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Instadeath from a MM necro, need advice.

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Tadsoul.6951

if you killed all the minions that 3-6 death nova that would go off at the same time. but as far as i know it wouldnt kill you instantly

corruption bug boon > condition

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Tadsoul.6951

when corruption stability into fear
instead of having the target being feared
it say instead
Immune

immobilize to resistance

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Tadsoul.6951

you know the condition conversion to boon changes
where chill is converted to resistance
shouldn’t it be immobilize to resistance

Necromancer healing skills

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Tadsoul.6951

I was playing around with the signet a little more last night
I feel like the suggestion here would work well to make the passive better.
however there is 1 more thing we all forgot i think. It passive needs to work in shroud.

I dont think these have been suggested either but they are kinda lame
making the passive always active (see healing signet)
make the passive give a stat, or condition cleanse

Necromancer healing skills

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Tadsoul.6951

Quickness was an example other good ones would be might, fury. Quickness makes the most sense because you have an effect that encourages you to attack fast.
There is nothing wrong with heal on hit and if you think it’s really that boring why don’t you think of something yourself
Elixir infused bombs isn’t heal on hit btw they heal you regardless whether they hit anything or not

*Please let us see utilities in Death Shroud*

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Tadsoul.6951

I support this
Could even go one step further and allow use of utilities in shroud

Necromancer healing skills

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Tadsoul.6951

they should change the passive to heal on hit enemy rather than being hit, give the active portion the better tech we saw in hot with the chilling nova trait so it can proc like 6 times in 10 seconds and have it give a boon on active like quickness for 5 seconds

Well of Blood

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Tadsoul.6951

I made some suggestion to well of blood here
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-healing-skills/first#post5178910

i think a cd reduction with also a healing buff would be a good start to improving well of blood.
at the moment the engineer elixer gun’s super elixer is better

spectral walk was working as intended

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Tadsoul.6951

Thanks dude, that’s good to know.

I’m curious, does this mean Spectral Walk (first activation) won’t be able to break stuns that occur mid-air, so things like knockbacks/launches?

If you’re knocked-back in air you won’t be able to use Spectral Walk until you touch the ground. If you get knocked back while jumping, as soon as you hit the ground you can break it, just like other stunbreaks. However, if you already used Spectral Walk and then get cc’d in air, you can return back with Spectral Recall.

That said, as long as you’re on the ground you can stunbreak at any time. Hope I understood your question correctly.

then the change sucks, i thought it was 2 years back that you guys specifically changed stun-breakers to break cc mid animation otherwise what’s the point of stun-breakers at all?

That’s…what it does. Knockbacks and blowouts don’t count you as “in air”. What I’m saying is – if you jump off a cliff, and someone stuns you right as you jump – you can’t stunbreak until your feet touch the ground. However, if your Spectral Recall is ready you can pop it at any time since you’re allowed to use them in air.

Edit: For uber clarity – yes, you can stunbreak launches and knockbacks.

we don’t need to worry about the stunbreak he answered that very clearly.
the reason why they removed it would be nice … in hot wouldn’t the parachute work the same and there is always revive orbs. I suppose neither of those work in spvp but surviving the fall from skyhammer isn’t really benefical either

Necromancer healing skills

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Tadsoul.6951

hey thx for pointing out the typo

a healing skill having a niche scaling really well from healing power is fine however it still need to be semi usable without healing power

the fact that the blood fiend can be kill is enough counterplay
these skills have less or equal opportunity for counterplay
beside posion
healing signet has no counter play
withdraw has no counter play
signet of restoration must cc the ele
shelter has very limited counter play combined with virtue which has none

Necromancer healing skills

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Tadsoul.6951

i was thinking about suggestion it should be a water field too for well of blood, but then i was thinking about the reaper with all the whirl finisher how nicely it will work with light fields either way they need to a lot with well of blood

Robert did a great job of selling the changes

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Tadsoul.6951

in general i think the trait changes are looking good but the skill changes not so good
spite
i like it… no major offenders good
curses
-corruptions are just bad you cant use corruption and bring our condition cleanses at the same time
-consume condition was over nerfed
-plague was over nerfed
death magic
its good… could tweak some things in the future
blood
magic very interest niche support
-will need to test to see how well it works maybe some number tweaks at most
-vampiric aura should do a lot of damage compared to its healing split it in pve by giving enough damage to add good amount of damage
soul reaping
yea its good

