Give me a skill that replaces all the new necromancer skills and minions with the gw1 ones. I would like to play a necromancer that feels like a necromancer.. getting stronger when somebody dies.
In the end i have to say that the op is right.
The most disappointing thing in my opinion is that necromancers do not really get stronger when monsters or opponents die in range. In Gw1 it was like:“Yey, corpses! I can summon strong minions, let them explode or use some deadly wells or teleport to the corpses” especially the last thing would be really nice in wvw and pvp.. without being too strong. (pretty weak compared to the Mesmerport, but fun!)
I mean.. everything gw2 has is the parasitic bond trait.. come on?! >:O
And the condition instead of hex thing weakens the necromancer pretty much.. i mean the only thing the necro has is terror. My engineer twink is the better conditionmancer.. even epidemic can’t help with that..
In fact.. im waiting for an addon and new profession to re-role or leave the game.
Pifil and Draehl, you just gave me an idea based on your ideas!
Decay; Reduces the duration of boons by 33%, every time the target gains a boon, they take damage. Acts like immobilize where you can’t stack the duration unless you layer them on top of one another at the end of the duration.
Question, if the boon is applied by somebody else, who is punished? Would the applier be punished (opening the window to the complaint that the applier can’t always see what conditions people have and therefore could not prepare for the damage) or would the recipient be punished (opening the argument that somebody else applied a boon that they didn’t want and just killed them)?
The other option is to only damage outgoing boons (whether on self or others), but then boons applied by friendly Guardians would not be effected and the condition becomes much less useful.
I’ve just given this condition idea more thought and I agree with what you’re alluding to that the condition might be too annoying to deal with if it damaged incoming boons.
So I suggest this instead;
Decay; Reduces boons by 33%. When a boon ends on the target, they take damage.
Synergizes well with corrupt boon and other boon stripping skills. People like Engineers who get involuntary boons will not feel like they are getting shafted rather, they are getting outplayed.
I like the Idea of this Condition
The skill could look like the one on my screenshot. Maybe with better grammar and shorter description ofcourse :P
The skill should come with some noticable animation to warn opponents that they should not use their burstattack skills at this moment.
I think the ability to block an attack, even if its only every 60sec should be given to the necromancer (especially needed in pvp).
Maybe you’re just bad or mess up with mobs you can’t kill. I like the game because it’s challenging and i do not die that much. Sometimes maybe.. but thats in a dungeon or against strong champion mobs and some of them are not supposed to be defeated by a single player..
I don’t know what your suggestion is.. if you want the game more easy. I know at least one person who want exactly the opposite – me :P
the formula for bleeding is:
42.5 + (0.05 * Condition Damage) per stack per second at lvl 80.
Thats 117 with 1500 conditiondamage.
now we have for example 15stacks of bleeding on our main target and use epidemic.
thats 1755dmg/sec on each target effected. 5 targets = 8775dmg/sec until the enemys are dead.
Same formula with 25 stacks of bleading would be 14625dmg/sec. (btw this damage ignores armor)
And with for example an engineer in that team + plague signet you can add burning, poison and confusion.
Thats more dmg than any other class can do. But how i said before.. its situational and in most situations a berserker warrior will do a lot more dmg than a necromancer. I just wanted to show that conditiondamage can do tons of damage as well :P
Full conditiondamage + epidemic can do more damage than a berserker build. Sure, its pretty situational..
The idea: Extend PVP with Capture the flag maps
Capture the flag is nothing new, but its fun, it fits very well with the gw2 playstyle and would be a good expansion for the few pvp maps.
