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Death magic Rework Suggestion.

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Posted by: Lily.1935

Lily.1935

I am not sure if i would agree with every of you changes. But having those 3 themes minion/cheat death/poison and necrosis, i think, is a really good idea.

And of course Soul comprehension needs a rework.

I’m not worried about my ideas being agreed with 100%. More the concept. You have alternative ideas for this theme though? I’d love to hear them. I’m not trying to be condescending or anything like that. This forum post was made to share potential ideas. If not, that’s fine I can always just run out more ideas I’ve had.

For example, a GM trait that changes the function of Poison to spread to an adjacent foe once per new application. Sorta like making it function like disease. That could be interesting.

Death magic Rework Suggestion.

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Posted by: Lily.1935

Lily.1935

I rather like how death magic works and your suggestions make the trait line useless to me.

So, what gets cut, exactly? Only change that could possibly make it “useless” is the removal of Reaper’s Protection (since the only other removed item is just stats).

The rest is either preserved or improved upon with better synergy.

He suggests removing deadly strength, which is very painful for my power wvw build since it adds 100 power outside of shroud and 200 within it. We’re talking a 5-10% loss in DPS/spike damage. There isn’t a way to make up that damage with other trait lines.

It’s a very big nerf.

If that trait is the only reason you’re taking death magic I’d suggest dropping death magic for something more useful. Blood, or spite, or even Soul reaping. The power you get from it pales in comparison to the life stealing damage or the might stacks you’d gain from Spite.

minion master

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Posted by: Lily.1935

Lily.1935

Everything is viable for open world.

Death magic Rework Suggestion.

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Posted by: Lily.1935

Lily.1935

I am not sure if i would agree with every of you changes. But having those 3 themes minion/cheat death/poison and necrosis, i think, is a really good idea.

And of course Soul comprehension needs a rework.

Sure, the themes are more important to me. The only change I absolutely want is Putrid armor gaining that 20% poison duration. I don’t feel it’d be too much as an adept trait. All others are up for discussion though.

If you have your own ideas feel free to share them. I’m not set in stone on anything else.

Death magic Rework Suggestion.

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Posted by: Lily.1935

Lily.1935

since I know that attention for a lot of people can be difficult I’ll make this fairly short. I’ll probably be making similar posts in the future about other Specializations, however I feel that this is the easiest to actually improve at the moment.

Death magic has always been our defensive and minion line. But historically it was also the dedicated disease line in GW1. Now, I know we no longer have the diseased condition so what might not be a bad idea is making Death magic care about poison instead.

I’d like to follow the same format as the reaper follows with its traits. 3 specific themes that work toward a specific play style.

Themes
Minions
Cheating Death
Necrosis/Toxicity

Minions:

Although I think that these traits are mostly good there is one glaring problem with them as of the recent change. 30 seconds is way too short a duration for Death nova. It hardly provides a real benefit for such a fickle condition to achieve. Although I understand why the change was made, it could be easily fixed with two possible solutions.

Solution 1: Remove the bleed that the Jagged horrors provide. This would prevent condi builds from over abusing the minion’s overall power. However there are complications with this as minions can snowball. My personal opinion of this is they should have that option though.

Solution 2: Increase their life span. 30 seconds is nothing. Although in theory you should be able to have 2 minions at all times in practice this is never the case. 1 minion is the most common as the condition is often too difficult to achieve. Lowering the cool down of the trigger or increasing their life span could alleviate this issue.

Minions in General: Some minion skills I feel just aren’t strong enough to justify a utility slot. This is one of the reasons why we saw the condi minion build being so popular. Players want to run minions in PvE and having a good option to do that was something that excited a lot of people. I’ve talked to some people and I know this is anecdotal evidence, however they mentioned that they didn’t want to play a necromancer because the minion master build wasn’t good. I feel this could be fixed by increasing the Bone minion’s numbers from 2 possibly all the way up to 5. Perhaps drop their putrid explosion damage.

Cheating Death

Defense should be a theme for the Death magic but how the necromancer goes about it should be in line with their normal method. In this section I feel that their might be an over focus defense which has lead to traits butting heads with each other. Such as Putrid defense and shrouded removal. Shrouded removal is the superior of the two and I feel that having a bit more focus on the shroud should be how we do this line.

Solution: Unholy Sanctuary should be the dedicated defense trait and I feel that it should be combine with Corrupter’s fervor. Rather than triggering on condition application, slowly build up the longer the user is in shroud.

Traits for this line should be Shrouded removal, Reaper’s Protection and Unholy Sanctuary.

Necrosis/Toxicity

This line I feel has the least support but the coolest concept. In no circumstance would you ever want to take Putrid Defense. However there are some changes that could easily change that.

  1. Remove Deadly strength: These stat boost traits are usually bad on their own and this one is no acceptation. I personal feel that these percentage boosts should be removed in favor of something else for each profession, for the most part. However, if they are paired with another ability I could see justification for them. but on their own, no.
  1. Putrid Defense should have a bonus effect outside of just the 10% damage reduction. A 10-20% duration increase to poison should also be included. This will help with the poison theme.
  1. Replace Deadly Strength with Necrosis: A trait idea that triggers on entering or exiting shroud Which cause you to poison near by foes. Simple, how many stacks should be considered. My thoughts are 2, however it could be higher or lower.
  1. Tainted Shroud: A new grandmaster of my own design. Inspired by Tainted flesh from GW1, Tainted shroud would pulse out poison ever few seconds to near by foes. while in shroud. Some issues I see with condi builds is we don’t have that set up that wants to be in shroud. And I feel that this sort of trait could work very well in combination with other traits that want players to stick in shroud. At the moment condi necromancer dislike being in shroud for an extended period of time.

Legendary Scepter suggestion

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Posted by: Lily.1935

Lily.1935

I just had this idea that popped into my head and like most people here who don’t think very long about a simple yet complicated idea, I’m going to share it with the world.

While I was thinking about the scepter I was thinking about what I’d like to use as a necromancer main. Design wise, very few scepters fit my idea of an absolutely horrific scepter. Eye of Rodgort being one of the few acceptations.

And since Halloween for me hasn’t actually ended yet. We’re still partying over here. I figured I’d make a spooky suggestion.

When I think of a legend I’d like to see is more of a lovecraftian style of weapon. Tentacles and weird eyes and teeth. I was thinking of a weird Egg like scepter that when drawn the head of the scepter would split open Alien style with jagged teeth and tongues wiggling out of its strange mouth. The trail could be slime, or darkness and the foot steps could be black pools that tentacles reach out to grab at your feet. Its also inspired by the design of https://wiki.guildwars.com/images/c/c3/Necromancer_Elite_Canthan_armor_f.jpg which is one of my favorite armors from GW2. Btw, Elite Canthan should make a return!

Spiteful Spirit after Patch

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Posted by: Lily.1935

Lily.1935

If you ask me, it doesn’t matter what they do to Spiteful Spirit. This will always be the real spiteful spirit. https://wiki.guildwars.com/wiki/Spiteful_Spirit

Viper Armor

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Posted by: Lily.1935

Lily.1935

I have to challenge some of those ideas. If you’re a hard core condi necro, how does one resolve the fact that Reaper skills don’t help you a whole lot with a Scepter/dagger build (arguably the most condi weapon setup) or the fact that even though reaper shroud has some cool condi, but you can’t spam those skills to be considered even close to the condi output a necro would be?