Necromancer healing skills

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Tadsoul.6951

Here are some additional thoughts
Taste of Death
add a stunbreak to it
have it restore endurance
apply shocking aura to yourself

all these kinda require the skill itself being a instant cast but i really like because they provide a defense when your giving up defense… i say shocking aura because out of the cc options it is the lest volatile for extremes cases… however another option could be taunt+ lots of blind maybe even throw in weakness.

Signet of Vampirism
On the active
quickness
fury+ might
direct damage componet
I think it would be best to have this skill aim towards more damage, healing work

for feedback guys feel free to post what you think about our heal skill so the devs can know

(edited by Tadsoul.6951)

Necromancer healing skills

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Tadsoul.6951

My thoughts on the purity of purpose behind each skill and what each should do.

Consume Condition
Purpose: is to cleanse youself of all condition
now we are getting consume condition not following its true purpose and with a nerfed recharge, however it does gain the skill type corruption.
1.The old verison (pre june 23) is balanced and maintains the purity of purpose.
2.If the skill applies vulnerability before the cast then it also can maintain the purity of purpose
The nerfed recharge was uncalled for and it was solely to accomedate the trait
1. combine PoP 2 with only a 3 second nerf and it creates a nice middle groud
2. make the trait less impacting and remove the nerf

Summon Blood Fiend & Taste of Death
Purpose: To provide lots of healing, to provide utility at the cost of lower healing
blood fiend healing can miss, sacrificing is a waste, it doesn’t healing in shroud, it can die
1. fix those problems beside that i can die and people might use this skill
2. fiend heals you regardless whether he is attacking or not

Signet of Vampirism
Purpose: ??? isn’t too clear
I’m going to give this purpose to be offensive healing
1. change passive to heal when strike a foe, adjust values accordingly
2. reduce cast time, ¼ or ½ would be good
3. use better tech. see chilling nova reaper trait. increasing the time would make it effective with more weapons
4. just a little bit more healing or offensive power

Well of Blood
purpose: healing and ally support
This skill is very bad. I don’t even know where to start. Super elixer provide more healing to allies and almost provide more hps than the entire skill.
1.
2. reduce cooldown to 30 seconds
3. increase healing per pulse to 560
4. maybe provide other support beside healing

Your Soul Is Mine
purpose: brawler large heal in form of life + healing
havent used it yet but from looking at it there might be to small issues
1. to much rain or shine. decrease life force gain per hit. give base amount regardless
2. if we are a group brawling them we might not be able to use all the shroud effectively due to the cd consider placing more healing into actually healing rather than shroud
3. reduce cast time to ½

Necromancer healing skills

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Tadsoul.6951

In the update this is what the healing skills will look like (or shoud look like)
Consume Condition
1¼ Activation time 30 Recharge time
Feast on your conditions, gaining health for each one consumed.
Healing: 5,240
Heal per condition: 724
Self Vulnerability10 (4sec): 10% incoming damage
Type: Corruption

Summon Blood Fiend
1½ Activation time 16 Recharge time
Summon a blood fiend that transfers health to you on each attack.
Damage: 239
Healing: 926
Range: 900
Type: Minion

Taste of Death
¾ Activation time
Sacrifice your blood fiend to heal yourself.
Healing: 3,960

Signet of Vampirism
1¼ Activation time 35 Recharge time
Passive: Heal when struck by a foe.
Active: Heal yourself and mark a foe. Allied players will siphon life from that enemy.
Active Life Siphon Damage: 241
Active Life Siphon Heal: 470
Initial Self Heal: 3,960
Passive Heal: 325
Signet of Vampirism.png25 Vampiric Mark(6s): Life is siphoned when struck by players.
Passive Heal Cooldown: 1 second
Range: 1,200
Type: Signet