1) The goal of this game:
Both (or three?) teams got a base. In this base is the flag of the team. When the game starts the team has to try to steal the flag of the opposing team and then deliver this flag to the own base. The flag can only be delivered if the own flag also is in the base. If the flag is delivered, the team got a point. The team that 1) got three points first, or 2) has more points after 15minutes are over, wins. If theres a 0/0 after 15minutes ran out, the next delivered flag end the game. Like a golden goal. (“golden flag” would be a nice pvp achievement i think)
1.2) Specifics:
- the flag is a bundle. like the repair kit for the trebuchet. Means it disable the skills of the carrier. I think there should be 2 alternative skills instead. 1) Condition removal with a cooldown of roundabout 30sec and 2) a skill that grants swiftness and stability for 3sec with a cooldown of 120sec. Those skills are necessary for the jumppuzzle ways. (To encounter “warrior stomp jumppuzzle camper” and things like that)
- i think it’s important that the flag carrier can’t fight to make sure he doesn’t fear, launch everyone in his way as well as to increase the need of teamplay.
(btw google translation says flag carrier is the same as airline. i hope you all know that this isn’t a poor try to introduce the airline in gw2 xD)
- if the flag is dropped, the carrier gets his skills back, but with a cooldown of (for example) three seconds. This is to prevent players from drop and grab the flag over and over again to use heal skills, swiftness skills and skills like plaque. If an opposing player manages to grab his own flag, it immediately returns to his base.
2) Now follows an example of a capture the flag map: (check the attachments)
This map could be named oasis fo example. Just to give you an idea of the map.
2.1) The Setting/Design:
- Red spot = Red base*
- Blue spot = Blue base*
- Brown spots = cannon/catapult*
- Lightgrey area = sand*
- Grey area = water*
- Green area = jumppuzzle path*
2.2) Explanation:
It’s a map with 3 levels. The lower level is the “water” filled hole in which you shouldn’t fall as not to lose time. Loose time because there are only 4 ways up to level 2, “sand”. Those 4 ways up are the arrows shown on my thumbsketch.
The level 2, sand, is located around this hole.
On this level are (on slight increases) the two bases (maybe something like stonehenge?:D) as well as the catapults. At the bases also are the starts of the jumppuzzle paths. Adding these two paths to the ways around the waterhole, we got 4 ways (yellow arrows) to get from base to base (swimming with flag should not be an option. There could be 2 npc water elements who freeze players who fall inside the hole, after this the opponment team should easy get the player who got the flag downed, which causes him to drop the flag)
Those 2 Jumppuzzle paths only cross in the middle (yellow spot). At this spot is another way (we remember: there are two ways up at the bases) to get from sand to the upper level “jumppuzzle paths”.
Those two jumppuzzle paths differ in length. The longer path (1) is difficult but can’t be shot by the catapults. The short path (2) is easy but in range of the catapults. I thought that the longer path is a bit higher than the catapults are and the short way isn’t to make sure the catapults can’t shoot people on the long way as well.
This is just an idea of how capture the flag could work. You can see that i focused on jumppuzzle a bit. This is (in my opinion) a must have for at least one capture the flag map of guild wars 2 because no other game has this already and i expect it to be very funny.
I really would like to hear what other think about this idea
In the end, english isn’t my first language. I hope you understand what i wanted to say and don’t focus on my mistakes
I like this. Those wp-runs are boring and no fun i think. I mean everybody in your group just maximize his dmg and if he dies he respawn and get into the fight again? That’s not really challenging but boring as hell.
Now we need support Characters who try to reduce the dmg of enemys and/or heal allies. We don’t need a tank as long as we can dodge but i think the ability to heal should be there. For example my support Necromancer has some good groupheals, res signet and a) area blind or b) condition removal (vs direct dmg/ condition dmg) + some options for the elite skill. (plaque for more area blind for example)
With this kind of “prot monk” (dmg reduce) and one Support Ele, Guardian or Engineer + DD’s we finish those Dungeons.
For those who don’t like this challenge, who don’t like to play as a team go and play dynamic events, hotbutton pvp, the personal story or something else but leave this last thing to people who like teamplay. (except Dungeons, where do you need an organized team in pve right now? 0o)
Sorry for my bad english. It’s late and I’m a Dr. King Schultz x)