 1 is no ds

What the hell do you not understand in the damage reduction isnt shown in the combat log… Look at you LF bar…

triple check my lf bar and found not a 50% damage reduction but took little less damage from hits hit for 3k were 2.5k hits on lf

I also just checked it because you made me unsure but when svanir hit me for 2k (i was wearing soldiers and no dm traits) i only lost 1k LF. So i am sure that the 50% reduction still is there.

I did the test using zerker’s and he hits me for 3k and on bar damage is 2k did it again to make sure.

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

I think they need to remove DS’s “hidden” power with 50% direct damage reduction, maybe even lower it to 50% of our HP, but then give us better life force generation options, maybe some extra ways to spend it, and some good generic defenses like invuln.

Wait, you take 50% less damage while in death shroud ?

Yes, why do you think it takes double the time to burst a necro in DS?

But honestly currently we need that 50% damage reduction due the lack of any defense other then DS.

Death Shroud is the necromancer’s unique mechanic providing some passive benefits and replacing the necromancer’s normal weapon skills with a fixed set of Death Shroud skills. It is fueled by life force and can be entered even while under control effects.

Death Shroud has a base 10-second recharge upon activation. Death Shroud ends either when the life force pool is completely depleted, or when manually deactivated. Leaving Death Shroud manually or due to life force depletion will trigger another 10-second cooldown before Death Shroud can be used again.
A minimum of 10% life force is required to enter Death Shroud.
While in Death Shroud, the necromancer’s health is temporarily replaced by their life force pool, and all damage dealt will be inflicted to the life force pool instead of the necromancer’s normal health pool.
While in Death Shroud, the necromancer naturally loses 4% of its total life force pool every second.
Necromancers cannot be healed while in Death Shroud (except for Unholy Sanctuary and Vampiric Presence). Effects that normally restore health will have no effect on either the life force pool or the necromancer’s regular health pool.
Skills and traits that refill life force will continue to function while in Death Shroud. However, the necromancer will not get life force from nearby deaths.
While in Death Shroud, upgrades, such as sigils, on the necromancer’s currently equipped weapon continue to function (with the exception of sigils that trigger on weapon swap). The weapon damage of the equipped weapon is applied to the Death Shroud skills, including any traits that affect the equipped weapon, such as Axe Training.
Traits and rune bonuses that trigger at health thresholds (such as Superior Rune of the Scholar) rely on the necromancer’s regular health pool, rather than their life force pool.
you dont get any damage reduction try it for yourself let a thief bs you in ds and not in ds and come back

You dont have to explain me what DS does… i play necro since release. And DS does indeed have a 50% damage reduction but it isnt showen in the combat log. Meaning you, lets say, see 5000 damage in the log but only 2500 LF is removed.
Test it on svanir or any enemy i dont care…

here is the test check no damage reduction first 1 is using ds second 1 is no ds

What the hell do you not understand in the damage reduction isnt shown in the combat log… Look at you LF bar…

triple check my lf bar and found not a 50% damage reduction but took little less damage from hits hit for 3k were 2.5k hits on lf apply on that the 4% lf lose per second

(edited by Brokensunday.4098)

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

I think they need to remove DS’s “hidden” power with 50% direct damage reduction, maybe even lower it to 50% of our HP, but then give us better life force generation options, maybe some extra ways to spend it, and some good generic defenses like invuln.

Wait, you take 50% less damage while in death shroud ?

Yes, why do you think it takes double the time to burst a necro in DS?

But honestly currently we need that 50% damage reduction due the lack of any defense other then DS.

Death Shroud is the necromancer’s unique mechanic providing some passive benefits and replacing the necromancer’s normal weapon skills with a fixed set of Death Shroud skills. It is fueled by life force and can be entered even while under control effects.