Well of Blood
1 Activation time 40 Recharge time
Conjure a well of blood to heal allies.
Initial Self Heal: 5,240
Health per Second: 280
Number of Targets: 5
Duration: 5 s
Radius: 240
Combo Field: Light
Type: Well

(this skill is actually release with HoT and is still in development)
your soul is mine
¾ Activation time 20 Recharge time
Heal yourself and strike foes around you, absorbing life force for each foe struck.
Damage: 259
Healing: 3,954
Life Force: 4%
Number of Targets: 5
Radius: 600
Type: Shout
edit fixed typo

(edited by Tadsoul.6951)

Necromancer Changes

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Posted by: Tadsoul.6951

Tadsoul.6951

The traits look like they were improved the traits
However some are still questionable
Fall damage trait change is good but has no additional effect
Corruption why would we want more conditions on us
lingering curses doubles scepter damage thought was being avoided
Dagger should be below threshold not above

Skill changes are mostly bad
Consume condition bad
Mark of blood bad
Plague bad
Lich not as bad (why was it need when rampage is way stronger)

Please speed up Spectral Grasp

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Tadsoul.6951

I find I can make it connect however multiple times it hits then and says obstructed

boon removal order suggestion

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Tadsoul.6951

I know people won’t agree
You can share what you think is important on the boon removal order
What do you think of General ideas for the boon removal.
The ui
The standardized boon removal suggestion

I would like the ability to remove the most powerful boons all the time to.
I however suggested a theme of making your for vulnerable.

boon removal order suggestion

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Tadsoul.6951

Boon removal order is important to know. In order to remove the boon you desire you must know what to expect.

There are a lot of options that they can go with
the boon removal order should be display somewhere in game.
ie.


tooltip text, class info tab

If boon removal order varies based on class. All the skills on a single class should follow the same rules
ie.


necromancer
spinal shiver: remove aegis first then boons at random
well of corruption: remove aegis first then boons at random
path of corruption: remove aegis first then boons at random
corrupt boon: remove: aegis first then boons at random
chill of death: remove: aegis first then boons at random
unholy feast: remove aegis first then boons at random
sigil: remove aegis first then boons at random

gaurdian
searing flames: remove might first then boons at random
sigil: remove might first then boons at random

my suggestion
im only doing necro cause necro subform feel free to post on other classes
Necromancer

boon removal order
1. Aegis
2. Resistance
3. Protection
4. Vigor
5. Stability
the rest random or follow the first in first out rule

non-Lich Burst damage(help)

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Posted by: Tadsoul.6951

Tadsoul.6951

if you want necro burst this is my suggestion
try to pick targets at the 50% threshold
swap to staff with a air and fire sigil
lifeblast

in total if done correctly you will hit him with
air sigil
fire sigil
lifeblast
Chill of death (remember it does the most damage vs target with 3 or more boons)
doom optional (doesnt really do much damage)

An idea to rework Axe

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Tadsoul.6951

I like the suggestions here for axe

Here’s what i was thinking recently
since we don’t have a support weapon why not redesign axe into a support weapon.

Haven’t really thought of the skills it would have but it would be a big help to add in a supportive playstyle

Should the we have utility in DS?

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Tadsoul.6951

I Feel like those cons arent true.
Death perception is alrdy used with wells, others skills do very little damage, too little info on shouts
Death shroud degenerates over time.
Weapon skills can do more damage and provide different effects than death shroud
spectral armor can alrdy be used like that.

I would say that the animations would be the main problem

I would prefer using our own utilities rather than getting specific death shroud utilities

this is what you need to think about currently when entering or exiting death shroud.
death shroud decay
meaningful weapon skills
healing
utilities skills
death shroud cd
weapon swap

Death shroud will still be complex even if you remove utilities from the list

[Follow Up] Forum Specialist Feedback

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Tadsoul.6951

i think anet should change their train of thought. When your defense is healing its either too much or to little. Necromancers already have life force generation which is like healing.

I posted some ideas here
https://forum-en.gw2archive.eu/forum/professions/necromancer/Blood-and-Death-Magic-changes/first#post5076012
There are two set of changes one is the orignal and the other one is edited to try and fit anet current train of thought. There is also a TLDR at the bottom if you dont want to read it all.
Also if you want to make sustain through healing interesting and more useful removethe fact the healing is always happen and make it happen in controllable bursts. This way it is up to skill that determine whether life stealing is super strong or not.

