Warhorn:
-Problems-
- Necro/reaper access to swiftness is limited to an ability that puts them in combat, negating the purpose of swiftness.
- Necro’s ONE blast finisher is an proximity mine (Staff #4), meaning enemy has to be close to trigger it. It doesn’t get used to combo with other classes.
You do know that this is wrong, dont you?
Spectral walk also gives swiftness, you just dont want to take it becasuse its not a good skill currently.
Also we have more then ONE blast finisher. We have one on fleshworm and 1 per bone minion (technially we also have frozen abyss but that an underwater skill). But then again you probably dont want to take minions just for a blast finisher.
You spectral leap skill is op as hell. It is essentially a superior blink in every respect. No chance we would ever get something like that.
If Anet would ever want us have better mobility, they should look at fleshworm and reduce its casttime.
I dont know, isnt reaper shroud the most important reason to take the reaper line in the first place? I mean why would you want to run the reaper line but not take the reaper shroud.
Honestly i would rather run reaper shoud without the reaper traitline then the reaperline without reaper shroud.
GS works fine in sPvP. It’s “viable” up to and into Legendary. Don’t let the necro forums get you down. <3
Well if you are the better player then alot of things become “viable”.
Ummm, you know you could just not run reaper. Core necro is a bit better for roaming and Deathshroud 2 gets you to your target.
Big sidenote for you,
You just went from most immobile class in the game to the second most immobile. With DH, you’re going to run into the exact same mobility issues unless you sacrifice your runes for Traveller. Even then, almost every other class is going to get away from you fairly easily lol.
Well it is true that movement speed buffs are generally more easy to put in decent builds for necros then for guardians they still have a access to swiftness (staff, retreat etc.) and guardians have better gap closers by far. And gap closers are what prevents enemies from getting away not extra movment speed. So i wouldnt call guaurdians less mobile then necros.
Also i dont agree that base necro is better for roaming. Death shroud 2 is really easy to dodge and any decent player can avoid it at range making it bad/unreliable for chasing. Deaths charge is much better for chasing then ds2 simply because it is reliable even with its lesser range. The only thing base shroud has over reaper shroud is its attack range but seriously just run double ranged weapon (e.g. staff+ scepter) and you wont need the range of base shroud.
Pretty much my staple when doing the raid or high level fractals… Never seems to cause an issue.
Now, probably would be more efficient if I did something else, however until the time comes that content is impossible unless I do that, I’m happy with how it is
I am pretty sure the op is talking about pvp/wvw though, since staying close to an enemy is not really an issue in all kinds of pve.
For WvW you definitly want them espeically as a roamer. While the bonus doenst seem much every small advantage in pvp enviroments will help you. And as the other said for pve you only really need that gear for high level fractals for the infusion slots (ar). For raids you currently dont need them but it is advised you have ascanded gear since thats the end gear they balance raids around but i think you can do them with exotic just fine.
Yep necro melee weapons are terrible in pvp due there bad ability to keep up. Yeah a high amount of chill, cripple and immobilise are what is supposed to let melee necros keep close to an enemy but lets face they, like pulls, are by far inferior and more unreliable to mobility skills in thier task to stay close to an enemy.
If it had a damage value from the start, similar to well of corruption, people wouldn’t feel the need to suggest new ideas for it all the time. Sadly Anet never sees this.
While giving it damage would certainly make it more useful, i dont think Anet will do this, because they clearly wanted it to be a defensive skill aka it would defeat is purpose (everyone would just use it for well bombing).
Because thematics are more important than actually being useful. My poor baby just wants to be loved and put on a skill bar for once.
Well theoretically you can make well of darkness useful without giving it more offensive power, they just need to do something (more then shaving the cd by 5 sec every year). But hoesntly i wouldnt be suprised if Anet thought that well of darkness is already a strong skill.
Well considering they nerfed Chilling Darkness because of its zerg use in WvW, I think you are hit the nail on the head. Sadly that was the only time it had any real use in the more meta side of the game.