I mean, I can see where there could be a swapping between good damage on GS, then some kind of hybrid approach on shroud, but I’m not certain that kind of build justifies wearing Vipers gear to take advantage of the few conditions (relative to pure condi necro) that you get in shroud. I’m going to play around with such a thing before I condemn it and convince myself one way or the other that it has a place.

To be honest, I look at that build and ask myself how someone justifies a whole traitline dedicated to damages with chill effects when the build itself is so limited in its ability to cast chill.

You are expected to be playing off of other people in your group. And its not the only justification either. Read through it, I have quite a few reasons why. You’ll often find the opportunity to get in close to your foes in both Fractals and raids. In Fractals enemies will intentionally close the gap on you and you’ll be able to get these off fairly effectively. Its all things to consider for your rotation. You don’t want to stick in Reaper’s shroud any more than you’d want to stick in Death Shroud. Death shroud is far far weaker when it comes to DPS though and its not just one trait to justify it. Its the entire middle line, or in the case of raids, Decimated defenses as well.

I’ve done the testing myself. Even if you compare it point for point with Death shroud no matter what skill you decide to use in Death shroud compared to just never going into shroud will always lose you DPS. But if it was just a question about DPS reaper would still be better, however it isn’kittens also about its control abilities, escape abilities, and defensive abilities.

Viper Armor

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Posted by: Lily.1935

Lily.1935

OMG! I had to cut up my response int to 3 posts!

Lol I read it all don’t worry, and thank you for your time and info! I actually learned a lot about Condis and have a newfound respect for them. I know I certainly wouldn’t be able to pull off a playstyle like that, so anyone who can is awesome in my book. I’ll probably stick with Power or maybe look into a Hybrid build (Scepter/Dagger with GS) sometime soon. I tip my hat to you, my friend, you went above and beyond and for that I’m both grateful and humbled. I can promise you I’ll definitely be using this as a reference if I ever do give Condi a try, a well written guide with clear-cut answers to questions I’m sure a lot of people have nowadays.

That’s a very well thought-out and very skill-based build, I was stupid to question it. When it comes to Combos I still have a LOT to learn, so thanks for pointing those out as well. You rock!

Not a problem. I didn’t realize it was so long. I just really love condi. And there are always budget options for you to try as well. Getting to 100% bleed duration is the most important part of the build and it can be achieved through other means. Runes of the Krait is a great alternative if you ever try it and its much easier and much cheaper to get.

Viper Armor

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Posted by: Lily.1935

Lily.1935

OMG! I had to cut up my response int to 3 posts!

Viper Armor

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Posted by: Lily.1935

Lily.1935

Q: "So having capped Condition duration means Conditions won’t ever wear off? "
A: I corrected what you said because I’m going to assume that this is what you meant. And no, conditions will still wear off. However this means that your limit for stacks is much higher than it otherwise would be. My personal cap on bleeds gets somewhere around 50. With an average of 24-30. That goes from 4k damage a tick to up to 12k a tick. And it can be pushed even higher than that. I’ve seen bleeds doing close to 20k a tick though thats raid groups and they usually sit around 10k-12k. The point of duration is to apply conditions faster than they are falling off. This is especially important for necromancers who are fairly slow but are fantastic in the long fight.

Q: “Why would you willingly hurt yourself with Master of Corruption?”
A: There is a price for power and you need to be willing to pay that price. Fear doesn’t get triggered often enough to justify running Terror. The bonus DPS from the reduced recharge on your corruptions is worth it. 33% is a huge decrease in recharge. The extra might and torment from BiP makes it worth while in Fractals and the CpC gives excellent coverage against projectiles which could otherwise threaten your squishy back line group. The weakness against the foes as well further reduces damage and it can be spiraled through for extra poison.

Epidemic is the key reason anyone takes MoC. Having that with a shorter cool down means more DPS for your party. Necromancers in both raids and Fractals will bounce conditions off each other to get further DPS boosts than they ever could on their own.

The concept of taking Master of corruption follows the same logic as Using something like Dark Confidant in Magic the gathering, or Belly Drum in Pokemon. You sacrifice a bit of your own health to increase your strength over all. Of course its Risky, but the pay off is usually worth it. Its kinda hard to explain. I mean, Why run Berserkers If you’re more frail than if you run Soldiers? The concept is the same. You want that bonus effectiveness. If you play it wrong, both situations will kill you for taking the riskier road, but if done effectively you’ll be better as a player and far more efficient at what you do.

Condition builds are all about incremental advantage. And the way their builds run shows this. Each point of the build is designed to push the DPS just that little bit further, just that bit more efficiency. Its an extremely nuanced and deep type of build that requires deep thought when executing. I wouldn’t call it relaxed at all, considering you could end up killing yourself. I have done it myself, even though I’ve been playing it for years, even before it was good. The build has a pretty solid rotation and interruptions at key points can cause serious problems. However, you do have outs which is important. Talking about MTG in comparison, I’ve also killed myself using a similar strategy to the MoC strategy. However, I win far more often than I lose. And the reason for that is because both my experience and of the incremental advantage that I accumulate over a long game.

You are very welcome. You should absolutely give it a try someday. Its a real fun build. I have both Berserkers and Vipers for my necromancer. So I’m well aware of how both of them run. Condi is the superior Build when it comes to DPS in the long game. The longer the fight, the more valuable Condi becomes. While Condi builds its DPS Power stays stable through out the entire fight which means it’ll hit its peak damage far quicker than Condi, but loses 100% or close to it when knocked down or downed while condi can keep ticking at at least 90%-50% efficiency for at least a while.

However, I’m not going to tell you how to play. Do whatever you like. I wont exclude anyone from a group just because they want to run power or something else. Especially since necromancers used to be the worst profession in the game and I was excluded. I know how that feels. Play what you love and enjoy yourself. Thats what I say.

Viper Armor

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Posted by: Lily.1935

Lily.1935

Q: “Why Warhorn?”
A: This is more personal preference than anything else. You can run a Staff though in a raid your Group will suggest against it. Warhorn provides quite a bit more than Focus when compared side by side. Sure, Focus gives Vuln and Chill, both extremely valuable in their own right, but the application is unreliable at range and Spinal Shivers is just too slow on the activation time. Its more valuable to just auto attack than use that skill a vast majority of the time. Warhorn is absolutely taken for its daze. An Unblockable hit to their break bar would be worth taking warhorn over focus alone, however it also has that speed boost which can be valuable in many situations. The life force isn’t bad either.

Another option is to take the staff, as it does provide good AOE pressure and control. However, in a raid You don’t really want or need something like that as Epidemic will cover trash mobs far more effectively.

Q: “Why not spite?”
A: There is no reason you couldn’t take spite while doing fractals. In raids, however I’d advise against it. Your party should have a dedicated boon share profession or two and if done properly you wont need the might. Not only that but you’ll also get to the 25 vuln cap in a 10 man group. In a raid, and I’m talking specifically for a raid, the traits spite provides does not give you anything helpful here. Some of your most effective traits even, just wont be good. Reaper’s Might isn’t ideal for reasons stated above, Chill of Death will do nothing for you for 50% of the fight as well as Close to Death and Siphoned Power. And Spiteful Renewal will do nothing for you 75% of the fight. Other traits, that are specific to skills aren’t good either. You wont be using Signets or an Axe and you won’t be sticking in shroud for long enough to really take advantage of Rending Shroud. Even if you where going to be in shroud for long it still wouldn’t be ideal in a raid.