Blood and Death Magic changes

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Tadsoul.6951

TLDR: for the orignals changes
Death Magic
Offensive support: through unique on kill banner like traits
Scaling Defenses : Stealth, cc
Minions

Blood Magic
Defensive support: healing, Condition cleansing
Scaling Defenses: Aegis, cc
Utility: damage, sustain, cd reduction.

Blood and Death Magic changes

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Tadsoul.6951

there are 2 different suggestions, it will help if you refer to which one you are talking about.

also the regeneration trait is equal in strength with other professions. The reason why it may be sub par is there is no synergy with the rest of the entire proffesion.

[Follow Up] Forum Specialist Feedback

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Tadsoul.6951

I agree those numbers were very low on damage. Im not sure on what gear he was using but those werent big numbers.

Blood and Death Magic changes

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Tadsoul.6951

I feel that the vampiric traits shouldn’t be the traitable defense (or sustain) that the necro needs. However If you still want vampiric traits I suggest having short duration vampiric bursts rather then having them always always active.

If you have Transfusion rezz allies you should replace this version of Transfusion with Ritual of Life.

Blood and Death Magic changes

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Tadsoul.6951

VERSION TWO
what i think the dev may prefer
Necro – Blood magic
Minors


Full of Life 15 second cooldown
Gain regeneration when your health drops below the threshold
health threshold 90%
Regen (5s)


Vampiric
Siphon health whenever you hit a foe. Minions siphon health and transfer it to you.
Life Siphon Damage: 36
Minion Lifesteal: 81
Life Siphon healing: 31
Minion Heal: 42


Blood to Power
Gain additional healing power while yourhealth is below the threshold
Health threshold: 75%
Healing power: +300

Adept


Ritual of Life
Create a Well of Blood when reviving an ally.
Revive speed increased.

Vampiric Precision
Siphon health whenever you critical hit.
Life Siphon damage: 88
Life Siphon Healing: 78


Mark of Evasion
Leave a Mark of Blood when you dodge.

Master

Quickening Thirst
Increases movement speed while wielding a dagger.Dagger skills recharge faster when activeated below the health threshold.
Health Threshold: 75% (21,422)
Movement Speed increase: 25%
Recharge Reduced 33%

Pure Blood
Gain Aegis when you remove a Condition. Deal more damage when unaffected by conditions.
aegis (4s) block the next incoming attack
Damage Increase 10%

Transfusion
Life Transfer heals nearby allies and grants stability and breaks stun
breaks stun
Stability3 (3s)
Healing: 312
Number of Targets: 5
Pulses: 9

Grandmaster
Vampiric Rituals
Well provide an shocking aura and grant protection to allies when cast. Reduces recharge of wells.
shocking aura(4s) stun nearby attacking foes with an energy shock(only once per 2 seconds for each attacker).
stun (1s): unable to use skill or move
Protection(3s): -33% incoming Damage
Recharge Reduced: 20%

Vampiric Aura
You and nearby allies siphon health. Siphoning health is more effective.
Life Siphon Damage: 36
Life Siphon Healing: 31
Radius : 600
Effectiveness Increased: 20%

Barbed Signet
You have a chance to inflict bleed on enemies that struck you with a melee attack. Increase damage.
Trigger chance: 50%
Bleeding (3s)
Damage Increase: 5%

(edited by Tadsoul.6951)

Blood and Death Magic changes

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Tadsoul.6951

VERSION TWO
What i think the dev may prefer
Necro – Death Magic
Requires Greater marks merged with soul marks
Minors


Armored Shroud
Gain toughness while in death shroud.
Increase Toughness: 180

Unrelenting souls cooldown 60seconds
Gain Stability when disabled.
Stability3: (5s)

Beyond the Veil
Whenever you leave Death Shroud you, your minions and four other nearby allies gain protection.
Protection(3s) – 33% Incoming Damage
Number of Targets: 4
Radius: 240