Didn’t they nerf it for the reaper skills nightfall and death charge?
Nope the nerf came before Hot. Well of course they already knew about reaper when they nerfed the trait but ultimatively they never said why they exactly nerfed it so it is all speculation, though WoD is the most likely reason.
I also dont think the old chilling darkness would be that strong with nightfall or death charge (here the new one is actually better since the icd donest matter anyways).
If it had a damage value from the start, similar to well of corruption, people wouldn’t feel the need to suggest new ideas for it all the time. Sadly Anet never sees this.
While giving it damage would certainly make it more useful, i dont think Anet will do this, because they clearly wanted it to be a defensive skill aka it would defeat is purpose (everyone would just use it for well bombing).
Because thematics are more important than actually being useful. My poor baby just wants to be loved and put on a skill bar for once.
Well theoretically you can make well of darkness useful without giving it more offensive power, they just need to do something (more then shaving the cd by 5 sec every year). But hoesntly i wouldnt be suprised if Anet thought that well of darkness is already a strong skill.
If it had a damage value from the start, similar to well of corruption, people wouldn’t feel the need to suggest new ideas for it all the time. Sadly Anet never sees this.
While giving it damage would certainly make it more useful, i dont think Anet will do this, because they clearly wanted it to be a defensive skill aka it would defeat is purpose (everyone would just use it for well bombing).
WoW that would make it actually really good. I like it.
Though the combo field should probably stay since all wells (mesmer and necro) are combo fields. It would be strange to be the only well without it.
You lost me: You’re asking me if Guardians getting retaliation and blocks makes sense. I don’t get how that relates to necros getting blocks as a defensive mechanism. There is no relation between tools that Guardians have and tools that Necros have. None.
If necros are supposed to take damage and they only have a few stills that validate that concept, then to me, the fix to whatever problems they have (or any other class for that matter) is to enhance the skills they already have so they are more effective … but I’ve already said that twice in this thread so … we agree?
I’ll extend an olive branch to you my friend.
If we are supposed to take damage;
1: Revert Rise! nerfs (or some of them)
2: Give us way more stability. Like we should have the most stability in the game (not the least)
3: Give us way more retaliationThis would be nice actually.
1. Reversing the rise nerf is tricky. They could give the minions the health and armor back (which they totally should) but i dont think we will get the 50% damage reduction back (since this was a nerf accoss all professions).
2. It is also unlikely that we will get more stability, just look how hard they nerfed infusing terror (it used to have a 8 sec duration and a 20 sec cooldown). Though i think giving stability outside of shroud would be better anyway (probably on melee weapons mainhand dagger or gs).
Also we are not the profession with the least stability (see thief). The problem is our stability is ether on an elite (the transforms, CttB which requires to hit opponents) or tied to our shroud (infusing terror and foot in the grave).
3. In the past we actually had more retalation but all deathmagic traits about it were deleted in the trait overhaul. And now only the retal form axe and spiteful spirit remains (ahh and well of power if it converts confusion).
I would like something like the ranger Signet of Stone as new elite (we don’t have a Signet Elite). That will make us immune to Direct Damage for 6 seconds but still susceptible to CC and Conditions. A similar skill will help on our weak spot granting better survavibility against that Direct Damage Meta, don’t making us able to evade CC (just why ANet like to make us easy to CC till the death) and we’ll still be able to play our condi-send-back skills.
That would be bad for plague form though. Currently it is our defensive elite (high armor/health and blind spam).
Well yeah it may be annoying if you runn around in open pve but in spvp and wvw the skill is actually quite good. There is a reason why warhorn is THE meta offhand weapon. The pulsing cripple makes it really good for kiting (one condi cleanse wont work).
Add to Soul Comprehension the following :
Deathly Swarm generates 2% LF per target hit.
Enfeebling Blood generates 3% LF per target hit.
While i am for lf generation on dagger offhand i dont think a minor trait is the right place for this.