That out of the way, Could it be good in Fractals? Absolutely. But only if you’re running with a full team of condi reapers. Most condi reapers don’t provide boons to allies and they also don’t stack vuln all too often. You could easily combo your chills with theirs to give a stable stream of vuln which would be valuable to a party like that. However, this is only useful if there are no other professions in your group. If there are other professions, Spite suffers the same problems that it does in raids.

Viper Armor

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Posted by: Lily.1935

Lily.1935

Snip

So I’m going to go head and explain it for you in a bit more detail. I enjoy the play style personally and I think a few things aren’t explained all that well on the forums from time to time.

Q: “Why reaper?”

A: Reaper provides far more DPS than core necromancer. Thats the quickest answer but there is far more to it than that, than just DPS. This is true weather you are playing power or condi. Why this is true for condi is not just for the Chilling Death trait but also because of its Soul Spiral. Soul Spiral is a fantastic DPS boost that hits hard through both power and condi damage. 12 stacks of poison in a fairly short period of time is extremely good. You can also spiral through your own Chill field or poison field to get the chilling bolts or poison bolts. This is important to note because it increases your condi damage further. If you can’t use your poison field for whatever reason the chilling bolts will each provide a single stack of bleeding for 15 seconds. Not too shabby right? There is also Chilling Nova which will proc off a chilled foe who is critically hit. This is important to note because it’ll provide you with an additional bleed and a bit of damage on top of that. Note, that you don’t need to apply the chill yourself to get this to trigger, so if you are running with allies who also apply chill its almost like a free fire sigil when compared to power builds.

Chilling victory will provide you with extra might as well as life force which can be crucial since condi builds have a tougher time with life force than power builds. It also gives might which will aid in your personal DPS. However, Decimate defenses is a very viable option as you can push yourself to 100% crit chance with that allowing you to trigger Barbed precision more frequently if you have the correct group. Decimate defenses would be preferred in raids to chilling victory.

Aside from DPS, you’re also given far better defensive options than Core necromancer. Including a fairly reliable escape in the form of Death’s Charge. Which also works as a gap closer. You can also use it in your Ice field to gain frost aura to gain a bit of a defense boost as well as trigger more bleeds when they strike you, acting as sorta a sudo condi version of retal. Not that great, but should be mentioned, might trigger 1-3 bleeds from it. The stability will also prevent you from being controlled for quite some time as well which is a great addition to prevent yourself from being disabled. I shouldn’t have to tell you why Stab is so good, You know why.

Reaper’s Shroud goes even further than that to provide you with greater control. I mentioned before about death’s charge, but it gives you a blind. Blind is really effective at degenerating break bars, as is chill. Combine and they’ll reverse the regeneration entirely. Executioner’s Scythe doesn’t just provide a chill field but also a MASSIVE hit to the break bar of a foe as well as causing the bleeds. When it comes to break bars, Reaper is just superior in every way to Core necromancer. The bonus Chill Duration with the extra chills, the extra blind, and Two major stuns, You can’t beat Reaper in this catagory.

Viper Armor

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Posted by: Lily.1935

Lily.1935

There’s no reason you couldn’t run a power build out of viper’s gear with proper trinkets and ways to generate conditions without scepter. I ran one spvp season with a condition build with axe/focus and staff. This was before they changed chill to instead inflict bleed.

I miss that build

The biggest reason why Viper’s wouldn’t be a very viable Power Build is because you lose a LOT of Ferocity in place of Condition Damage/Duration, which is the core to your power. You want to Crit and Crit HARD in a Power Build, kill or be killed in other words. Now if you were talking about a Hybrid build then absolutely I can see the viability in it (and with your weapon choices I see what you’re referring to as a Hybrid build with slightly more emphasis on the Condi side of things). I don’t remember what Chill was before it inflicted bleed, so my apologies for being a bit dense on that detail.

Back to the OP:

Personally, if I ran a Condi-build it’d be like this:

http://gw2skills.net/editor/?vRAQNArYGOwFq5Y3EVB8qDgWIuBTwIA-TxRBQBzUJYzOFA+b/hOq8rf6DAwTAohq/EA4AY36W3dDM+4jP+4j3u7u7u7ubA-e

Granted I don’t play Condi (been thinking about a nice change of pace lately but not interested for now) so I don’t know how the Traits would best work out for me and how I’d play it but this would be the general idea of what I’d go for.

You lose a lot of DPS on a condi build by not taking reaper.

Probably something like this http://gw2skills.net/editor/?vRAQRBLRtG2IDNUdjN3g3NwhjFjBLeHGEPiR/sAwBY6oFDeBA-TRiPABZq+D5Kfo8kAAwCChsfwmKhIW/g+KBr8JAEA4AY36GA2d3d3d3dLFwi6qA-e

if you want to be optimal. Its slightly higher Condi damage than what you’ve showed and you get the 100% bleed and the 150% scepter conditions. Note though, this is really more for raids or fractals. And only if you are going to be using food. If you are not adjust accordingly. The goal of any condi build should be that 100% bleed duration mark.

(edited by Lily.1935)

Viper Armor

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Posted by: Lily.1935

Lily.1935

Short answer. Yes, absolutely.

Long answer? Even with the nerfs to necromancer they’re still an extremely strong condi profession and they play off other necromancers extremely well. The major power of their build is the Epidemic condi bouncing. Their over all bulk shouldn’t be ignored either. Does it suck that Jagged horrors where nerfed into the ground? Absolutely! Does it mean our build is dead? Absolutely not. We have too many tools to die so easily. This is a bit lacking though. If arena net could bump Deathly Chill to 2 stacks of bleeding as opposed to 1 it would offset this difference fairly well. I mean, The old horrors would still have been better, but at least we’d still be reasonable without a second necromancer.

Elite Spec Egg basket

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Posted by: Lily.1935

Lily.1935

Keep that positive attitude, Lily. It is why we both continue to play Necromancer.

Decreasing the rat population should show the developers the true weaknesses of this profession just as cutting down on boon-sharing does for Mesmer.

Thanks.

Elite Spec Egg basket

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Posted by: Lily.1935

Lily.1935

There has been quite a bit of talk about a ‘Leak’ that has happened lately involving a specific elite specialization. Now I’m not going to say the leak is wrong, on the contrary there is reason to believe that it very well could be true. The prospect of the elite is extremely interesting as it stands and has gotten quite a few people talking about the potential of this elite spec. However, I’m not going to be talking about its potential.

So This is for the community and not the devs as they’ll do what they want. Although their decisions can and have been influenced by player desires this isn’t usually something that will change their mind for large decisions such as elite spec themes and story decisions.

I’d like to say that I think people should be aware when talking about this elite spec that its very possible that even if its true that we could be getting something completely different with an entirely different theme. The reason I say this is because we don’t know how far in development the next expansion is or how far along the elite specs are themselves. It could be possible that at the time of the leak that the specs we saw where only the most popular options among development but the decision wasn’t finalized.

I don’t want to see people disappointed if it ends up being something else. I’m sure whatever arena net decides to do it’ll be super fun to play. Reaper surprised a lot of us and was far cooler than we expected. I know many of us are not putting all of our elite spec eggs in one basket, however there are people who are.

