Showing Posts For Tadsoul.6951:

necromancer inconviences

in Profession Balance

Posted by: Tadsoul.6951

Tadsoul.6951

spectral armour doesn’t actually heal your health
for instance when your in a dungeon and your low on hp in ds and you notice a ele going blast water fields you also need to pop out of ds losing your potential damage there.
same thing with gaurdian tome heal

I was saying it should have never been design that way if it was thought to be overpowered. damage still brought your lifeforce down which means if your using it like a block your maybe only in ds for 1-3 seconds. I don’t see a reason why any class should suffer at losing health from regen simply because they use a block or invul skill

necromancer inconviences

in Profession Balance

Posted by: Tadsoul.6951

Tadsoul.6951

Game Mode
Pv[all]

Proposal overview
Remove special deathshroud mechanics

Goal of Proposal
allow the use of the necro main form of defense (deathshround) while interacting and to interact with thing (such as picking up fallen teammate starting in deathshroud)
allow healing in deathshroud

Proposal Functionality
1)+ allow healing in deathshroud+. Idk if the reason we don’t have healing in deathshroud is a coding problem or if it is thought to be overpowered, but if it is consider overpower the game should be design around necro being able to receive heals in deathshroud
2)Don’t have deathshroud cancel actions upon enteringI’m not sure if this is how it work but what is wanted is to not have interaction not canceled spell and abilities are fine.
3)don’t disable the interaction ability

Associated Risk
necro might become unkillable seige masters provided that not many people are attacking them

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

heres another suggestion for different trait make up
soul reaping
grandmaster : Soul leech
reduce the cooldown of your plague form and lich form skills by 1 second when dealing a critical hit
1 second recharge

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

some suggestion to make death magic and blood lines better
Also i know some of these are op but its more for the ideas

death magic minors
minor
reduces cast time on minion by 33%
or
shrouded removal

major
gain double life force from death
or
gain protection when entering ds 3sec

master
reanimator
take the natural degen off of the jagged horror and maybe give it some more hp
then people will like the pet (probably)

dark armour
change to + 400 toughness while in death shroud

new grandmaster : doom of the fallen
cast all wells on any down in a area around you
20-30sec recharge
or new grandmaster :
whenever you take greater than 10% of your total health instead
you take 10% life force damage

id remove spiteful vigor

blood magic
its been said b4

give vampiric an icd and increase health gain from it proportionally
vampiric precision same thing probably would be good enough
vampiric ritual
steal health from disabled targets
or
allies around you have vampiric
(maybe a lesser form)

skills
corrosive poison cloud
maybe add destroys incoming projectiles

summon blood fiend make it attack faster and reduce its healing proportionally
that way it is effect less by blinds cc blocks

edit
if you can make signet of the signet of the undeath restore 2 life force
and make signet work in ds

(edited by Tadsoul.6951)

Box o' Fun Petrified Screenshots

in Community Creations

Posted by: Tadsoul.6951

Tadsoul.6951

I Think the asuran is going to win

Attachments:

bone minion improvement suggestion

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

The only real fix they need is to respond quicker (they often delay their attack by quite a few seconds) and their pathing. This would put them into the battle so when you blow them up it is effective. That is all.

I wouldn’t mind getting a third one though, like back in the beta.

Thing that bothers me with them is they take FOREVER to summon. After a summon, they take like 3-4 seconds to slowly pop from the ground, then they gotta catch up to you. And then the minion AI for them is the absolute worst of any minion. They take the longest to follow the target you’re attacking. Its so dumb.

I don’t like the 1s CD between explosions but I could live with it. I’d prefer no cd between explosions though.

If they fixed response time and summon time i think that would fix most problems i have with getting them on my target to explode but the chasing setting up burst

bone minion improvement suggestion

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

Right now the Bone Minions primary purpose is to cast them and then have them explode
They have enough hp to take 1 or two hits before die and their dps is higher if you just suicide them right away
My suggestion is to make it easier to use the minion explosion. When you tell the minions to go and explode they chase down their target and explode once they are in range instead of just exploding where they are.
however if you have no target they just explode where they are
reasoning people might actually try to use bone minions then seeing as the damage would much more reliable
Now for the blast finisher have the blast finisher effect happen at the necromancer’s location instead of the bone minion’s this will help with positioning the blast finisher

New idea for staff auto attack

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

instead of necrotic grasp make the staff into a grim reaper’s scythe that would be a melee weapon with an attack chain the attack chain would be something like this

reaper strike
slash your foe
life force 3%

reverse strike
slash your foe again
life force 3%

reap the grave
smash your foe
create a jagged horror

The general attack speed of the scythe wouldnt swing as fast as the daggers.
Also the damage from the scythe would be increased a little to compensate that it is a melee weapon
**the dagger would still do more dps than the scythe

I like this idea mainly because it would make you feel more like a minion master necro and also melee with scythes would look so cool

Roaming wvw necro

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

What i do when im roaming in WvW on my necro depends on what i want to do. Im assuming that most of the time it is capping camps or other small objectives that involve mostly pve or 1v1 fights
I run with
10 IV
/30 II,VII,XI
/20 VI,VIII
/10 I
/0
With this build i can spike down vet quickly and beat most 1v1 fights. key things to make it successful is kiting or switching to epidemic to take out clones.. also watch out for zones that constantly remove conditions like rangers healing spring if this happens just move out of range
this build has lots of survivability but a zerg will walk over you no matter what class you play