Adept


Flesh of the Master
Minions have increased health. Gain bonus toughness for each minion you control.
(your minios are desroyed when thistrait is reassigned.)
Toughness: +20
Health Increase : 50%


Shrouded Removal
Lose a condition when you enter death shroud.
Conditions Removed: 1


_Putrid Defense
Take less damage from poisoned foes.
Damage Reduced: 10%

Master

Death Nova
minionsexplode in a cloud of poison when they die. This effect also triggers when you are downed.
When you kill an enemy, summon a jagged Horror minion to fight by your side.
Jagged Horror Summon Recharge: 15 seconds
Jagged Horror Lifetime Duration: 30 seconds


Reaper’s Protection 60 second cooldown
When disabled inflict fear on nearby foes.
Fear(2s): flee
Number of Targets: 5
Radius: 360


Deadly Strength
Gain power based on your toughness. Power gain doubles while in Death Shroud.
Gain power based on a percent of Toughness: 7%
Gain power based on a percent of Toughness: 14%

Grandmaster


Necromantic Corruption
Minions deal more damage and take conditions from you. Whenever a minion attacks it transfers conditions to its targets. (10 second cooldown per minion)
Conditions Transferred: 1
Damage Increase 25%
Interval: 10 seconds

Ghoulish Effigy
When you kill an enemy you and nearby allies gain power, condition damage and precision for a short time.
Increase Power: 150
Increase Condition Damage: 150
Increase Precision: 150
Number of Targets: 5
Radius: 240
Duration: 30 seconds

[Spoiler]Unholy Sanctuary 30 second cooldown
Regenerate health while in death shroud. If your life force is aboce the threshold, your death shroud willactivate if you would take a lethal blow.
Healing: 130
Life Force Threshold: 10%
Interval: 1 second[/spoiler]

(edited by Tadsoul.6951)

Blood and Death Magic changes

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Posted by: Tadsoul.6951

Tadsoul.6951

VERSION ONE
Necro – Blood magic
Minors


Full of Life 15 second cooldown
Gain regeneration when your health drops below the threshold
health threshold 90%
Regen (5s)

Vampiric Retaliation 5 second cooldown
Steal health when disabled.
Life Siphon healing : 856
Life Siphon Damage: 856


Blood to Power
Gain additional healing power while yourhealth is below the threshold
Health threshold: 75%
Healing power: +300

Adept


Ritual of Life
Create a Well of Blood when reviving an ally.
Revive speed increased.

Vampiric
Reduce Life force generation. Gain life when generating life force. Death shroud increases life force generation.
Life force gain: -50%
Gain double the life equal to the amount of life force gained
Life force gain in death shroud: 100%


Mark of Evasion
Leave a Mark of Blood when you dodge.

Master
Quickening Thirst
Increases movement speed while wielding a dagger.Dagger skills recharge faster when activeated below the health threshold.
Health Threshold: 75% (21,422)
Movement Speed increase: 25%
Recharge Reduced 33%

Pure Blood
Gain Aegis when you remove a Condition. Deal more damage when unaffected by conditions.
aegis (4s) block the next incoming attack
Damage Increase 10%

Transfusion
Life Transfer heals nearby allies and grants stability and breaks stun
breaks stun
Stability3 (3s)
Healing: 312
Number of Targets: 5
Pulses: 9

Grandmaster
Vampiric Rituals
Well provide an shocking aura and grant protection to allies when cast. Reduces recharge of wells.
shocking aura(4s) stun nearby attacking foes with an energy shock(only once per 2 seconds for each attacker).
stun (1s): unable to use skill or move
Protection(3s): -33% incoming Damage
Recharge Reduced: 20%

Vampiric Aura
Lifeblast now uses ground targeting. Lifeblast remove two condition from allies it hits.
Condition Removed: 2
Number of Targets: 5
radius: 180
Lifelbast would still only hit one enemy target unless they have the unyeilding blast

Barbed Signet
You have a chance to inflict bleed on enemies that struck you with a melee attack. Increase damage.
Trigger chance: 50%
Bleeding (3s)
Damage Increase: 5%

(edited by Tadsoul.6951)