So why no make it baseline? Putting it on the dagger trait would also be fine.
Well i am certain your numbers are off (depending where you are, pve, wvw or spvp). Netherless you are right that it is a useless trait.
Well if the interaction with death of people is mandatory, why not the following idea.
Gain for each killed foe 1 stack (players give 5) of Soul fortification. (To a max of 25 stacks)
Soul fortification: Increase your max Lifeforce by 1-2% (not sure what the best number would be) per stack.
Mechanically it would essentially work like the stacking sigils.
The idea is you bolster your defenses with the souls of your dead enemies.
But honestly it would probably help deathmagic more if the reworked trait would give lf during a fight. I dont know maybe a weak version of the spectral armor effect also something like if you get hit you gain 1% lf (1 or 2 sec icd maybe even a per enemy cd not a global one).
That makes dagger, greatsword, and reaper shroud all of dubious usefulness.
I’d say dagger is still worth it for the heal, the root, and and the traited move speed. But I agree, GS seems like a suicide mission in WvW.
While true i wouldnt mind a small buff to main hand dagger. Its not like power necro is in a good place…
Confusion called. It wants on board of necro.
One of necro’s main themes is access to each and every condition, albeit not overpowered one. Ok currently there is access via spectral wall combo field usage, but it’s too little. Necro deserves a better, though niche source of confusion, such as plague form #4 or #5.
Though more torment also wouldn’t hurt.
Before Hot we had access to all conditions (confusion via spectral wall combo) but now we missing some. We dont have nether slow nor taunt hence i dont think that theme of having all conditions applies anymore.
Honestly it doesnt matter if it is condi or not (bloodmagic actually has condi traits so whatever). Take it how you will, offhand dagger’s trait (like mainhand dagger) is in the bloodmagic line and doesnt favor nether power nor condi.
Wait what… You do realise that Dagger 4 is almost literally making the Viper Horror raid and high fracal build right? That’s like, one of the most important skills of the build. The weapons are fine beside that “You don’t like something”. Everything has it’s place. Main Dagger is pure Power, Off Dagger is pure Condi. Tho Enfeebling Blood could use a buff. It’s often simply not worth clicking in the DPS rotation. I use it as a timer for RS. It’s great for PvE, in sPvP tho we simply don’t need another transfer and Warhorn has far more utility.
I am fully aware that offhand dagger is a condition weapon, no need to lecture me. It seems you dont understand my point. It was never about power or condition (or mechanics in general), it was about thematics and how bloodmagic traits have something for both condi and power builds (most of it is about getting health back though) and how the dagger trait is in bloodmagic and hence it is fair to say that both offhand and mainhand dagger can be considerd bloodmagic thematically.
But honestly it all that doesnt matter. What i wanted is that offhand dagger should have some lf generation and i merely tried to underline that with bloodmagic thematics but if you dont see it fine.
Heck you even said that enfeebling blood could get a small buff and i think the best way would be to give it lf generation. This will probably not help pve much but it will help for spvp (and yeah i know our meta builds dont need the condi transfer of offhand dagger but buffs are something you give to the non meta builds).
And since you pointed out that one of the problems offhand dagger has over warhorn is the lack of lf generation (which you said was quite important) i am not sure if you disagree with me on the point that offhand dagger needs lf generation.
Edit: I think i just realised bierzgal why you started talking about how dagger is a condition weapon. I think you thought i was talking about offhand dagger when i said “doesnt favor nether power nor condi”. That comment was about the dagger trait (and bloodmagic in general). Though i now see why it could be misunderstood as if i was talking about offhand dagger. Sorry about that.
(edited by Muchacho.2390)
LF generation, Swiftness+cripple, Unblockable CC. Warhorn packs so many utilities.
To be fair Lf generation is something offhand dagger should have. It is actually the only weapon without Lf generation. It is specially ironic that a weapon, which is thematically tied to bloodmagic, has nether life siphon nor LF generation.