Now I’m not telling people not to discuss the possibilities it might arise. Keep doing that. I think speculative discussion is very good for the longevity of a game and can also be helpful to the devs whom might get some insight on what people are interested in.

I personally love something about this leak. But its not the information that its revealed itself but the implications for the future of the game. There are far more elite specialization options available that we could dip into than we previously realized. Never in all my speculation would I have guessed a Mummy/sand spirit would be inspiration for an elite spec, but the concept gets me really excited for other not so obvious possibilities. Maybe someday we get a more Fungus based Elite spec that uses plants that feed on the dead and decay really pushing into the Rot territory. Perhaps we’ll see something inspired by the yokai.

I look forward to the future and what it holds. I’m especially excited to see what other professions might bring to the table with their designs.

"Scourge" feature wishlist

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Posted by: Lily.1935

Lily.1935

So I have an idea. I’d like this elite spec to be more condi. I’d also like Reaper to be more power to really help define the differences between the two. Which would mean more burning from the scourge and more bleeds. One way to help this is to give the Scourge’s auto attack which I believe should be a chain skill a bleed for the first two hits and a burn for the third. Which combine with Dhuumfire would make turtling in shroud actually viable. Something the current condimancer doesn’t want to do at all.

"Scourge" feature wishlist

in Necromancer

Posted by: Lily.1935

Lily.1935

I want
-a shroud that allows utility usage

This honestly should be base necromancer.

Asking a favor from Anet

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Posted by: Lily.1935

Lily.1935

While a new animation would be preferred I’ll take the male animation over female any day. At least that one looks like it’s swinging an axe and not swatting flies. Just give that animation to females. That way there’s less that Anet has to do and it would be ok. Not good but something I can live with.

Agreed.

Asking a favor from Anet

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Posted by: Lily.1935

Lily.1935

My friend, there is an endless war about that…
See this post, made when the animation changed to the current HORROR:
https://forum-en.gw2archive.eu/forum/professions/necromancer/Axe-skill-1

My Frostfang keep crying for more than a year.

For those, who will never forget and never forgive:

The Good ==> The Ugly

Good Asura ==> Ugly Asura
Good Charr ==> Ugly Charr
Good Norn ==> Ugly Norn
Good Males ==> Ugly Males
Good Females ==> Ugly Females

god at least the male anims all still know how to weapon. look at that human female one (sylvari is the same skeleton)
how does i axe

Oh I’m well aware of this. I make a new post about it every update.

Asking a favor from Anet

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Posted by: Lily.1935

Lily.1935

Hey Anet. Would you kindly fix the Axe animation for females? Its making me feel really uncomfortable swinging it around like a paddle. That’d be great, thanks.

What skill/effect u wanna back from gw1?

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Posted by: Lily.1935

Lily.1935

Specifically I’d like the disease condition to make a return in gw2. And Minions that are spammable and use corpses to be summoned.

Disease was an awesome condition that would spread from like creature to like creature. Though they would have to change it to spreading from foe to foe, it would be a fun condition to return to. With conditions stacking intensity now, regardless of the damaging condition, it would need to be reworked, however it could be balanced and would be a very interesting tool the condi necromancer could use.

Corpse Minions would be fun. At the moment no matter what I do I don’t feel like the master of undead that I felt like in GW1. And this has a lot to do with dedication. The Minion Master in gw2 will never be as dedicated to the art as the gw1 was because they didn’t design pro support in mind when designing their minions.The necromancer doesn’t have a dedicated support weapon that has an added benefit for minions and the minions themselves are effectively pets and not fodder. Now of course that’s not entirely true with Jagged horrors, however the jagged horrors are hardly noticeable through the trait and on Lich form they still don’t have that same feel that the MM had in GW1. I understand the problems of allowing minions to snowball like they did in GW1, however there will always be a missed opportunity in GW2 with minions we just wont get… Not until GW3 comes out.

Rending Claws

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Posted by: Lily.1935

Lily.1935

The thing with axe is it’s a ranged weapon that isn’t a projectile, which puts it in a fairly unique place. It behaves a lot like a power version of a scepter, but doesn’t suffer from the ramp-up-time and an enemy’s condition cleanse.

There’s a fine line between underwhelming (where most people agree it is right now) and royally overpowered. We’ll know we hit that point because everyone and their cousin will be clamoring for a nerf.

Last class adjustment adjusted Ghastly Claws to be a lot stronger. The boost was a 5-6% increase in the weapon’s DPS. It’s hard to say what could be done to boost the weapon without breaking it, but there are some small changes that wouldn’t break things like

  • Increase Axe #1 vulnerability duration or damage multiplier
  • Add an AoE multi-target to Axe #1
  • Make Axe #2 a whirl finisher
  • Make Axe #3 a blast finisher

But anet is going to do what anet is going to do, so conjecture is probably not going to affect them and is probably a poor use of time.

I have a different idea.

Skill one should be a chain skill with a power end to give it a bit of a omph.

Skill two needs something else. Whirl finisher? I know I said that in the past but now I’m not so sure. Vuln would be nice though.

Skill three shouldn’t be a blast finisher but absolutely needs its cast time reduced. It should strip 2 boons and deal bonus damage for each foe hit and each boon removed. This could be an interesting spike skill. And since its 600 range still it could afford to be a bit more powerful than the other two skills.

(SPOILERS!!!!) Truth or Lie?

in Lore

Posted by: Lily.1935

Lily.1935

My theory? I think he wants to resurrect the Mursaat.

Become a god is my second guess.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

I am not happy with Revenant as a whole though, it’s too dependant on the elite spec. I hope to see more improvements to core Revenant (especialy towards Salvation & Coruption traitlines and Jallis)

then need more options. They have the fewest skills out of any profession and they’re tied with Thief for available weapons. Thief makes up for It with their dual skills and the fact that thief has one more main hand weapon than Revenant.

In my opinion, it honestly doesn’t matter how much they improve the legends, they can only make them so good in favor of balance and because of that the biggest killer of the revenant profession is going to be stagnation. Which the revenant will suffer from this problem far quicker than any other profession.

Basically I’m more worried that the revenant will become boring. Its the problem that plagued the Paragon. its not like they where useless in GW1, they where useful but they only had 1 or 2 good builds and people got bored of them. Including myself. So the player base that still played them dropped pretty low.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

Here is my take on ritualist. The ranged weapon is a mh ranged dagger and the mechanic can be called either power infusion or double invocation and it involves using the power of 2 legendary characters into 1 stance.

Here are a few combinations I thought off
Legendary Centaur Stance infused with Demonic Power – this turns Ventari’s tablet into an Effigy of Malyx which is used to act as a ranged condi weapon.The healing skill will apply 1 stack of resistance to nearby allies – because it will be spamable as kitten. Effigy will not heal stuff.

Legendary Centaur Stance infused with Dwarven Magic – this turns the tablet into a cc-breaking machine that deals some damage but no longer heals.

Legendary Assasin Stance infused with Demonic Power – a very mobile condi powerhouse. – the skills here will trigger both demonic defiance and nefarious momentum.

I’d Much prefer them using the Dervish’s Teardown mechanic than trying to shoehorn Spirits into a profession that CLEARLY doesn’t have any functional abilities with such a summon.