Blood and Death Magic changes

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Posted by: Tadsoul.6951

Tadsoul.6951

VERSION ONE
Necro – Death Magic
Requires Greater marks merged with soul marks
Minors


Armored Shroud
Gain toughness while in death shroud.
Increase Toughness: 180

Unrelenting souls cooldown 60seconds
Gain Stability when disabled.
Stability3: (5s)

Beyond the Veil
Whenever you leave Death Shroud you, your minions and four other nearby allies gain protection.
Protection(3s) – 33% Incoming Damage
Number of Targets: 4
Radius: 240

Adept


Flesh of the Master
Minions have increased health. Gain bonus toughness for each minion you control.
(your minios are desroyed when thistrait is reassigned.)
Toughness: +20
Health Increase : 50%

Shrouded Removal
Lose a condition when you enter death shroud. Nearby foes lose a boon.
Conditions Removed: 1
Boons Removed: 1
Number of Targets: 5
Radius: 240

Deadly Strength
Gain power based on your toughness. Power gain doubles while in Death Shroud.
Gain power based on a percent of Toughness: 7%
Gain power based on a percent of Toughness: 14%

Master

Death Nova
minionsexplode in a cloud of poison when they die. This effect also triggers when you are downed.
When you kill an enemy, summon a jagged Horror minion to fight by your side.
Jagged Horror Summon Recharge: 15 seconds
Jagged Horror Lifetime Duration: 30 seconds


Reaper’s Protection 60 second cooldown
When disabled inflict fear on nearby foes.
Fear(2s): flee
Number of Targets: 5
Radius: 360

Ghoulish Effigy
When you kill an enemy you and nearby allies gain power and condition damage for a short time.
Increase Power: 150
Increase Condition Damage: 150
Number of Targets: 5
Radius: 240
Duration: 30 seconds

Grandmaster


Necromantic Corruption
Minions deal more damage and take conditions from you. Whenever a minion attacks it transfers conditions to its targets. (10 second cooldown per minion)
Conditions Transferred: 1
Damage Increase 25%
Interval: 10 seconds

Graverobber 30 second cooldown
whenever you remove a boon grant yourself invisiblity. If you take damage greater than the health threshold in a single strike, your death shroud instantly recharges.
Invisibility: 3 seconds
(invisibility would be granted after damage is applied)
Life Threshold: 10%

Sharpened effigy
When you kill an enemy you and nearby allies gain precision for a short time.
Increases Precision: 150
Number of Targets: 5
Radius: 240
Duration: 30 seconds

(edited by Tadsoul.6951)

Blood and Death Magic changes

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Tadsoul.6951

I made a set of suggested changes to the blood magic and death magic trait lines.
Any trait that is spoilered means it doesn’t have any change.
I also made a set of suggested changes that is attempt in the direction the dev want to go.

Trait suggestion feedback wanted

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Tadsoul.6951

hey thx for the feedback softspoken
Ill post my trait line suggestion on friday or saturday.

here is a another good question to ask
In my trait line suggestion i have romoved vampiric master completely, however there are other traits that could make up for this.

Minion master necromancers do you feel vampiric master was nessicessary or could it have been replaced?

Trait suggestion feedback wanted

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Tadsoul.6951

the health gain wouldn’t be based on health it would still use lifeforce.
it takes 2 point of damage to reduce life force by 1
so if you gain 200 life force. With this trait it would change as
you gain 100 life force
you gain 200 health

i agree if it was a minor trait i wouldn’t want it either. In my entire trait line suggestion it isn’t a minor.

Trait suggestion feedback wanted

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Tadsoul.6951

I plan i writing a full trait suggestion for blood magic and death magic soon. However before i write those I would like feedback on this trait.

Vampiric
Reduce Life force generation. Gain life when generating life force. Death shroud increases life force generation.
Life force gain: -50%
Gain double the life equal to the amount of life force gained
Life force gain in death shroud: 100%

Would you feel like a Vampire (blood magic) necromancer with this trait.
Do you feel this trait is balanced?
What do you like about this trait?
What don’t you like about this trait?
Are you ok with vampiric master being replaced by different traits?

Keep in mind that this is only one trait and not the entire trait line. If you do not understand how the trait functions ask and i will try to explain in further detail.