Death Shroud has a base 10-second recharge upon activation. Death Shroud ends either when the life force pool is completely depleted, or when manually deactivated. Leaving Death Shroud manually or due to life force depletion will trigger another 10-second cooldown before Death Shroud can be used again.
A minimum of 10% life force is required to enter Death Shroud.
While in Death Shroud, the necromancer’s health is temporarily replaced by their life force pool, and all damage dealt will be inflicted to the life force pool instead of the necromancer’s normal health pool.
While in Death Shroud, the necromancer naturally loses 4% of its total life force pool every second.
Necromancers cannot be healed while in Death Shroud (except for Unholy Sanctuary and Vampiric Presence). Effects that normally restore health will have no effect on either the life force pool or the necromancer’s regular health pool.
Skills and traits that refill life force will continue to function while in Death Shroud. However, the necromancer will not get life force from nearby deaths.
While in Death Shroud, upgrades, such as sigils, on the necromancer’s currently equipped weapon continue to function (with the exception of sigils that trigger on weapon swap). The weapon damage of the equipped weapon is applied to the Death Shroud skills, including any traits that affect the equipped weapon, such as Axe Training.
Traits and rune bonuses that trigger at health thresholds (such as Superior Rune of the Scholar) rely on the necromancer’s regular health pool, rather than their life force pool.
you dont get any damage reduction try it for yourself let a thief bs you in ds and not in ds and come back

You dont have to explain me what DS does… i play necro since release. And DS does indeed have a 50% damage reduction but it isnt showen in the combat log. Meaning you, lets say, see 5000 damage in the log but only 2500 LF is removed.
Test it on svanir or any enemy i dont care…

here is the test check no damage reduction first 1 is using ds second 1 is no ds

Attachments:

Idea for life force as a second health bar

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Posted by: Brokensunday.4098

Brokensunday.4098

I feel like some ooc ds regen would be fair, but i think right to 100% would be over the top. The whole idea of it is that it’s a mechanic built through combat, especially killing things. I think it could regenerate up to 33% out of combat, though, just so long as it also degenerated to the same after combat had finished, starting slow but accelerating.

Absorbing lifeforce from nearby deaths would still give you a boost out of combat, and reset shroud degeneration, while entering combat would instantly halt degen until combat ended.

this is more of a nerf but if this goes then remove the minimum lf required to enter ds wich is 10% and remove the 10s recharge time

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

I think they need to remove DS’s “hidden” power with 50% direct damage reduction, maybe even lower it to 50% of our HP, but then give us better life force generation options, maybe some extra ways to spend it, and some good generic defenses like invuln.

Wait, you take 50% less damage while in death shroud ?

Yes, why do you think it takes double the time to burst a necro in DS?

But honestly currently we need that 50% damage reduction due the lack of any defense other then DS.

Death Shroud is the necromancer’s unique mechanic providing some passive benefits and replacing the necromancer’s normal weapon skills with a fixed set of Death Shroud skills. It is fueled by life force and can be entered even while under control effects.

Death Shroud has a base 10-second recharge upon activation. Death Shroud ends either when the life force pool is completely depleted, or when manually deactivated. Leaving Death Shroud manually or due to life force depletion will trigger another 10-second cooldown before Death Shroud can be used again.
A minimum of 10% life force is required to enter Death Shroud.
While in Death Shroud, the necromancer’s health is temporarily replaced by their life force pool, and all damage dealt will be inflicted to the life force pool instead of the necromancer’s normal health pool.
While in Death Shroud, the necromancer naturally loses 4% of its total life force pool every second.
Necromancers cannot be healed while in Death Shroud (except for Unholy Sanctuary and Vampiric Presence). Effects that normally restore health will have no effect on either the life force pool or the necromancer’s regular health pool.
Skills and traits that refill life force will continue to function while in Death Shroud. However, the necromancer will not get life force from nearby deaths.
While in Death Shroud, upgrades, such as sigils, on the necromancer’s currently equipped weapon continue to function (with the exception of sigils that trigger on weapon swap). The weapon damage of the equipped weapon is applied to the Death Shroud skills, including any traits that affect the equipped weapon, such as Axe Training.
Traits and rune bonuses that trigger at health thresholds (such as Superior Rune of the Scholar) rely on the necromancer’s regular health pool, rather than their life force pool.

you don’t get any damage reduction try it for yourself let a thief bs you in ds and not in ds and come back
ds is affected by toughness so if trait on dm he will be hard to get out of ds

(edited by Brokensunday.4098)

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

I think they need to remove DS’s “hidden” power with 50% direct damage reduction, maybe even lower it to 50% of our HP, but then give us better life force generation options, maybe some extra ways to spend it, and some good generic defenses like invuln.

