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Idea Changes for Bloodmagic


Urgot.9084

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Hello,

 

Since dagger 2 is more effective with bleed my idea was to make bloodmagic arround bleed as new mechanic for nerco.

 

Dagger

 

Auto: last Auto Chain bleeds(3stacks) enemies and you (2stacks).

 

Dark pact: now its a shadowstep with 600 range.

 

Deathly swarm: blocks the next attack, if a attack is blocked send 3 of your condis arround you (200radius)

 

Enfeebling Blood: (3 count) now you throw a dagger(900 range). dagger deals dmg 475(0.7) and convert 1 boon into condition.

 

Blood Magic traits:

 

1-0: Bleed deals 50% less dmg on you. gain 20 Healpower per bleed stack on you. (only Combat) if you dodge gain regenation and Bleed (3stacks)(8sec cd)

 

1-1: unchanged

 

1-2: every time if you activate one dagger skill you gain 3 stack bleed. Dagger 2 is now instant cast and has no casttime but damage and heal are reduced(50%). recharge time of dagger skills reduced(25%)

 

1-3: unchanged

 

2-0: Unchanged

 

2-1: increase the duration of bleed on you by 50%. gain 5 condtion dmg and 10 Power dmg for each bleed stack on you.

 

2-2: warhorn skills absorb 1 condtion and bleed from all allys, then you gain all of the bleed. (radius 300). If you activate warhorn skill you and your allys gain regenation and vigor.(raduis 300). recharge time of warhorn skills reduced(33%).

 

2-3: unchanged

 

3-0: if you reach 10 bleed stack. you gain 5 might regenation and stability (only combat)(20 sec).

 

 

3-1: Now wells gives on activation protection regenation and vigor. if you activate a well you gain 5 stack bleed. well recharge time reduced(20%).

 

3-2: unchanged.

 

3-3: if you enter shroud you consume all of your bleed and heals+revive you and your allys for 180(0,2) x bleed stack (raduis600) . if you leave shroud you and your allys gain mega bleed for 7 sec. ( under effect of Mega Bleed: 15% increased heal from all source and heals 150(0.3) per second.) mega bleed is treated as 10 stack bleed.

 

 

 

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> @"Urgot.9084" said:

> Hello,

>

> Since dagger 2 is more effective with bleed my idea was to make bloodmagic arround bleed as new mechanic for nerco.

>

> Dagger

>

> Auto: last Auto Chain bleeds(3stacks) enemies and you (2stacks).

>

> Dark pact: now its a shadowstep with 600 range.

>

> Deathly swarm: blocks the next attack, if a attack is blocked send 3 of your condis arround you (200radius)

>

> Enfeebling Blood: (3 count) now you throw a dagger(900 range). dagger deals dmg 475(0.7) and convert 1 boon into condition.

>

> Blood Magic traits:

>

> 1-0: Bleed deals 50% less dmg on you. gain 20 Healpower per bleed stack on you. (only Combat) if you dodge gain regenation and Bleed (3stacks)(8sec cd)

>

> 1-1: unchanged

>

> 1-2: every time if you activate one dagger skill you gain 3 stack bleed. Dagger 2 is now instant cast and has no casttime but damage and heal are reduced(50%). recharge time of dagger skills reduced(25%)

>

> 1-3: unchanged

>

> 2-0: Unchanged

>

> 2-1: increase the duration of bleed on you by 50%. gain 5 condtion dmg and 10 Power dmg for each bleed stack on you.

>

> 2-2: warhorn skills absorb 1 condtion and bleed from all allys, then you gain all of the bleed. (radius 300). If you activate warhorn skill you and your allys gain regenation and vigor.(raduis 300). recharge time of warhorn skills reduced(33%).

>

> 2-3: unchanged

>

> 3-0: if you reach 10 bleed stack. you gain 5 might regenation and stability (only combat)(20 sec).

>

>

> 3-1: Now wells gives on activation protection regenation and vigor. if you activate a well you gain 5 stack bleed. well recharge time reduced(20%).

>

> 3-2: unchanged.

>

> 3-3: if you enter shroud you consume all of your bleed and heals+revive you and your allys for 180(0,2) x bleed stack (raduis600) . if you leave shroud you and your allys gain mega bleed for 7 sec. ( under effect of Mega Bleed: 15% increased heal from all source and heals 150(0.3) per second.) mega bleed is treated as 10 stack bleed.