(edited by Tadsoul.6951)

Corruption skill changes

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Tadsoul.6951

Corrosive poison cloud is not good.
As a condition necro you lose valuable dodges and
As a power necro weakness also ruins your damage output
in pve bosses have defiance which reduces your weakness duration by 50%. with 100% condition duration and traited you will still not apply 100% weakness duration on the boss. Even worst many bosses remove conditions so your long weakness duration can become nulified.
in PVP and WVW people move out and since it only pulses once every 3 seconds you probably apply more weakness to yourself.
because of the self weakness make this one skill not worth using
the op suggestion to make it block projectile would make it worth using
but i alrdy said id rather have the self inflicted condition removed

Death Shroud Limitation

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

I was thinking 5 second on deathshroud cooldown would be a good balance.

I think it would be more similar to elementalist earth attunement than water. water just provides healing mostly.

ive been so use to not having utilities in death shroud that i don’t even know what to think.

(edited by Tadsoul.6951)

Death Shroud Limitation

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

What if Death shroud didn’t have a cooldown?
What if you could use utility skills while in Death shroud?

For discussion you can also suggest a lower cooldown on Death shroud

Corruption skill changes

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

if we bring well of power and plague signet we then only have one corruption
making the synergy very poor

Rune and Sigils Suggestion

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

you seem to like on swap weapon sigils
i recommend
Superior sigil of energy
Superior Geomancy

i suggest runes experimenting with
runes of the nightmare
runes of perplexity
runes of the krait

Corruption skill changes

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

I think instead they should just remove the self- applied conditions
or
see revenant

Life Transfer bugged?

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Posted by: Tadsoul.6951

Tadsoul.6951

For me when i have a enemy target
Lifeblast fails
dark path fails and cast life blast
https://www.youtube.com/watch?v=CS613spOoHw&feature=youtu.be
life transfer fails
tainted shackles fail

Life Transfer bugged?

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

When in death shroud and you active Life transfer if you run out of death shroud you should stop channeling.
I’ve notice however its has been canceling my life transfer.

Is any1 getting this issue or did anet make this a feature

[Report] PvP Forum Specialist Report

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

If anet comments in here to steer the topic away from dead topics that would help a lot.
whats the point in suggesting things when you don’t know if they will even consider it.
example hey guys we arent removing death shroud.
now we know that suggesting things that remove death is a complete waste of time

But of Corpse - Week of 05/17/2015

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

Deathly invigoration
Healing : 522 (10*healing power)
Number of Targets : ?
Radius : 1200

prediction on how anet will change this trait

[Report] PvP Forum Specialist Report

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

what if
vampiric did this
life force gain 50%
gain healing equal to double the amount of lifeforce gained.
(takes 2 damage to remove 1 point of lifeforce)
when in death shroud, lifeforce gain is doubled
(back to normal)

example 1
necro has 17812 total lifeforce
Necrotic stab
damage ???
Life Force: 1%(178)
Healing : 356
range:130

Maybe a some damage to it
also the trait change adds very little sustain

Dark Path Change [Suggestion]

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

I would prefer it to work like the guardian’s flashing blade except with a cast time
the cast time stays otherwise i feel like it would too powerful.
I think making it similar to rtl would also work

[Report] PvP Forum Specialist Report

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

+1 for spoj changes
I’d like to add though
It sounds like they are also changing our skills (don’t know how much)
a preview of the skill changes could be helpful too for determining traits like signet mastery
signet mastery could be good if signets are good

HoT will get rid of death shroud

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

i saw them mention one of the classes will be getting defiance.
so i get its offical now that necromancer will be a boss class
high hp
defiance
slow attacks
maybe they will even restrict the movement to ai movement just to make the experience real

Deathly Claws?

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

the skill # 3 and 5 are very useful for the lich
5 remove all condition from allies and yourself that hit hits and does comparable damage
3 knock backs in a cone
i use to take lich solely for fighting theives when they use shadow refuge pop lich #3 boom outside sr then dead

skill 3 could use some improvement however
a good start would to increase the knockback distance to 600

(edited by Tadsoul.6951)