The Teardown mechanic would actually function extremely well with upkeep skills.
https://wiki.guildwars.com/wiki/Teardown

I think it was already used for Glint.

Nope. https://wiki.guildwars.com/wiki/Upkeep that was used for glint.

I was refering to the skills that become available after poping up the facet – sorry I should have been more explicit.

Thanks to you my view on Herald changed – I know see it as a mix of upkeep with teardown from GW1 (a game I did not play) – you maintain upkeep on facets,then tear down the facets for some spell.

flash enchantments and teardown often used skills that had no passive effect while they where active. I suppose I could see that, but many many skills have a flip version so the connection isn’t quite there for me.

But that’s cool. I rather like Revenant as a whole, just wish it didn’t lag so far behind the other professions in terms of options.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

Here is my take on ritualist. The ranged weapon is a mh ranged dagger and the mechanic can be called either power infusion or double invocation and it involves using the power of 2 legendary characters into 1 stance.

Here are a few combinations I thought off
Legendary Centaur Stance infused with Demonic Power – this turns Ventari’s tablet into an Effigy of Malyx which is used to act as a ranged condi weapon.The healing skill will apply 1 stack of resistance to nearby allies – because it will be spamable as kitten. Effigy will not heal stuff.

Legendary Centaur Stance infused with Dwarven Magic – this turns the tablet into a cc-breaking machine that deals some damage but no longer heals.

Legendary Assasin Stance infused with Demonic Power – a very mobile condi powerhouse. – the skills here will trigger both demonic defiance and nefarious momentum.

I’d Much prefer them using the Dervish’s Teardown mechanic than trying to shoehorn Spirits into a profession that CLEARLY doesn’t have any functional abilities with such a summon.

The Teardown mechanic would actually function extremely well with upkeep skills.
https://wiki.guildwars.com/wiki/Teardown

I think it was already used for Glint.

Nope. https://wiki.guildwars.com/wiki/Upkeep that was used for glint.

elite spec mechanics + Lore ties Sugggession

in Revenant

Posted by: Lily.1935

Lily.1935

I’d have said the name of it, but finding the right name to fit has been extremely difficult. Valkyrie, Shaman, Viking or, now this is a weird one Fylgjur.

The name issue aside, what I wanted to suggest with this plays on the Norse idea of Totems and how those Animals can be used. Much like the Norn want to do and their culture is centered around. And the reason for that is because The legend I’m suggesting is Asgeir Dragonrender. Which I’m pretty sure he’s dead, so that works out. If not, Jora could also work. Both are Tied into the fight against Jormag, so both could work. Though Asgeir is a bit of a better fit in my opinion since I played GW1 and Jora didn’t honestly do all that much. maybe after GW1 story, but Idk, I didn’t read the books though I should.

The Primary mechanic would be focused around 4 upkeep skills known as Totems. Only one of them could be active at a time and they would each have their own effect. What that might be is up for debate, however they would represent the 4 primary Spirits of the wild. How they would work would be similar to flash enchantments. Which had an instant activation. Their effects where mostly instant with an after effect when they ended. Link right here. https://wiki.guildwars.com/wiki/Flash_enchantment_spell

But there would be a second part to this. The Teardown mechanic. I’ve been rolling this idea around in my head for a while. The idea of having a Mechanic where rather than you letting some of your upkeep skills burn out or manually ending them you could have a teardown mechanic to force them to end to cause a bonus to their normal effect. This would mostly effect their new Totem mechanic however it doesn’t have to be limited to just those skills. Their traits could function to when your Upkeep skills are forced to end, such as through energy dropping to nothing, legend swap or another means that forces it to end outside of the skill itself. Their new weapon could play into this giving it a boost when one or more skills are used in combination with upkeep skills active. https://wiki.guildwars.com/wiki/Teardown

As you can see this is heavily inspired by the Dervish profession. And this is an aspect of the dervish. This is one aspect of the dervish that hasn’t been translated into GW2. Not at all, and the Revenant actually has the best set up to achieve this style of play. While the necromancer achieves parts of the Dervish and even some of its flash enchantment style play through its shouts and its stronger when outnumbered idea that it had going on, the more technical side of the dervish really isn’t there in any profession.

A last point I’d like to make, since I should probably go to bed is I’d like to see more energy management. Such as a way to gain it back aside from passive regen and legend swapping. And I think that could also play a role in this mostly bare bones concept. And forgive me for not going into more detail. Lets have a discussion in the comments about it.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

Here is my take on ritualist. The ranged weapon is a mh ranged dagger and the mechanic can be called either power infusion or double invocation and it involves using the power of 2 legendary characters into 1 stance.

Here are a few combinations I thought off
Legendary Centaur Stance infused with Demonic Power – this turns Ventari’s tablet into an Effigy of Malyx which is used to act as a ranged condi weapon.The healing skill will apply 1 stack of resistance to nearby allies – because it will be spamable as kitten. Effigy will not heal stuff.

Legendary Centaur Stance infused with Dwarven Magic – this turns the tablet into a cc-breaking machine that deals some damage but no longer heals.

Legendary Assasin Stance infused with Demonic Power – a very mobile condi powerhouse. – the skills here will trigger both demonic defiance and nefarious momentum.

I’d Much prefer them using the Dervish’s Teardown mechanic than trying to shoehorn Spirits into a profession that CLEARLY doesn’t have any functional abilities with such a summon.

The Teardown mechanic would actually function extremely well with upkeep skills.
https://wiki.guildwars.com/wiki/Teardown

Utility in shroud

in Necromancer

Posted by: Lily.1935

Lily.1935

What about healing in shroud? Dont you guys think atleast the regeneration boon should still be effective in shroud?

I’d agree to that.

Utility in shroud

in Necromancer

Posted by: Lily.1935

Lily.1935

We need more people to vote on that. 11 isn’t representative of the necromancer community.

Utility in shroud

in Necromancer

Posted by: Lily.1935

Lily.1935

Since I can’t get a good feel for the community since they don’t usually answer more optimistic threads. I’ll help you out. Lets see what the community feels.

http://www.strawpoll.me/11040199

Go ahead a vote. Lets see what happens.

Utility in shroud

in Necromancer

Posted by: Lily.1935

Lily.1935

Just gonna throw this out there: We could just go the engi/ele route. Get our utilities (or a different set of utilities) in shroud, but lose a weapon. Oh, and also. We should have gotten signet passives to work in shroud literally years ago.

The necromancer’s really doesn’t have the diversity in their shroud to really get away with that like the Engi/ele.

That’s why we would need to be able to have entirely different utilities while in shroud. And, sure, it still wouldn’t be quite as diverse, but it could more than make up for it in power. Imagine spectral skills in shroud. Just.. Man. That’d more than make up for fewer options, even if they would have to tweak specific skills if they’re used on the shroud utility bar

With the other part of my suggestion, the life force cost for using utility spectral skills don’t become a problem. There’d still be a push pull between wanting to use spectral armor outside of shroud or inside shroud. You get the full benefit outside but its still an option inside.

The thing is, I don’t want to fundamentally change the function of the profession. And although not having a secondary weapon for a condi build wouldn’t honestly hurt it all that much for either necromancer or reaper specs, it would be devastating for power specs are struggling at the moment.