Dagger 1 has the best LF generation skill that Necromancer has in comparson to all other weapons. Dagger 2 literally syphons life. In addition, the dagger is in the Blood Magic traitline. Beeing the fastest hitting Necro weapon it was designed for the life syphon tree. Theme-wise everything is in it’s place. It’s just for Power Necro, not Condi.
Honestly it doesnt matter if it is condi or not (bloodmagic actually has condi traits so whatever). Take it how you will, offhand dagger’s trait (like mainhand dagger) is in the bloodmagic line and doesnt favor nether power nor condi. So i think it is fair to say it is thematically more bloodmagic (the names of the skills are more or less fine for that too). And even if it is not it still wouldnt be a reason not to give lf generation to offhand dagger when every other necro weapon has a lf generating skill.
And yeah i know that both of its gw1 counterpart skills werent bloodmagic (deathly swarm was deathmagic and enfeebling blood curses) and funnily enough before the gw2 beta nether deathly swarm nor enfeebling blood were on offhand dagger.
Off topic: Also mainhand dagger only has the best life generation on single targets, infact staffs auto can generate more lf if you hit more then one target (the dagger auto chain is 2.1 sec and generates 8% lf and the staff auto is 1.4 sec and generates 4% per hit target).
(edited by Muchacho.2390)
I agree with everything you said besides necros, I play a necro and i find it easy to hit for 600k + damage in a match just use the right build they can hit for as much damage as any class just they have the added survivability if you swap between condi transferring lich form and obviously going into shroud i only really ever die if im ganked. they certainly need to buff ele because it has ok damage with no survivability making them super easy to kill with basically every class. honestly i would prefer playing an ele that was just as glassy but had far more power so they could compete with the other classes in damage dealt even if they were still as vulnerable it would be far more fair
Wtf you use Lich Form for survivability? Wow… that skill used to be a power damage cooldown (not defense i may add) now only pver use it for the minions in viper builds (lol). Honestly i cannot imagine how Lich form could save you from decent players…
Well grim specter is certainly not bad, i dont think it is worth taking lich form just because of that skill.
LF generation, Swiftness+cripple, Unblockable CC. Warhorn packs so many utilities.
To be fair Lf generation is something offhand dagger should have. It is actually the only weapon without Lf generation. It is specially ironic that a weapon, which is thematically tied to bloodmagic, has nether life siphon nor LF generation.
(edited by Muchacho.2390)
reaper gave necromancer a way to be a frontline class in world vs. world, yet at the same time because it’s still a necromancer, it’s nearly impossible to accomplish because of what anet wants done with the class.
i’ve started running the shout heal instead of consume conditions, still waiting to see if that was a smart move or not, charging with tags still doesn’t work, i’m wondering where anet gets the data that it does in fact work.With classes that actually have Stability?
Well technically we do have stability. Maybe they shouldnt have nerfed infusing terror to the ground?
And Lightsbane the shout heal is actually not bad especially since it has a fast casttime. The only problem it has is that most condi removel necros have are transfers and having a condi removel that is not dependend on hitting your enemies is important in my opinion hence why i think you shoud run the YSIM mainly in an shout build with trooper/solder runes or with well of power (or at places where condi removel not matters).
(edited by Muchacho.2390)
If i remember correctly, this was implemented the same time they did with sick’em.. Maybe 2 years ago?
Nope it was in the game from the beginning.
Ive been one of the people who said it would be OP as kitten for necros to get healed in shroud by allies… but now with the death of the ele and and rise being nerfed into oblivion i think it could work now… but i would make it some sort of trait option in blood.
The thing is that we already this option, it’s called vampiric healing a.k.a “siphon health” and it can work quite decently with the right build, slap Blighter’s Boon with it and you can regen in Shroud very convincingly.
As a side note, the real issue with necros durability is always going to be the lack of self-blocks/invulns and poor access to stability, doesn’t matter how good a necro can regen inside or outside Shroud, if we don’t have a form of babysitting (ally peeling) then we’re food to CC chain.