Wait, you take 50% less damage while in death shroud ?

no you don’t normal damage is apply

(edited by Brokensunday.4098)

[Suggestions] Skills

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Posted by: Brokensunday.4098

Brokensunday.4098

Lich form buff?

What you guys think

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

As others have already pointed out, you cannot compare Adrenaline to Death Shroud. Necromancers use Death Shroud for both offense and defense and, on certain builds such as those that might not go into Soul Reaping to take Soul Marks, aren’t able to build lifeforce as reliably or as quickly as warriors can build adrenaline.

Admittedly though, for those that do take staff and Soul Marks, building up lifeforce is a little better compared to prepatch.

this^

lifeforce is our defense!

we dont have invulnerability
we dont have stability
we dont have block
we dont have blind
we dont have blink
we dont have invis
we dont have immune physical damage
we dont have immune condi damage
we dont have leaps
we dont have teleports
we dont have grabs

we only have life force.

Design for necro: you dont have everything because you have 2 life bars.

TWO LIFE BARS

we should start with 100% lifeforce if any changes need to be made.

if they were 2 real life bars then it need to regen to max out of combat lol
you forgot we don’t have evades

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

Lifeforce should just regen out of combat, because with this meta, a necro with no lifeforce is a dead necro. They’ve used this “second life bar” as an excuse to not make us better time and time again. Well then, give us that 2nd life bar. It should by all means regen out of combat.

Ever tried to fight a Mesmer or Thief without lifeforce? You might as well not try, seriously.

One thing I’ve never understood is, well… If it’s a second life bar……… What does your hp do outside of combat?

……….

It regens

well is not really a second life bar is more like a soul bar it increased with sealed (deads)souls or soul steals aka building lf by hiting enemy

It was sold to us a life bar when they refused to give us better defenses. But ya know, we obviously aren’t playing it correctly and thats our issue.

yeah they sold it like that but what can we do eh? and ds drains so fast under presure X_X

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

Lifeforce should just regen out of combat, because with this meta, a necro with no lifeforce is a dead necro. They’ve used this “second life bar” as an excuse to not make us better time and time again. Well then, give us that 2nd life bar. It should by all means regen out of combat.

Ever tried to fight a Mesmer or Thief without lifeforce? You might as well not try, seriously.

One thing I’ve never understood is, well… If it’s a second life bar……… What does your hp do outside of combat?

……….

It regens

well is not really a second life bar is more like a soul bar it increased with sealed (deads)souls or soul steals aka building lf by hiting enemy

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

but if the do this to ds then they better give necro invulne evades and blocks

Life Force outside combat suggestion

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Posted by: Brokensunday.4098

Brokensunday.4098

Considering that life force is the reason anet won’t give us better defensives it’s like saying that your defensives should be on cool down at the start of the fight but with no benefits. Life force is really all they have.

more like defences on cool down with reduced duration

[Suggestions] Skills

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Posted by: Brokensunday.4098

Brokensunday.4098

With all the Blood magic changes we can trait to resurrect people so I see no use in signet of the undead.
What I suggest is to change that skill and by changing that skill we have to make another change.
Signet of the undead= Gain 1% Life Force per second while in combat (Passive)
Signet of the undead= Summon 5 Jagged Horrors in a target area and deal 259 damage in that area 1 1/2 sec cast time 40 sec recharge.
This change will make this skill much more useful overall.