I’m not asking to change the utility skills function. Just how shroud interacts with it. Shroud is sorta in this weird space between wanting to be a transformation and wanting to be a more like a weapon swap. Dropping their ability to swap weapons would put them in a pretty bad position since they are not balanced for that. And the fundamental makeup of the profession would have to change in order to implement that change.

The suggestion I’m making? Well, shroud design is already heading in that direction anyway.

Utility in shroud

in Necromancer

Posted by: Lily.1935

Lily.1935

Just gonna throw this out there: We could just go the engi/ele route. Get our utilities (or a different set of utilities) in shroud, but lose a weapon. Oh, and also. We should have gotten signet passives to work in shroud literally years ago.

The necromancer’s really doesn’t have the diversity in their shroud to really get away with that like the Engi/ele.

Utility in shroud

in Necromancer

Posted by: Lily.1935

Lily.1935

We’ve asked for the ability to see our utility/heal cooldowns and we can’t even get that. I’d seriously be happy just to know the cooldowns of my skills so I don’t pop out of shroud and be screwed because I have 4 seconds left on my heal.

Arena net tends to be slow on these sorts of things. It took them 3 years to make it so we could steal life in shroud. And people had been asking for that for years. I used to be far more active on the forums, but haven’t been lately due to time restraints. But I plan on making more posts. But not to the level that I once did. Anyways, don’t count it out. Just keep pushing for it. I’m going to.

PS: If your suggestion was to go through, people would ask to use utility in shroud anyway. Especially the new players since they’d be confused as to why they can’t use them. Not to mention people accidentally clicking on them anyway thinking that they could use them.

Utility in shroud

in Necromancer

Posted by: Lily.1935

Lily.1935

Interesting topic that I’ve made a few times before. Having access to utility in shroud would absolutely be a game changer. There are a few issues that rise from this of course. But I feel the benefits would far outweigh any negatives. And when I say utility I include elite and heal skills.

How would it work?

First off lets answer this question here. Utilities shouldn’t just be given to the necromancer. Although shroud’s design is simple enough that having access to them could easily fit into its design a few things don’t lend itself well to it working. So a way to balance it is to make using any of your utility skills cost a bit of life force when activated in shroud. This would mean that you could drop out of shroud due to your own frivolous use of those abilities. Any transformations that you enter would also drop you out of shroud, such as Lich form or plague. Healing skills should either have reduced healing or no healing but still give their special effects. Notably Signet of Vampirism should have its passive still trigger while you are in shroud. And Consume Flesh on Blood Fiend should count as life stealing so that heal should also work. Consume condition, Well of blood and “Your Soul is Mine” shouldn’t provide healing or have it reduced.

What are the benefits?

  1. Greater diversity in builds. Arena net has always wanted to push shroud builds into the spot light. And they kinda exist but they always suffer from lack of diversity. This would help that greatly.
  2. old skills new use. Some Skills that don’t see much use would find new meaning in shroud. Mentioned above Signet of Vampirism suddenly has use for its passive effect. “Your Soul is mine” can now be used to maintain shroud longer to keep a shroud build going or perhaps something else that another person’s thought of that I haven’t.
  3. New trait design. Traits could be designed around this idea of spending life force as opposed to just passively buffing shroud to make it more interactive. Some traits would need to be changed but the overall benefit could be massive. Suddenly using skills in shroud could be a boon to you, adding to damage, support or even changing how your defenses work.
  4. New possibilities for Elite Specs. Its difficult to find professions that could use Glyphs effectively and this would open the door to a spec using it for necromancer. Another option is with sacrifice skills that otherwise might be too dangerous to use outside of shroud but in shroud could provide more of a push pull on the necromancer’s part. Even traits could be massively different than what we’ve seen. I know I’ve mentioned it twice, but it would be grand.
  5. Shroud doesn’t have to do twice as much work. One of the issues with shroud is that if you are going to build a shroud build there is a lot of pressure on it being strictly better than not being in shroud, but this is rarely the case. This change allows it to play out more naturally with the way the game is designed.

What are the negatives?

  1. Higher learning curve. This is probably the biggest negative to this suggestion. It makes the profession a bit more difficult to play and run for new players. However, I feel that we have quite a few professions that have a low barrier of entry that this shouldn’t be an issue.
  2. Potential growing pains. This change can shake the meta game pretty heavily. Although it might not be overpowered at all, just the fact that its a massive change would easily throw people off causing cries of wolf until they finally learned how to fight or play necromancer.
  3. Some traits/skills might need to be nerfed. Not the traits you might expect. Death perception is fine as it is and wouldn’t need to be changed. But Shrouded Removal or Relentless Pursuit might need to be looked at. I don’t think its going to be what people expect though.

Why should I want this change?

For the fun! Primarily because it would be a blast to do. It would reduce stale play on the necromancer, increase build diversity and and potentially double your play time with the profession.

Okay, so you’ve got these changes what sort of traits would you suggest?

Oh quite a few. First i’d probably change a few with passive effects such as Shrouded Removal to remove conditions on utility activation to promote active play. Spiteful Spirit to be more in line with its GW1 counterpart causing confusion on Skill activation or something similar. I’d probably want to add new traits such as an Old Suggested one Cultists Fervor which could reduce the recharge of utility used in shroud at the cost of more life force. Though admittedly that might be too good.

What if I don’t like this idea?

Well, then you’re entitled to your opinion. I’ll disagree with it because I’ve wanted this to happen for years and even after spending thousands of hours playing the game I just can’t think of a good enough reason not to do it and no one has presented a good argument to me.

Isn’t it too much work?

Any idea worth doing is going to be a bit of work. We shouldn’t shoot down our suggestions or push our own ideas away because of the amount of work it might take. This question isn’t a conversation starter its a stopper. Nothing constructive can come from that sort of thinking. Think big!

I like this idea, but I have a different one.

Please share then! I’d love to hear your ideas!

And I’ll post the poll at the top to make it easier for people to access it. http://www.strawpoll.me/11040199 Go ahead and vote.

(edited by Lily.1935)

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

I LOVE the idea of having a seer, a mursaat, and a forgotten legend for three different elite specs. that way we get some insight and possible lore into these three races.

(i also really want to use spectral agony).

I’m in favor of this. Maybe a skill that is similar to spectral agony but not actually spectral agony.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

I don’t think Revenant would use scepter. My reasoning is, they as a theme take traditional weapons and use them in new ways. Hammer ranged, Staff melee, you get the idea.

So instead I would pose that the new rev elite spec gets ranged condi on dagger. Mainhand dagger seems to fit Rev thematic a lot, being ritualistic and shaman like in ways. The auto would be similar to ranger Axe, and the stance probably The Undead Lich, seeing as we have Shiro.

Lich’s thematic of decay and disease would certainly fit.

Again, Lich steps too much into the necromancer’s territory. Decay is part of necromancer’s theme and Disease actually was a condition almost exclusively belonging to the necromancer in GW1.

https://wiki.guildwars.com/wiki/Disease

I know it was, but Shiro steps into Thief territory a lot, that’s what Rev does. It takes other professions and packages it in it’s own way.

Lich is perfectly reasonable.

I’ll concede to that point. However I will disagree with you on one thing. If we are going to get a legendary character who’s known for necromancy I think we should get the legendary Golemmancer Oola.

Yes she wasn’t a necromancer in GW1, she was a elementalist. However, I’d argue that she could fit that roll and has some unique ideas. So having partially metallic and fleshy minions could be cool. I’d be all for that. As for weapon? Rifle maybe?