Oh you are right of course I completely forgot what any of the traits in the blood magic line do, and I’ve never tried a vamp necro before. Is it effective?
Well if you can hit things the healing feels roughly the same as blighters boon+ spite. Vampirc+Vampiric Presence is roughly 70 hp per enemy hit. Then you also get the 5 SoV stacks per blood bond (if you take it) but last time i checked they didnt work in Shroud unlike the ones from the real skill (hence why i think it is a bug and i made a bug post about this long time ago so maybe it is fixed by now).
The biggerst “weakness” of bloodmagic (i am not sure if weaknees is the correct word here) is that the grandmaster traits are more support orientated or about wells and you have to forgo a traitline namely spite/curses or soul reaping unless you want base shroud but i dont thin base shroud will give you much siphon because of the slow attacks). However it is really funny to safe downed allies with Transfusion.
But you could be more annoyed about regeneration not working in shroud since bloodmagic gives regeneration in from of a mark of blood on dodge (adept minor). Infact allowing regneration to work while in shroud would give bloodmagic probably a big indirect buff.
(edited by Muchacho.2390)
The elite trait corruptor’s fervor is goes off on your vulnerability stacks, proving more toughness to be converted to power.
Like many similar traits, the additional toughness from Corruptor’s Fervor doesn’t actually count towards the Deadly Strength power conversion.
While you are right, showing the hero panels doesnt proof much, since the hero panel is kinda buggy sometimes (e.g. it doesnt show the stat increase for plagueform).
Aye hero panel is buggy but its the way traits work. If they convert a part of a certain stat, they only work off of the base stat. Great Fortitude (Warrior – convert power to vit) doesn’t change the amount of health you have even if you have Signet of Might and/or various stacks of Might.
I know, i only wanted to mention it.
The elite trait corruptor’s fervor is goes off on your vulnerability stacks, proving more toughness to be converted to power.
Like many similar traits, the additional toughness from Corruptor’s Fervor doesn’t actually count towards the Deadly Strength power conversion.
While you are right, showing the hero panels doesnt proof much, since the hero panel is kinda buggy sometimes (e.g. it doesnt show the stat increase for plagueform).
Shout necros dont use it, they were nerfed to non meta status though.
Well I’m getting nowhere with my opinion.
If the developers think a corruption necro could use sustainability then I imagine allowing regen in shroud is a good way to do that. I honestly see repercussions in that, but I won’t comment on it anymore.
If you dont tell what kind of repercussion there could be, how should we then know if your objection is justified or not?
I like it the way it is. If a necro uses shroud, they become a pseudo tank. Except they are not invincible, as you can condi them back to reality pretty quick. But the necro might reverse that once they get their condi reversal skills back after exiting shroud. There is strategy there.
Ehm and exactly how would allowing regeneration working in shroud change this?
Then shroud would be relied on to heal whenever the necro is low on health. There’s no strategy in that. It’s mindless. Teammates could potentially heal me back to near full health if my shroud lasts long enough.
For now I pop shroud when I want better crits/damage, or protection against direct damage, or respite while I’m waiting on my heal to cd. But I have to quickly think on whether it’s a good idea because that shroud isn’t going to last and once it’s stripped from me I’m going to be exactly where I was, healthwise, before I popped it.I was only taking about regneration though. FYI that is less then blighers boon gives when combined with spite and you just auto attack in shroud.
Also even if we would be talking about all healing (which i didnt i might add) how would that be different then healing the other professions up during thier blocks, evades or invulerabilities?
If they allow regen in shroud I already know a way of abusing it using nothing but necromancer skills.
How can you abuse Regeneration? By stacking healing traits (unholy sanctuary, blighers boon etc.)? I dont think it will work as well as you may think.
I like it the way it is. If a necro uses shroud, they become a pseudo tank. Except they are not invincible, as you can condi them back to reality pretty quick. But the necro might reverse that once they get their condi reversal skills back after exiting shroud. There is strategy there.