The other skill is the new skill rise shout
Rise= Changed name to Pathetic Mortals
Rise= 1sec cast time 40sec cool down. Damage foes around you (300 Damage on 600 radius) rip up to 3 boons from affected enemy’s and apply 1 sec of Daze per boon removed.
Chilled to the bone cast time 1sec recharge 90sec.
Suffer Condi transferred 2 to each enemy strike (minor buff).
Your soul is mine 4000 Heal and 15% life force on first enemy Plus 1% per extra enemy hit Max 20% this will help on 1vs1 and stays the same for 1vs x.
Spectral armor also apply 3 stacks of stability for 6 sec

Death shroud
Life blast pierce base
Dark path increased projectile speed by 15%
Doom apply torment also for 5 seconds

warhorn make it work in a aoe form not in a cone

Traits

Soul Reaping
Unyielding blast = reduced life blast cast time by 50% or make it hit enemy around the target like a cleave.

Speed of Shadows = Move 50% faster while in Death Shroud or give 5 seconds of super speed on entering ds

Foot in the grave pulses stability every second while in ds.

Blood magic
Quickening Thirst = also increase dagger damage by 10%.

Also it would be great if Death shroud didn’t interrupt action so we could do stuff like pop to ds while stooping to trigger foot in the grave.
And make Signet passives work while in ds
Please let me know what you guys think of this changes and if you have any other ideas I would like to heard them so comment =]

(edited by Brokensunday.4098)

Can We Get an Update on Reaper?

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Posted by: Brokensunday.4098

Brokensunday.4098

I would not be so pessimistic. I think reaper was designed PRECISELY for PvE. GS is too slow for PvP, reaper’s shroud is melee, the shouts work best with many enemies around… You could hope for frontline zerg WvW, but let’s be honest, lack of stability would be problematic here.

So considering it was designed for PvE, there is a good chance they will make sure it fixes the necro problem in PvE. Currently, I will say it still lacks DPS for that. When they said “we’re pushing numbers here” I assumed they would have realized that since the attacks are twice slower, doing twice the damage is not pushing anything! But I bet they will fix that. And they better fix, because the lack of utilities of necro can only work if it is compensated by insane DPS (since both warrior and ele have utilities AND insane DPS). They said they don’t want team support since it does not fit the theme, but hitting with wet noodles is not exactly the horror monster theme either…

wet noodles this make my day lol

Axe skill 1

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Posted by: Brokensunday.4098

Brokensunday.4098

I think they should just scrap its current skill set and turn it into a melee bleed weapon… Lots of bleed.

should make axe the condi based weappon and scepter the power weappon

Could we get more pulls pl0x

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Posted by: Brokensunday.4098

Brokensunday.4098

A few classes have a skill or 2 that does pull but no class can say its a mechanic of theirs. I think Necro would fill this Niche nicely. It fits their theme of slow and tanky while actually giving us catch up methods now that chill is useless at keeping anything with even a single movement skill in combat. Again on Theme whats more terrifying than being pulled towards a giant Eldritch abomination just when you think you are safe! Classic horror movie stuff!

well in clasic horror the monster appeard in your face and you die so more like a teleport

[Suggestion]Reaper Shouts to Stances

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Posted by: Brokensunday.4098

Brokensunday.4098

Elite

  • “Chilled to the Bone” – Freeze all enemies around. Gain boons for each foe you freeze.
    Changed to:
    Death Himself – Enter a stance where you freeze enemies and gain boons whenever you damage an enemy.

TLDR: Start at the first word, and read until the last. It’s not that long.

Elite: Black Prison
stance duration 6seconds, cool-down 90 seconds
create a mobile ring (range 300) around you that enemies cannot cross

mobile guard hammer 5
epic monster theme
one can only dream

That actually gives me an idea for one. Y’know how in horror movies, there’s always that moment when they think they’ve escaped the shambling horror coming after them? Then suddenly he just steps out of the shadows right in front of them brandishing his weapon, or grabs them out of nowhere from behind.

What about something like this for the elite:

Bloodsport
When you enter this stance, shadowstep to a nearby enemy within 900 range every second for the duration of the stance, favoring those you have most recently dealt damage to. This shadowstep does not interrupt ability use or channels.

this is interesting but goes against the necro design so it will never happen

"Damaging shouts need casttime"...