I’d really like to see more diversity in the revenant profession though. Which Is why I don’t want Vizier Khilbron simple because he’s human.

Another option is Trahearne. Since he's dead and all. Super dead. Like, linked his mind with Mordremoth to create a gateway for the player to kill the jungle dragon dead. But people might not like that.

Better stats than Viper?

in Necromancer

Posted by: Lily.1935

Lily.1935

I’d actually really like another 4 stat gear combo.

Primary: Condition damage
Primary: Precision
Secondary: Expertise
Secondary: <forth>

It doesn’t matter so much what the forth would be. Though Vitality or power would be prefered. I’d even be alright with Concentration considering we do have a couple of boons, though its not too important. Just about any 4th will do. Even healing power…

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

I don’t think Revenant would use scepter. My reasoning is, they as a theme take traditional weapons and use them in new ways. Hammer ranged, Staff melee, you get the idea.

So instead I would pose that the new rev elite spec gets ranged condi on dagger. Mainhand dagger seems to fit Rev thematic a lot, being ritualistic and shaman like in ways. The auto would be similar to ranger Axe, and the stance probably The Undead Lich, seeing as we have Shiro.

Lich’s thematic of decay and disease would certainly fit.

Again, Lich steps too much into the necromancer’s territory. Decay is part of necromancer’s theme and Disease actually was a condition almost exclusively belonging to the necromancer in GW1.

https://wiki.guildwars.com/wiki/Disease

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

I’d argue that every single upkeep skill of the revenant do exactly that. and way better than the shroud.

https://wiki.guildwars.com/wiki/Upkeep

Incorrect. Its not at all similar to urns at all. However, it is directly pulled from GW1 ukeep skills. Which is an argument to say that they’re more similar to monk… Monk and assassin…

By the way. I was a mechanics nerd in GW1. I experimented with builds. Trying to argue that its mechanically similar to urns when there is a one to one comparison is pretty pointless on your part.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

You’ve never played a necromancer, have you? Thats like a good chunk of our traits that care about entering or exiting shroud.

So this is the direction we’re going in this conversation is it?
You don’t proc effects by activating an Item Spell, so only exiting Shroud would drop your list to

All this is telling me is that Urns would conflict with Shroud traits at a conceptual level, unless implemented as something other than a Transform. There isn’t an Urn that I would consider defining, so I wouldn’t expect Death Shroud to ever be a specific one of those Item Spells. The most mechanically translatable aspect is the Thief’s Stolen Skill as: its classified as a bundle, there are multiple, and you can code effects for both holding an item and activating it. Whether or not you’d want to encroach that much on the Thief’s niche is debatable, but it would be the most true to the GW1 Item Spell.

What it should show you is their overwhelming mechanical similarities. Which was the point. When you said there “Nothing alike” I found that to suggest that you hadn’t spent much if any time actually playing the necromancer. Sorry if it came off wrong.

Mechanically, its sound. The similarities are there. The point is that there is nothing that just having an urn would give mechanically that isn’t already there. Urns are honestly not that important to the ritualists play style as they where mostly used to enhance other aspects of the ritualist, very rarely where they the focus of their builds.

If you are looking for 100% pure ritualist then there isn’t a single profession currently in the game that can provide you with 100% pure ritualist. Not revenant, not necromancer, not ranger, nothing. We’d need a whole new profession.

What I’m looking for is primary flavor and Mechanical equivalents. Shroud provides a mechanical equivalent to Urns already. From what I’ve stated above. And considering that builds that specifically where build around Urns cycled the urns, this is accomplished in part with Shroud.

Spirits are the most important part of the ritualists flavor. Its the only skill type that is absolutely needed on an elite spec.

Spirit weapons have quite a bit of flavor for creating splash damage or providing life stealing. They do quite a bit of life stealing as is. The issue with the Revenant giving life stealing to allies dips DANGEROUSLY into necromancer territory. Giving necromancers more ways to allow allies to steal life, however, would be a welcomed addition. They also provide damage mitigation while at the same time providing life stealing.

Not only that, but providing spirits with life stealing is something that’s common among RItualists as well. Very similar to Order of Vampirism or vampirism in GW2 the necromancer already has that built into another trait line. Granted Vampirism doesn’t trigger on spirit attacks but there is absolutely no reason it couldn’t trigger on their attacks.

The necromancer also used to have this trait that would heal on its shroud auto attack. Garbage trait with a load of healing. Needless to say it was removed because of how fickle it was with life blast. However with a ground Targeted auto attack that trait could be revived and quite good. Which would further give rise to support.

Support is extremely important to any profession that would get ritualist(Its going to be necromancer if any.) and the Revenant already has a support elite specialization. What the revenant currently lacks is a decent condition ranged weapon and a decent second legend that really pushes the condition spec.

Even further problems with revenant getting the ritualist is that Arena net seem to be more interested in including legends from multiple different races rather than legends acrokittenace. People mentioned Togo, however I highly doubt Anet would limit diversity and the opportunity to really play with the revenant’s style. The point of the revenant was to provide a mechanically new experience and each new legend is supposed to be giving us something new.

The problems just pile up even further than that. What weapon would they get? Scepter? Seems like the only reasonable option, but staves are more iconic to the ritualist than scepters are. And the only other weapon thats in the game that really makes sense for them is Torch. Which we even see Razah’s Nightmare which is a torch. Although I think a lantern would be more suitable than a torch would, they’re not a weapon so that’s neither here nor there.

Why a torch? Its sort of a grave digger trope and a common held item for Ghostly aberrations. Which would be further flavor that would be lost on the Revenant because of its heavy martial focus.

Lich form

in Necromancer

Posted by: Lily.1935

Lily.1935

I suggested a long time ago to convert this skill into a shroud that you trigger for your elite spot as opposed to what it is now. Which would make it a more defensive elite which would help considering this elite can’t decide what it wasn’t to be. Personally though I feel that transformations are mostly just bad.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

mechanic period). An Urns power came from holding or dropping the bundle, which is not at all how Shroud works.

https://wiki.guildwars2.com/wiki/Furious_Demise
https://wiki.guildwars2.com/wiki/Spiteful_Spirit
https://wiki.guildwars2.com/wiki/Weakening_Shroud
https://wiki.guildwars2.com/wiki/Beyond_the_Veil
https://wiki.guildwars2.com/wiki/Shrouded_Removal
https://wiki.guildwars2.com/wiki/Life_from_Death
https://wiki.guildwars2.com/wiki/Foot_in_the_Grave

You’ve never played a necromancer, have you? Thats like a good chunk of our traits that care about entering or exiting shroud.

Not only that but Urns gave passive bonuses as well. Something shroud also does.

https://wiki.guildwars2.com/wiki/Rending_Shroud
https://wiki.guildwars2.com/wiki/Armored_Shroud
https://wiki.guildwars2.com/wiki/Deadly_Strength
https://wiki.guildwars2.com/wiki/Unholy_Sanctuary
https://wiki.guildwars2.com/wiki/Unholy_Martyr
https://wiki.guildwars2.com/wiki/Speed_of_Shadows
https://wiki.guildwars2.com/wiki/Vital_Persistence
https://wiki.guildwars2.com/wiki/Death_Perception

When I first started the game I made the criticism that the death shroud mechanic would have fit far better on a ritualist rather than a necromancer because of how it functioned.