Ehm and exactly how would allowing regeneration working in shroud change this?
Then shroud would be relied on to heal whenever the necro is low on health. There’s no strategy in that. It’s mindless. Teammates could potentially heal me back to near full health if my shroud lasts long enough.
For now I pop shroud when I want better crits/damage, or protection against direct damage, or respite while I’m waiting on my heal to cd. But I have to quickly think on whether it’s a good idea because that shroud isn’t going to last and once it’s stripped from me I’m going to be exactly where I was, healthwise, before I popped it.
I was only taking about regneration though. FYI that is less then blighers boon gives when combined with spite and you just auto attack in shroud.
Also even if we would be talking about all healing (which i didnt i might add) how would that be different then healing the other professions up during thier blocks, evades or invulerabilities?
(edited by Muchacho.2390)
I like it the way it is. If a necro uses shroud, they become a pseudo tank. Except they are not invincible, as you can condi them back to reality pretty quick. But the necro might reverse that once they get their condi reversal skills back after exiting shroud. There is strategy there.
Ehm and exactly how would allowing regeneration working in shroud change this?
My suggestion would be to look for some way to give necros more sustain, (yes I know they just took it away) because the overall concept of Necro is Attrition. If Necros have no sustain they can not be an Attrition class.
Sustain? How about allowing regeneration to work while in shroud. Honestly shroud is the only thing in the game that prevents all healing exept some special necro traits. I can understand that allowing all healing could be to strong so why not go there slowly and see how it works. And allowing regeneration would be a good start in my opinion.
Zintrothen you do know that spectral wall already generate 4% lf when someone walks into it? The tooltip is not correct but something like that shouldnt surprise anyone that plays necro for a long time. Necros have a lot of incorrect tooltips. Heck Anet needed 2 years to give spectral armor the correct tooltip…
I assume a future reaper elite spec will use a shield, be “undead / ghoul” focused, and that will give blocks.
Nah that is impossible, since reaper is already a elite spec and we can only have one at the same time….
Dont forget offhand dagger also dont give any lf and scepter doenst have the best lf generation so having warhorn can be nice in that regard.
And i dont think enfeebling blood is that good. The casttime+animation makes kinda slow (atleast i feel that way).
Well good postioning is your best bet e.g. stand at places that wont allow ports. See for that good kiting guides for spvp.
You can also run fleshworm and place it smartly beforehand. The teleport will teleport you 1200 in the direction of you worm if it is further away then 1200 (it can bug out at some places).
As far as I know, when in shroud, necros have no way to clear conditions – at least not on the popular ones I’ve seen. So if they do manage to get shroud up, they get condi spammed, immobilized and pounded into dirt. Mesmer can easily moa shroud rendering it useless. Yes you can dodge moa but it’s not that easy in team fight.
There are two ways for necros to have condi clear in shroud not counting runes, sigils etc. (well 3 actually if you count the underwatershroud of base necro but that one doesnt count in spvp). The first is the plague sending trait in curses, which actually is in the meta corruptionmancer build and the other one is in deathmagic but since deathmagic is bad in spvp (i think it is mainly because of bad traits like soul comprehension) we cab take that one from the list.
So with the corruptionmancer you have a condi clear in shroud, so you are technically wrong but you are also kinda right since plague sending is a passive that can easily be baited by an decent player.
- Signet passives actually don’t work in shroud, but I believe that the plague signet application from the trait in curses does work
- You have forgotten spiteful renewal (major adept in spite) which will remove a condition when hitting someone under 25% HP and which I THINK also works in shroud.
Ahh you are right i forgot the spite trait thanks but it is rather unreliable and most builds will rather take the vul on chill trait. Yes it works in shroud though you wont get the heal, since healing doesnt work in shroud apart from necro siphons.
As for your comment on signet passives it doesnt matter. Plague sending is essentially the plaguesignet active casted on a crit when you have 3 or more condtions on you and yes it works in shroud.
