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Eye On Necromancer For August 2019!


Swagger.1459

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I humbly present the absolute best and most superamazinglyawesome "Eye on Necromancer for 2019" ideas ever put on these forums! Read on and be amazed!

 

You are all very welcome btw! It has been my honor to provide such groundbreaking suggestions that will undoubtedly bring this profession "back to life"!

 

Huggies and Kissies everyone! Enjoy! <3 <3 <3

 

<3 Retain use of all slot skills while in Death Shroud and Reaper Shroud.

 

<3 Life Force is now purely a resource to fuel Shroud skills, not an extra health bar.

 

<3 Improve Life Force generation mechanics. All attacks generate Life Force.

 

<3 Shave a bunch of slow casting skills by ¼s to ½s

 

<3 Reduce all ranged AoE and PBAoE attacks to 3 targets max. Increase damage some to compensate.

 

<3 Add a self only Portal option utility to the following…

https://wiki.guildwars2.com/wiki/Reaper%27s_Mark

https://wiki.guildwars2.com/wiki/Well_of_Darkness

 

<3 Add Ground Target Positioning utility to the following…

https://wiki.guildwars2.com/wiki/Enfeebling_Blood

https://wiki.guildwars2.com/wiki/Unholy_Feast

 

<3 Change to Teleport directly to target utility on the following…

https://wiki.guildwars2.com/wiki/Signet_of_the_Locust

https://wiki.guildwars2.com/wiki/Spectral_Grasp

 

<3 Shade Revamp

https://wiki.guildwars2.com/wiki/Shade

Change Manifest Shade to a ground target movement skill, and remove Shades and AoE damage function from the equation. This would provide the much needed mobility for necro and reduce some of the unhealthy AoE ranged damage spam in wvw. Let’s call this new skill “Shifting Sands”...

“Shifting Sands uses some of your life force to move around the battle field... Blah blah blah”

Damage: X

Cripple: (2s)

Number of Targets: 1

Radius: 130

Range: 900

*All other shroud skills remain the same, sans the now gone Shades.

 

<3 Sand Swell Revamp

Change https://wiki.guildwars2.com/wiki/Sand_Swell to 1,200 range. Remove the damage and boon conversion function. Reduce the cooldown. Make it break stun when used. Similar to skills like https://wiki.guildwars2.com/wiki/Shadowstep and https://wiki.guildwars2.com/wiki/Blink

“Plunge into the ground, creating a portal through Tyria for allied use. Grant allies using this passage a health barrier. Break Stun.”

Barrier: 1,618

Duration: (8s)

Radius: 180

Range: 1,200

Break Stun

Recharge: (30s)

 

<3 Greatsword Revamp

https://wiki.guildwars2.com/wiki/Dusk_Strike

½ second activation time.

 

https://wiki.guildwars2.com/wiki/Fading_Twilight

½ second activation time.

 

https://wiki.guildwars2.com/wiki/Chilling_Scythe

¾ second activation time. 1s of Chill

 

https://wiki.guildwars2.com/wiki/Gravedigger

600 RANGE LEAP ATTACK (not ground target)

Damage: X

Health Threshold: 50%

Number of Targets: 3

Recharge Reduced: 100%

Combo Finisher: Whirl

 

https://wiki.guildwars2.com/wiki/Death_Spiral

600 RANGE DASH FORWARD

Damage (6x): X

12 Vulnerability: (10s)

Life Force: 2%

Number of Targets: 3

 

https://wiki.guildwars2.com/wiki/Nightfall

900 RANGE GROUND TARGET TELEPORT

Damage: X

Boons Converted to Conditions: 4

Number of Targets: 3

Pulses: 4

Interval: (2s)

Maximum Radius: 360

Combo Field: Dark

 

<3 Add Stealth to the following… Also fits the theme from character creation… “A necromancer's closest companion is death. In acknowledgement of this, I mark my face with the symbol of a _____. “ “Ghostly Wraith ("ghostly wraith") — A wraith is a creature of energy, and its cunning helps it elude its enemies. What you cannot see...can kill you.”

 

https://wiki.guildwars2.com/wiki/Spectral_Walk

Stealth: (5s)

Resistance: (5s)

Breaks Stun

Recharge Life Force while in Stealth

*You may return to your initial position by using Spectral Recall.

 

https://wiki.guildwars2.com/wiki/Spectral_Wall

Stealth: (5s)

Resistance: (5s)

Fear (1s): Involuntary retreat; unable to act; stacks duration.