>

>

>

 

too much self bleed

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Perhaps work in more bone skills into their weapons (Staff, axe and even maybe dagger.) * Rework dagger to be faster; Give it a teleport of some sort. Make it medium range like the axe and let the necromancer be completely based around long to medium range combat. Rework the dagger to have better skills as right now main-hand dagger sucks so bad.

1. "Bitter strike"=====>"Fangs of Death"====>"Sacrificial Marking". The first two are basic projectiles that hurl energy slashes at the foe; The final is a small class specific DoT that makes bleeding and dagger skills more effective against them for a short time.

2. "Witness Darkness": Send forth a shadowy mist to an enemy; If struck the enemy will be held in place and done constant ticks of damage for the duration, upon expiring the skill will place "Marked for Sacrifice" Similar to sacrificial marking on the enemy which makes sacrifice more powerful.

3. "Sacrifice" : you use your dark powers to offer up your foe for sacrifice; If the enemy is struck they are given tons of condition damage depending on the boons they have. As well a sizable burst based on how LOW their health is. If the foe is below ten percent this skill has a chance to summon a spectral wraith; Who then will follow the target and heal the caster for all damage done to them within the next ten or so seconds.

 

* Rework staff to be more thematic as right now it feels meh; It's still passable as a weapon and works for what it is intended to be used for. But it does not really mesh well with the current game as it has changed alot.

1. Bone Spear, Shoot bone spears at your enemy causing bleeding and vulnerability. The bone spears hover around you as long as there is a staff in your hand; And yes they should change based on the legendary you are using.

2. "Lament" : Send two corpses (Zombies, Skeletons, Something as we have alot of undead models we could use now.) Whom rush a foe and explode on contact applying vulnerability and cripple, upon the second use once the skill is used these corpses explode and cause AOE burst with tons of condis.

3. "Onto Darkness" Become one with shadow and vanish into the ground, (Could use the soul beast leap back animation from the Devourer's) And slither through the earth to erupt under and enemy and knock them prone. This skill causes weakness, and fears the enemy as death looms before them.

4. "Call of the grave" You let loose a bone curdling howl as your true nature maifests; Causing torment, fear and weakness as your enemy cowars before you. Any ally near you gets a dark aura.

5. "Requiem" You call forth the powers of malignant darkness and bombard your foe with shadow visages of their own demise; This swirling mass of black hatred swirls around you and blinds enemies as it does constant damage. Upon expiring it then explodes into a dark nova and applies torment, bleed, burning and vulnerability as the last remnants of your power vacate sight for the moment.

 

 

Then rework death magic to be... better? As on it's own it kind of sucks and really does not bring much to the table; Our minions suck now and they need a rework and or overhaul as well. This trait and utility tree being reworked could work really well with a revamped staff, perhaps even placing staff within the death magic tree as its region of choice as it seems more based around death magic with this rework. Dagger being in Blood magic as it is doesn't feel right as it really has little to do with the theme, making it a weapon that benefits from bleeding with a medium range and a sacrificial skill that offers benefits to the caster fixes this problem.

 

1. Offer traits in death magic that if proceed will summon additional minions.

2. Make minions beneficial with some form of interesting gameplay; Perhaps make them a limited time summon that do specific actions and can't be killed once activated unless the caster dies. Have them stay for a set time and offer their unique skills as a benefit not a deterrent.

3. Change the heal minion to be a specter who follows the caster and constantly steals health from the enemy and gives it to the caster; As well allies of the caster and boost its heals based on soul-reaping.

4. Change flesh golem to be more horrific and something you don't want to allow the necromancer to summon.

5. Add minions to the minion spells and give them more numbers since they are limited; Make each one good for different playstyles, for example bone horrors are good for sending in as expendable running bombs who explode on contact and provide good condition damage. Shadow horrors perhaps are good to send in on targets to cause blindness and prolong an encounter. Flesh wurms are good for being up on walls, and offer good long ranged support with putrid attacks at enemies making it good for when you're in a position to have range.

6. Opens the door for a curses/hex based elite spec so we can have our curse-mancer from guild wars one, that could also bring in the ritualist spirits. (For example Pain) Or those spirits could be rolled into the necromancer; As one of the minion spells. (Example : Summon four or five random spirits from the spirit world, from a group of five who will fight for you. "Pain, Shadowsong, Destruction, Tranquility, Madness" Each one has its own benefit. Tranquility would heal, madness would cause confusion to the enemy and shadow song would blind.)

 

Posted it in another thread, might be good here too.

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