Edit: I just recalled in deathmagic there is actually a second trait that lets you deal with conditions you need minions though.
(edited by Muchacho.2390)
As far as I know, when in shroud, necros have no way to clear conditions – at least not on the popular ones I’ve seen. So if they do manage to get shroud up, they get condi spammed, immobilized and pounded into dirt. Mesmer can easily moa shroud rendering it useless. Yes you can dodge moa but it’s not that easy in team fight.
There are two ways for necros to have condi clear in shroud not counting runes, sigils etc. (well 3 actually if you count the underwatershroud of base necro but that one doesnt count in spvp). The first is the plague sending trait in curses, which actually is in the meta corruptionmancer build and the other one is in deathmagic but since deathmagic is bad in spvp (i think it is mainly because of bad traits like soul comprehension) we cab take that one from the list.
So with the corruptionmancer you have a condi clear in shroud, so you are technically wrong but you are also kinda right since plague sending is a passive that can easily be baited by an decent player.
Well i wasnt talking about pve only but for builds in general. You konw outside of pve max dps is not the most important and you take the runes that complement your build the best. But of course you are right for pve since changning utility skills is easier then changing runes but that doesnt apply in spvp and in wvw only partially since there you can be amushed, which can make switching utilites tricky.
And i am also aware that in most necro builds traveler runse are not needed since you have normally other sources of movmentspeed increase (warhorn, spectral walk, signet of locust etc.) but all that doesnt make them useless, accross all professions there are builds that can make use of traveler runes unlike bad runes like reaper runes that are just useless hemce my stance on saying they are situational.
Well, I was talking about PvE since the OP asked about mapping and exploration.
And if we are talking sPvP and WvW. In sPvP you would absoluelly never, ever use Travelers over any decent runes that complement your build. And in WvW, if you run with a zerg you use Pack, not Traveler. And if you are going for roaming then the case is simmilar to sPVP. You can’t afford not to use proper runes unless you want to seriously damage your build. You could… but generally it’s a bad idea. And “other classes” don’t matter here. This is not a topic of “Are Traveler runes good or bad?”. Travelers are fine, just not here.
Well i was always talking about travelers in general and with your last sentence you are essentially saying what i always meant to say about traveler runes.
Any Elite Well has to be called Well of the Profane. No other name is acceptable.
So, my ideas:
Well of the Profane
Elite Well
Summon a Well of the Profane at target location. Allies inside cannot gain conditions. Enemies inside cannot gain boons.Cast time: 3/4 second
Radius: 240
Duration: 5 seconds
Combo Field: Dark
Cooldown: 90 seconds
Range: 900Signet of Lost Souls
Elite Signet
Cast time: 1/2 second
Passive: Heal nearby allies when you gain life force. Healing amount is half of the gained life force value.
Passive Radius: 240
Active: Surround yourself with fallen souls, protecting yourself from harm. At the end, the souls lash out at foes on their return to the Mists.
Invulnerable for 5 seconds.
End damage: 1.5 coefficient
Damage Radius: 240
Cooldown: 90 seconds.
Cool ideas but the elite signet passive seems op. I think with those numbers you could heal better the healing builds (ventari rev, druids etc.) and the healing would be independent of healing power.
I know healing is limited in shroud. The only things are suppose to be lifestealing effects,
When I tested this a few weeks ago, Sigil of Blood, Sigil of Leeching, and Life Stealing food all failed to provide any actual life stealing in shroud. Prepare to be disappointed.
I think he means the necromancer ones (also the bloodmagic traits) and they work in shroud (since the trait rework patch). But that was only because we complained about it and even Anet couldnt deny the fact that is was just stupid to have traits that dont work half the time.
And to the op, i agree regeneration should work in shroud.
Honestly i think that a utility slot can be more valurable then the runes slot. And for traits they always come with a whole traitline meaining they are also build defining. Hnece my argument that the travelers can be useful unlike lets say runes of the reaper… one of the worst runes in game.