Number of Targets: 10

Duration: (6s)

Combo Field: Ethereal

Range: 900

Unblockable

 

https://wiki.guildwars2.com/wiki/Last_Gasp... Rename to something like “One With Shadows” or whatever… Add “Increased stealth duration from Necromancer skills. Gain https://wiki.guildwars2.com/wiki/Life_force while you are in stealth”

 

https://wiki.guildwars2.com/wiki/Dark_Pact

Damage: X

Stealth: (3s)

Self-Bleeding: (10s) 440 Damage

Boons Converted to Conditions: 2

Range: 600

 

https://wiki.guildwars2.com/wiki/Locust_Swarm

Damage: X

Swiftness: (15s)

Stealth: (3s)

Life Force: 1.5%

Number of Impacts: 10

Number of Targets: 3

Duration: (10s)

Radius: 210

 

<3 <3 <3

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> @"killfil.3472" said:

> I'd love to be able to see my cooldowns while in shroud and not have to guess what's usable upon exit! :D

 

I'd love that too!

 

Edit- I made an edit to the OP too! My intention was that you could USE your slot skills because I traded in the extra shroud health pool.

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> @"JusticeRetroHunter.7684" said:

> Make Necro into thief basically.

>

>

> Ya okay.

 

If you consider better mobility and a few stealth skills as “thief basically”, then we might as well say Mesmers, Engineers and Rangers are also “thief basically”...

 

Are you really that opposed to necro not being subpar outside of pew pewing red circles for zergs in wvw?

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> @"Swagger.1459" said:

> > @"JusticeRetroHunter.7684" said:

> > Make Necro into thief basically.

> >

> >

> > Ya okay.

>

> If you consider better mobility and a few stealth skills as “thief basically”, then we might as well say Mesmers, Engineers and Rangers are also “thief basically”...

>

 

Well, ya. Anet kinda made everything thief...thief OP so give let’s everyone the same kit.

 

 

 

 

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Dont forget about making **flesh wurm** a practical teleport/breakstun vs being a telegraphed "save point" that dies in 2 hits

New Wurm

 

Shadow step to target location leaving behind a summoned flesh wurm to attack your foes. (instant cast /break stun)

Follow up with

Teleport back to your wurm's location destroying it, gaining life force, and blind foes. (now has a small cast time)

 

basically the portion that acts as the break stun needs to be flip flopped as a QoL change. This alone would make Wurm so much better.

 

I dont particularly agree with stealth on spectral skills but **spectral walk** making you immune to movement impairing conditions would be nice.

 

I only think currently that one trait should be a stealth trait for necro and its in the death magic tree

**"Beyond the Vail"** should grant the necro 2 or 3 seconds of stealth upon leaving shroud. It makes sense here considering death magic is suppose to be your defense line and stealth acts as one of the strongest defense mechanics in the game. But thats just me.

 

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> @"ZDragon.3046" said:

> Dont forget about making **flesh wurm** a practical teleport/breakstun vs being a telegraphed "save point" that dies in 2 hits

> New Wurm

>

> Shadow step to target location leaving behind a summoned flesh wurm to attack your foes. (instant cast /break stun)

> Follow up with

> Teleport back to your wurm's location destroying it, gaining life force, and blind foes. (now has a small cast time)

>

> basically the portion that acts as the break stun needs to be flip flopped as a QoL change. This alone would make Wurm so much better.

>

> I dont particularly agree with stealth on spectral skills but **spectral walk** making you immune to movement impairing conditions would be nice.

>

> I only think currently that one trait should be a stealth trait for necro and its in the death magic tree

> **"Beyond the Vail"** should grant the necro 2 or 3 seconds of stealth upon leaving shroud. It makes sense here considering death magic is suppose to be your defense line and stealth acts as one of the strongest defense mechanics in the game. But thats just me.

>

 

This is a great idea (new Wurm)... i support this one!

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> @"Avigrus.2871" said:

> > @"ZDragon.3046" said:

> > Dont forget about making **flesh wurm** a practical teleport/breakstun vs being a telegraphed "save point" that dies in 2 hits

> > New Wurm

> >

> > Shadow step to target location leaving behind a summoned flesh wurm to attack your foes. (instant cast /break stun)

> > Follow up with

> > Teleport back to your wurm's location destroying it, gaining life force, and blind foes. (now has a small cast time)

> >

> > basically the portion that acts as the break stun needs to be flip flopped as a QoL change. This alone would make Wurm so much better.

> >

> > I dont particularly agree with stealth on spectral skills but **spectral walk** making you immune to movement impairing conditions would be nice.

> >

> > I only think currently that one trait should be a stealth trait for necro and its in the death magic tree

> > **"Beyond the Vail"** should grant the necro 2 or 3 seconds of stealth upon leaving shroud. It makes sense here considering death magic is suppose to be your defense line and stealth acts as one of the strongest defense mechanics in the game. But thats just me.

> >

>

> This is a great idea (new Wurm)... i support this one!

 

that is probably the oldest Dream of necromancer community. a useful fleshworm teleport skill that is on the same Level like all other teleports (Judge Intervention, blinck,....). Maybe one day...