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Posted by: Brokensunday.4098

Brokensunday.4098

While necro shout casts are still too long, keep in mind:

  • Ele shouts all have delayed effects on enemies so they can be dodged, only instant effects on allies. So they’re not completely inconsistent.
  • Because of the ally effects ele shouts have pretty long cooldowns and no reduction trait – probably a bad choice outside specific aura or support builds.
  • necro shouts usually have more powerful effects on enemies (boon -> vuln conversion, condi transfer etc, massive stun/chill) + powerful self effects (unblockable, massive might stacks, long stability) … the jagged horrors still stand out as kinda laughable.

aaand…

  • ele shouts do even more damage so… wait no that’s kinda weird.

Anyway, the point is when you take into account weaknesses too, it’s not as clear.

Very very true, but the problem also arises that if blocked or blinded, our shouts will do nothing, while the ele’s shouts will at least help his team members. I still like our shouts honestly, but….well I’m just gonna say it. The fact ele shouts do damage and have as little casting time as they do is just dang wrong and is hypocritical of ANET. It goes against every excuse and reason of weakness they’ve given for necromancer over the years, and especially their justification for making the reaper shout casting times and cooldowns as long as they are. “It’s because of the fact they do damage and can be potentially really powerful.” Bullcrap….I’m sorry but bullcrap.

Warning, here I devolve into a rant. Been trying to stay positive but, I think this reveal kinda put me over the edge.


You’ve nerfed Chill and cripple to not affect leaps and dashes, right after you revealed reaper and so many people were complaining about how hard it would be to get away from. You then nerfed chilling darkness, giving it an ICD of 5 seconds, despite the fact the only blinds we have are from well of darkness, WHICH IS A 50 SECOND COOLDOWN, and plague form! The only other blind we have is on OH dagger 4, which is easy to dodge and again, takes forever to cast. Man, sure would’ve been nice to use nightfall with chilling darkness wouldn’kitten And we still don’t know what other things they have in store for us, I’m sure a lot of the traits on Reaper will get ICD’s like blighter’s boon and Chilling force, they’ll probably also put it on Reaper’s might. We might even see them move the reaper shroud LF generation back to number 4, or make it so you only gain LF from one target when you hit them, you saw how well he was sustaining his LF off those golems….man I seem angry. I do still love necro, and look really forward to reaper but….just the hypocrisy of it all. Ha, and here I was trying to stay positive. Ahhh crud. Well least they gave Revenant weapon swap, really enjoyed what I saw in that class so there is some hope for me I guess.

that is the thing necro are the ugly step child of anet and they just plain hate the class you can see it when they talk of necro and how bad they treat us. This is some what insulting but oh well just 3 more years to go.

Axe skill 1

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Posted by: Brokensunday.4098

Brokensunday.4098

We can’t let this die ~

Even Zhaitan would have a hard time bringing Axe back from the dead.

Not even Palawa Joko can bring back axe from the dead =[

If any class needs a breakbar, its necro.

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Posted by: Brokensunday.4098

Brokensunday.4098

The problem is that anet don’t listen to the necro community and when they read our forums is to get ideas for other professions.
So we just have to deal with any bad thing they trow at us like we have done for the past 3 years

*Please let us see utilities in Death Shroud*

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Posted by: Brokensunday.4098

Brokensunday.4098

That feeling when you exit death shroud and your heal is still on cool down

"Damaging shouts need casttime"...

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Posted by: Brokensunday.4098

Brokensunday.4098

I’m waiting for the devs to say that this was all a massive joke and reaper is actually way better than we know it to be.

you mean they say necro was a joke and we are making it better?

Can We Get an Update on Reaper?