Nnno… not really. Why even mention the Reaper Runes when the only runes that Power uses are Scholars? Pretty bad example really. And yes, almost every PvE Power Reaper will use Signet of Spite. And Yes, Runes of the Scholar give MORE than the mentioned Signet, ergo, changing the Signet (utility slot) is better than changing runes.
And if we are talking Condi… Condition builds can’t really let themselves sacrifice their Runes for Traveler. Runes in Condi are much more important than in Power.
Well i wasnt talking about pve only but for builds in general. You konw outside of pve max dps is not the most important and you take the runes that complement your build the best. But of course you are right for pve since changning utility skills is easier then changing runes but that doesnt apply in spvp and in wvw only partially since there you can be amushed, which can make switching utilites tricky.
And i am also aware that in most necro builds traveler runse are not needed since you have normally other sources of movmentspeed increase (warhorn, spectral walk, signet of locust etc.) but all that doesnt make them useless, accross all professions there are builds that can make use of traveler runes unlike bad runes like reaper runes that are just useless hemce my stance on saying they are situational.
At this point would like to mention that the necro shroud mechanic is also the only thing in the game (atleast to me knowledge) that prevents all healing, apart the healing from necro siphons aka traits, something necros had to wait fror a long time.
Maybe now is a good time to change this. Maybe just start with the regeneration boon and see how it works.
I disagree it not a waste of slot. Traveler Runes are definitly one of the better runesets out there. Yeah in most builds Traveler Runes are not needed but there are builds out there that wouldnt work without them. So i think we should consider them situationally useful.
Ok, that’s fair. Tho one needs to think: On which change you will lose more. Proper runes or 1 utility skill. Power runs with a dagger anyway and condi can’t afford to lose it’s runes since they are quite important to the build.
I imagine a Power build without Blood Magic and the dagger speed trait might be fine with Travelers, but I still think that dropping, let’s say, Scholars is a super-huge DPS loss. It’s simple mathematics. Better to drop the Spite Signet than Scholar Runes. Or one of the other 2 ultility skills.
Honestly i think that a utility slot can be more valurable then the runes slot. And for traits they always come with a whole traitline meaining they are also build defining. Hnece my argument that the travelers can be useful unlike lets say runes of the reaper… one of the worst runes in game.
Signet of Stability
Passive: who cares
Active: have a couple stacks of stability and a break stun since the rest of your break stuns are pretty terrible
Terrible name for a necro skill…
How about this:
Signet of Corruption (3/4 casttime sec 60 cd):
passiv: Convert every 5 secends 2 conditions on you into boons.
active: Remove all boons from yourself and for every boon removed corrupt 1 boon from up to 5 enemies in a 600 range. Deals also damage for ech enemy boon corrupted.
Well of ruin (1/4 casttime not sure about cd):
Target area pulses, damaging foes, inflicting conditions and grating boons to allies.
Conditions inflicted: Cripple, weakness and vulerability
Boons granted: swiftness, protection and might
Damage is the same as well of corruption
Personally I think Traveler Runes are a waste of slot. It’s just better to slot either the Locust Signet or go for the Dagger trait for the 25% speed. But if someone thinks it’s a good idea, he can. That’s what these runes are for.
I disagree it not a waste of slot. Traveler Runes are definitly one of the better runesets out there. Yeah in most builds Traveler Runes are not needed but there are builds out there that wouldnt work without them. So i think we should consider them situationally useful.
Not saying that condition necro is in a good place but it is alot better then power necro. There is a reason why almost all of our meta builds are condi builds.
I dont want skills like spectral grasp or rise to be pigeonholed into condition builds.
And your dhuumfire buff is not thought out at all. The shroud traits always have to take all our shrouds (death and reaper) into consideration. reaper 2 is a mulithit attack while death 2 is a 1 hit attack. Dhuumfire is already bad in deathshroud dont make it worse just because you think it isnt good enough on reaper shroud.