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> @"ZDragon.3046" said:

> Dont forget about making **flesh wurm** a practical teleport/breakstun vs being a telegraphed "save point" that dies in 2 hits

> New Wurm

>

> Shadow step to target location leaving behind a summoned flesh wurm to attack your foes. (instant cast /break stun)

> Follow up with

> Teleport back to your wurm's location destroying it, gaining life force, and blind foes. (now has a small cast time)

>

> basically the portion that acts as the break stun needs to be flip flopped as a QoL change. This alone would make Wurm so much better.

>

> I dont particularly agree with stealth on spectral skills but **spectral walk** making you immune to movement impairing conditions would be nice.

>

> I only think currently that one trait should be a stealth trait for necro and its in the death magic tree

> **"Beyond the Vail"** should grant the necro 2 or 3 seconds of stealth upon leaving shroud. It makes sense here considering death magic is suppose to be your defense line and stealth acts as one of the strongest defense mechanics in the game. But thats just me.

>

 

-If they add breakstun to both spectral walk cast and spectral recall then it will be much better utility for use because lets be real necro needs some breakstuns as it doesnt have mobility. After condi cleanse implementation on spectral walk i dont think it needs movement impairment immunity for *balance.

 

- First of all wurm cast time should be halved(much needed qol) and cd should be reduced according to how much you want to *balance it. Secondly i think on the teleport use it should do 1 aoe boon corrupt and fear in a 240units radius around wurm so that it provides some burst potential and potential combos. Passive wurm attacks should also need something because it is very flavour less right now.

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"necro has one of the highest playrates last Season" ben said. this means anet plan HEAVILY nerfs to necro until playrates are one of the worst…

 

the next target of anet will be axe 2, when they remove Bonus dmg by vuln or reducing base dmg...thats the whole love we get. so lets enjoy the time until next nerfday.

 

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Still on a crazy idea, I'll expand my wish for 2019 (note that the changes suggested need to be all implemented at the same time to make sense):

 

For **Core necromancer**:

- The active skill of _summon blood fiend_, _taste of death_, now perform a blast finisher.

- The active skill of _summon bone fiend_, _rigor mortis_, now have it's projectiles performing a 100% combo finisher.

- The active skill of _summon shadow fiend_, _haunt_, now perform a leap finisher.

- The active skill of _summon flesh golem_, _charge_, now perform a leap finisher.

- The Death magic trait _Flesh of the master_ no longer grant toughness per minion, instead, whenever their _minions_ (skill category) perform a combo finisher, this finisher is also performed by the necromancer. (it doesn't duplicate the skill, only the finisher).

 

**Reaper**'s trait _chilling nova_ now imbue the reaper's combo finisher with chilling energy when they are used in dark fields, providing additionnal effects. Ennemies affected by your combo finishers in dark fields now are also chilled for 1s.

 

**Scourge**'s trait _demonic lore_ no longer apply burn on torment but, instead, imbue the scourge's combo finisher with burning energy when they are used in dark fields. Ennemies affected by your combo finishers in dark field now are also burnt for 2s (extra: Torment's increased damage by 33% is also removed, instead _desert shroud_ now perform a whirl combo finisher making you and your shades send a bolt every second)

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> @"Zero.3871" said:

> "necro has one of the highest playrates last Season" ben said. this means anet plan HEAVILY nerfs to necro until playrates are one of the worst…

>

> the next target of anet will be axe 2, when they remove Bonus dmg by vuln or reducing base dmg...thats the whole love we get. so lets enjoy the time until next nerfday.

>

 

This is why I think necro needs a team lead who actually plays the class.

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I play mainly Scourge, and i really want some corrections of shade skills

 

* Transfusion: The healing effect from this skill procs from sand cascade.

* Dhuumfire: Now sand shroud pulse burning, rather than use burning with every shade skill

* Reduce the barrier quantity of sand shroud, and transfer it into sand cascade.

* Give barrier an innate damage reduction, like life force health.

* Increase the might duration of opressive colapse, dissecate and ghastly breach.

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you should also add the reversal of ALL NERFS to epidemic to the point to where its back to spreading the full duration of a max stack of 25 per condition instantly to the 5 closest targets around the Epi Source within a 600 range, but hopefully these other changes you listed will make Condi necro/Reaper/Scourge ACTUALLY VIABLE but because this is stuff overall buffing necros ANET WILL NEVER DO IT so don't get your hopes up it would take a GENIE to have these changes have a CHANCE at happening

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ANet should not try to make spec specific changes as the whole necro class is so messed up at this point, that this would take an amount of compence, which they proved they don't have.

 

All three necro specs are so weak that it's time now to finally give them more base mobility.