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Posted by: Brokensunday.4098

Brokensunday.4098

It has been quite a while since Reaper was released, but it seems like every other class since then has been out to upstage Reaper. Revenant Shiro Elite laughs at Reaper Elite and Ele shouts are infinitely better than Reaper shouts (what happened to “damaging shouts should have a cast time?”). Personally, I’d like to know what has been changed with Reaper to adjust for the chill nerfs and the ever more apparent lameness of reaper utilities. It would be super cool if we could get a dev that can reassure us the class is still moving in a positive direction.

Nothing changed and the class is still in the same hole from 3 years ago

Now I understand Chill of Darkness

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Brokensunday.4098

Chilling darkness did need a nerf but what they did is…wow, so much facepalm. limit chill to 5 stacks then give the trait 5sec icd with a 2 sec duration when all our aoe blinds last 5 or 6 seconds? The logic really hurts my soul.

Would have been better to remove the trait entirely if that was the best way to balance they could come up with and put in something else that actually competes with plague sending, like maybe a good source of confusion or torment?

Did it need a nerf? It was only used at all if you had one of two specific skills equipped, both of which have massive cooldowns. It was hardly a game-changer, and most of the time wasn’t picked because it was too situational. Now it’s never picked because it just sucks.

Chilling Drkness needed a nerf because we got a lot more chill sources, chill on GS auto, chilling nova on trait which is 9 seconds of chill with a 10 second icd and this is without chill duration, also chill on executioners scyth that combos with Death spiral for aoe chills that also combos with Death’s Charge and Putrid explosion for frost armour that chills when hit, chill from spectral grasp chill from two spinal shivers and chill on staff. Boon conversions is also another thing to think about, fury that everyone has turns into blindness. They also added a second AoE blind skill, at this point it is a no brainer to dampen chilling darkness.

No we didn’t. None of the sources of chill you speak of currently exist in game. They can’t nerf us to balance what doesn’t exist.

lol try more because you know the nerf was dumb with the chill nerf was more than enough now the nerf on the trait was dumb

Spinal shivers - not unblockable?

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Posted by: Brokensunday.4098

Brokensunday.4098

yeah is a bug hope they fix it soon

What if Putrid Explosion was ground targeted?

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Posted by: Brokensunday.4098

Brokensunday.4098

How amazing would it be if we could ground target where to blow our bone minions up?

It would actually nerf the skill in some situations, a lot of the strength of Bone Minions right now is that all you have to do to land the skill is make sure the minion is in range, with ground targeting you’d have to also aim it, making it much easier to miss as the minion ran to the location. Also, if it got any “tells” where the minion changed behavior, enemies would be able to avoid it, whereas now they can’t.

Not saying that because I don’t think it should be changed, but any changes will likely result in some nerfs to its primary use (MM builds).

how about make them run to target like mesmer clones shatter

Having both DS and RS for Reapers?

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Posted by: Brokensunday.4098

Brokensunday.4098

What if it was kept separate (reapers got reaper shroud while standard necro got DS) but they shared 2-3 new skills that would be shared across all iterations of shroud to come?

This obviously wouldn’t happen now, but it seems like it could be viable?

you will only get the f2 if you trait for reaper so scince what you suggest is with the rs skills it can’t be done.

I’m not sure I understand what you’re going for?

Currently, DS and RS are both F1 abilities and it is determined by whether you specialize as Reaper or not. My thought was that they keep this, but then say they add skills in slots 7-9…these skills would be the same regardless of whether you use DS or RS. This would allow them to have the same utility skills (whatever those would be) but their 1-5 would still be different.

I’m not sure if you didn’t understand what I said or I don’t quite understand your response. Just wanted to clarify my thought ;p

ok my bad lol so make the skills like utilities right? thats sounds interesting but how about make RS work like weappon swap

Having both DS and RS for Reapers?

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Posted by: Brokensunday.4098

Brokensunday.4098

What if it was kept separate (reapers got reaper shroud while standard necro got DS) but they shared 2-3 new skills that would be shared across all iterations of shroud to come?

This obviously wouldn’t happen now, but it seems like it could be viable?

you will only get the f2 if you trait for reaper so scince what you suggest is with the rs skills it can’t be done.