(edited by Lily.1935)

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

Shroud is much more like, and classified as, a Transform. Much more Ursan Blessing than anything else. GW2 bundles are Conjures and Banners among some other things. Those definitely leave space for some very interesting Urn-like mechanics.

Mechanicaaly, what are supposed to be the replacements for Urns in GW2 are kits. The engineer kits specifically. Essentially I’d say anything that is a glorified weapon swap could be considered similar to an Urn in concept. So yes, conjures, banners and shroud would count as well. Shame that Revenant doesn’t have anything like that. Kinda thought they would when they only had one weapon, especially with how shallow their weapon selection still is.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

Urns, Spirits, and Spirit Weapons are probably going to be mutually exclusive regardless of class. Spirits could be both offensive and defensive, but I don’t know if that is necessary. A Revenant could pair Ventari and Togo for healing and AI damage just like a Necro can go Blood/Minions with Cleric or Apothecary.

There’s also no reason both Revenant and Necromancer can’t get Ritualist themed specs. Revenant might get Spirit Spam, and Necro might get Urn healing support. Necromancer already had the AI niche filled, but doesn’t have bundles. Revenant arguably has bundle-like intersections in Ventari, but definitely has no AI.

I’d argue that shroud is similar enough to bundles.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

All of that is just opinions. A Revenant could easily channel Master Togo and have 6 Spirits (Turrets), Ashes (Bundles), or Spirit Weapons (Venoms) and each of those options could play wildly different than Herald or Ventari. And, they aren’t even relegated to be support oriented. Each of those concepts, plus many others, could very well be damage or control based. There are a variety of ways it could be designed and done well.

Especially the offensive Spirit Spammer. That’s something I can envision being accomplished by the Revenant. Your utility slots can be any combination of Pain, Shadowsong, Vampirism, Signet of Spirits, or any other damaging spirit. Unlike engi turrets and their boons/reflection, the spirits might be focused on providing debilitating conditions like immobilize or dazes. They might also have a flip skill to Rupture Soul, mimicking the turret detonation. Your heal can be Consume Soul or Spirit Transfer, and your elite could be Summon Spirits or Signet of Ghostly Might. You could have traits that replicate Spirit’s Gift and Explosive Growth. You might also have traits that affect Spirits, like Spiritleech Aura or Armor of Unfeeling.

All of the above is, at worst, easily translatable to GW2 mechanics. It would fit aesthetically, bring a new playstyle mechanically, and could definitely be a joy to play. It wouldn’t be any more hoops than what Engi had to jump through for Gyros, or Warrior justifying a second set of physical skills.

Revenants only get 5 skills, first of all. Second of all you’d only have access to a single build type. Not the diversity that would be required to make it a true successor to the Ritualist we’ve come to know and love. Yes, Revenant could accomplish SoS(aka, spammer, Aka, offensive spirits). But if it did it would never be able to accomplish Defensive spirit builds such as Prot Spirits, Soul Twisting, Ritual Lord builds. It also wouldn’t be able to achieve Urn builds(Something the necromancer already does some of anyway, mechanically). They also wouldn’t be able to also fill the healer that the Ritualist is known for. They are known for healing. Slow, powerful heals. You know…. Like the necromancer… Being a rather slow reacting profession… Like ritualists.

A revenant could never hit all the notes required. Also, the revenant is not very likely to get a second legend from Cantha. More likely and more desirable would be a legendary Charr or Norn as the next elite spec. Revenant needs a power house of an elite spec. Something heavy in condi. Not a supportive totem user…

Necromancer on the other hand absolutely needs a strong support elite spec. And the ritualist and necromancer have been bedfellows for a long time as is…

And! The character in GW2 who is most like a Ritualist in current history of the game is….. None other than… Marjory. She’s Canthan, A detective that summons the spirits of the dead to aid her in her investigation and even has her dead sister bound to her greatsword. She’s so much like a ritualist if I described her to any GW1 player without revealing her profession or what game she was from they’d all say “Yeah, sounds like a rit.”

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

Of all the possibilities, I’d rather have Revenant get a Ritualist-themed Espec. But, its not like anything is impossible when Anet controls their own lore.

See, this confuses me because you’re basically asking the revenant to be a pure support profession. And its not like it’d be favored over Druid or the revenant’s own Herald elite spec.

The tools needed to fill out the ritualist completely are already on the necromancer. The Revenant would have to jump through major hoops, completely revamp its entire play style and it’d still feel extraordinarily clunky.

Next elite spec.

in Revenant

Posted by: Lily.1935

Lily.1935

Both professions are known to be Followers of Grenth on the human side of this.

The Ritualists are one of the oldest known professions on Tyria. Being unique to Cantha, they have existed long before the Exodus and the gods granting magic to the races.
Official wiki.

You do realize that the Human race worshiped the human gods long before the exodus right? In fact, the Gods brought the humans to Tyria. And not only that but its implied that Grenth rose to power before humans where brought to tyria. The history on that is a bit sketchy admittedly, they say Grenth is half human, but that’s honestly besides the point. And not actually proven.

However we do know that the Ritualists have through out most if not their entire existence worshiped grenth.

Asuras, norns, charrs, sylvarii… None of them worship grenth in any way yet they were being necromancers far before they start to recognize each other. Fondamentally, bringing up grenth as a link between necromancer and ritualist is just no-sense. Human assassin worship grenth, human water elementalist worship grenth… Whatever human killing and using ice worship grenth. It’s just the human pantheon. Like norns worship all of their sacred totem even if they have a special affinity with a specific one.

When you create a human character you can even chose which god you worship and there is absolutely no class restriction (nor do you gain any insight or strenght from doing so). You just can’t bring grenth as a significative point in your speech.

Beside, and that’s very a tricky point from me, we can assume that some of the lore schematic take some root from our irl lore. And, long human start even believing in gods they were already giving respect to their ancestors and their dead. Humankind start believing in their own kind long before they find the need to believe in something beyond. But that’s another philosophical subject here.

We don’t have history from the humans for the time before their gods. Not on tyria at least. And that’s wild WILD speculation on your part. The gods brought humans to tyria. Thats a fact we do know. We don’t know how, or from where. We know that the humans first KNOWN settlement was in Cantha. Reason I say known is because its very possible there is an earlier one. So we also know that 6 gods where worshiped during this early time in human history.

Wherever they originated, humans are not native to the world as they were brought there by the Six Gods. The gods themselves only predate humans by a short period of time -GW1 wiki

The human races always had their gods. This isn’t debatable. This is history. I know some people want to quote that Jotun in Hoelbrak as disproving this fact, however scholars in game from the Priory don’t agree with his warped history.

Also we have to remember that Ritualists where Primarily a human profession. Almost exclusively. There was maybe one ritualist norn from both GW1 & 2 combine, NO asura Ritualists, NO Sylvari ritualists and only a few random Charr Ritualists. The Bulk of their culture is in fact human, a fact I didn’t disagree with you earlier though now you switch your side suddenly which is questioning. It seems you don’t want to believe that the necromancer would be a better fit for ritualist for some strange reason.

Sure, ritualist teachings can bleed into other cultures. And we’ve seen that with some professions such as Engineer and Guardian. However if we are going to look at the history of a profession we have to look at its origins.