 

But the devs already said, that their statistics were saying, that reaper was doing too good in PvP, so I think, that they think everything is fine now.

 

Alternative solution for a possible new bruiser meta build:

 

The two hours I logged in after the patch, which destroyed spectral onslaught reaper, I experimented a bit with an awaken the pain, vital persistence, soul eater, blighter's boon bruiser build. Sadly they split the healing modifier for the game modes. The 20% value for PvE could make this build viable in PvP and WvW.

 

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> @"Zero.3871" said:

> "necro has one of the highest playrates last Season" ben said. this means anet plan HEAVILY nerfs to necro until playrates are one of the worst…

>

> the next target of anet will be axe 2, when they remove Bonus dmg by vuln or reducing base dmg...thats the whole love we get. so lets enjoy the time until next nerfday.

>

 

This feels very true. I’d gues the reason why necro’s play rate is high is because arenet did such a great job with the the theme and visuals of the class and people play it cuz it’s fun not becuase it’s effective. U would think arenet would capitalize on this and actually bring necro up to the level of other professions to have a large positive effect on one of the larger player bases which would be of most benefit to the game,but judging by the balance teams ability to throw blocks, invulnerability,damage and mobility around like candy exept to the squishiest classes or the slowest doesn’t lead me to believe they figure that out lol by reading the forums could the higher ups in arenet be happy at where the game is right now?

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> @"XECOR.2814" said:

> > @"ZDragon.3046" said:

> > Dont forget about making **flesh wurm** a practical teleport/breakstun vs being a telegraphed "save point" that dies in 2 hits

> > New Wurm

> >

> > Shadow step to target location leaving behind a summoned flesh wurm to attack your foes. (instant cast /break stun)

> > Follow up with

> > Teleport back to your wurm's location destroying it, gaining life force, and blind foes. (now has a small cast time)

> >

> > basically the portion that acts as the break stun needs to be flip flopped as a QoL change. This alone would make Wurm so much better.

> >

> > I dont particularly agree with stealth on spectral skills but **spectral walk** making you immune to movement impairing conditions would be nice.

> >

> > I only think currently that one trait should be a stealth trait for necro and its in the death magic tree

> > **"Beyond the Vail"** should grant the necro 2 or 3 seconds of stealth upon leaving shroud. It makes sense here considering death magic is suppose to be your defense line and stealth acts as one of the strongest defense mechanics in the game. But thats just me.

> >

>

> -If they add breakstun to both spectral walk cast and spectral recall then it will be much better utility for use because lets be real necro needs some breakstuns as it doesnt have mobility.

 

That's exactly how it works right now...

 

>After condi cleanse implementation on spectral walk i dont think it needs movement impairment immunity for *balance.

>

> - First of all wurm cast time should be halved(much needed qol) and cd should be reduced according to how much you want to *balance it. Secondly i think on the teleport use it should do 1 aoe boon corrupt and fear in a 240units radius around wurm so that it provides some burst potential and potential combos. Passive wurm attacks should also need something because it is very flavour less right now.

 

 

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> @"Nimon.7840" said:

> > @"XECOR.2814" said:

> > > @"ZDragon.3046" said:

> > > Dont forget about making **flesh wurm** a practical teleport/breakstun vs being a telegraphed "save point" that dies in 2 hits

> > > New Wurm

> > >

> > > Shadow step to target location leaving behind a summoned flesh wurm to attack your foes. (instant cast /break stun)

> > > Follow up with

> > > Teleport back to your wurm's location destroying it, gaining life force, and blind foes. (now has a small cast time)

> > >

> > > basically the portion that acts as the break stun needs to be flip flopped as a QoL change. This alone would make Wurm so much better.

> > >

> > > I dont particularly agree with stealth on spectral skills but **spectral walk** making you immune to movement impairing conditions would be nice.

> > >

> > > I only think currently that one trait should be a stealth trait for necro and its in the death magic tree

> > > **"Beyond the Vail"** should grant the necro 2 or 3 seconds of stealth upon leaving shroud. It makes sense here considering death magic is suppose to be your defense line and stealth acts as one of the strongest defense mechanics in the game. But thats just me.

> > >

> >

> > -If they add breakstun to both spectral walk cast and spectral recall then it will be much better utility for use because lets be real necro needs some breakstuns as it doesnt have mobility.

>

> That's exactly how it works right now...

>

actually its not. Spectral recall does not break stuns. its just a teleport.

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> @"Brujeria.7536" said:

> actually its not. Spectral recall does not break stuns. its just a teleport.

That's part of the rework. They removed the stunbreak on Recall, but the cooldown does also not reset anymore when using it.

 

I think it's now better than before, esp. when considering that Spectral Walk is best used before entering shroud to have constant condi cleansing during shroud uptime (which you could achieve via DM as well, but this traitline is still trash and no serious option).

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