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What changes would you make?


Methuselah.4376

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Since the forum has been quiet for a while, I have been juggling a few ideas regarding how necro and it's elites can be improved. For starters, I would like to see Core necro becoming THE condi dps choice, Reaper remaining THE power dps choice, and fixing Scourge to be a better support choice.

Reaper: I personally think Reaper is great atm, just needs a few minor tweaks in DPS numbers but that can mostly come in the form of competent off hand DPS choices.

Scourge: sigh....For me personally, I did not take the nerf to the shade mechanic well at all. But fine, leave it as it is for the purpose of dps. I wanna address the support ability of the spec.

  • Desert Empowerment: Barriers you apply to yourself are also applied to allies around you/within your shades. Allies affected by your barriers do 10% more damage and gain protection.
  • Sand Savant: You can no longer spawn shades. You increase your personal AoE to 360 and can affect 10 allies. You apply 33% more barrier and heal allies for half the barrier value upon expiration. No healing if barrier is entirely consumed. F1 becomes Desert Lore.
    • Desert Lore: Convert all condis on allies into barrier (5% of health per condi). 30 CD, 45 for PvP and WvW
  • Nefarious Favor: put condi to boon conversion back up to 2.

Now core necro needs a lot of love to be viable. Lets start with Death Shroud:

  • Change Life blast to Plague Blast while keeping the coefficients of the former.
  • Dark path inflicts 4 bleeds (8s) in PvE. Dark Pursuit will inflict 4 more bleeds (8s) in (2 in PvP , WvW) and more chill.
  • Life Transfer inflicts 2 stacks of bleeding (5s) on each hit.
  • Tainted Shackles does double the amount of torment in PvE.

Next is Death Magic. While it IS the tanky traitline, I would also make it the poison/condi specific traitline like it was in GW1. Not as a competition or replacement for Curses, but an accompaniment. Kinda like how Guardian has symbol enhancing skills across different traitlines.

  • Flesh of the Master changed to Deathly Fortitude: Take 10% less damage and condis expire 20% faster when you have carapace.
  • Soul Comprehension changed to Spiked Protection. When enemies strike you while you have carapace, you inflict 1 stack of bleed (5s icd) on the attacker.
  • Dark Defiance: If you are disabled, gain stability. While above the carapace threshold, you gain pulsing protection (20 stacks).
  • Necromantic Corruption changes to Necromantic Zeal: Gain 100 expertise. Conditions you apply on poisoned enemies last 50% longer.
  • Beyond the Veil changed to Master of Death: Inflicting a condition on a foe grants carapace. Take reduced condition damage while at or above the threshold of carapace stacks. (This will help with maintaining carapace stacks without needing to invest in a grand master trait.)
  • Corrupter's Fervor changed to Bone Lancer: Whenever a stack of carapace expires, it shoots a bone lance (projectile) at your target (900 range) and inflicts a stack of poison on them (5s).
  • Unholy Sanctuary: Regenerate health while in shroud. If your life force is above the threshold, your shroud will activate if you would take a lethal blow and you will gain 1% health per Carapace stack.
  • Death Nova changed to Power of the Lich: minions you summon have extra life, deal more damage and transfer condis from you to enemies (10s). This changes how minion skills work. (It also condenses three individually meager traits into, what I think is, a solid grand master minion master trait).
    • Blood Fiend: Siphons more health and automatically heals you when killed as if sacrificed
    • Bone Minions: Summon three minions instead of two. Putrid explosion also leaves a cloud of poison gas; Poisoned (5s), 2 pulses.
    • Shadow Fiend: Can evade every 3 seconds and Haunt corrupts a boon.
    • Flesh Wurm: Automatically teleports you to its location when you're health drops below 20%.
    • Bone Fiend: When Rigor Mortis successfully immobilizes a target it will also Slow them.
    • Shambling Horror: Reduces damage taken by 40% instead of 33%.
    • Flesh Golem: has even more health and gains 2 ammo charges for Charge.

In Soul Reaping, I would change Dhuumfire to apply 2 stacks of burning on core necro in PvE.I would also change Plague Sigent's passive to increase Condi damage by 180.

Thoughts?

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If core Necro becomes THE condi spec, I'm also afraid we're just never going to get new elite specialisations anymore .... :(I wouldn't mind if they buff Scourge condi DPS (or both Core and Scourge) a bit and (not that much) later add a new specialisation becoming the absolute condi king which the Necro so much deserves.

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@LucianDK.8615 said:Core Necro desperately need an identity. So turning it into condi dps, I agree with. Scourge is increasingly pushed towards support, indeed. But you forgot something. What about the scourge traits giving concentration and expertise per shade? As well sadistic searing?

Ah yes. Well as far as expertise and concentration per shade goes, if you take Sand Savant it would count as having the shades out. As for Sadistic Searing....good point....hmmmm maybe having it affect enemies within the radius of F1 regardless.

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@Agrippa Oculus.3726 said:If core Necro becomes THE condi spec, I'm also afraid we're just never going to get new elite specialisations anymore .... :(I wouldn't mind if they buff Scourge condi DPS (or both Core and Scourge) a bit and (not that much) later add a new specialisation becoming the absolute condi king which the Necro so much deserves.

Maybe next elite spec could be a proper duelling spec, kinda like Spell breaker.

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Personally I prefer more flexibility and would not like to see any spec being pushed into a certain role.I would like to be able to play power or condi or sustain or bruiser or support or hybrid in core, reaper and Scourge.More build variety and more fun.

Also from a 1 vs 1 point of view, having more options would allow us to handle different foes better.

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Personally for me:

I'd like if major adept Putrid defense: Any condition you put on enemy grants a stack of carapace 1 per condition. We need a lot of carpace for 1v1 situation.

I was thinking actually maybe retal should happen in shrouded removal so it happens as you enter shroud as a defense tactic saying hey you better not attack me, and its in limitation. Either that or in dark defiance which has a ICD of 20 sec to make sure its not op.

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@Axl.8924 said:Personally for me:

I'd like if major adept Putrid defense: Any condition you put on enemy grants a stack of carapace 1 per condition. We need a lot of carpace for 1v1 situation.

I was thinking actually maybe retal should happen in shrouded removal so it happens as you enter shroud as a defense tactic saying hey you better not attack me, and its in limitation. Either that or in dark defiance which has a ICD of 20 sec to make sure its not op.

My redesign allows you to gain Carapace with any condis as a Minor Grandmaster trait. Putrid defense would be more oriented towards boosting poison damage, which Bone Lancer will be able to apply nicely.

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good lf gain on all weaponsgs 3 leapchange dag trait to make dag 3 tele, dag 4 5 baseline cd decrease, dag auto dmg increasefocus 4 horn 5 more life stealreplace target the weak with terrorincrease parasitic contagion to 20%make unholy sanctuary a 1s invuln when entering shroudunholy martyr to 5 condi consume, banshees doom +100%well of darkness + power 25s cdblood is power +50 endurancedeathly chill does 1 time dmg based off of power + condirise cd 40slich form 10s duration 90s cdplaguelands pulses blind, bleed, and poison for 10s 300 radiusflesh golem charge cd halvedchilled to the bone removes stab firstcorrupters fervor add vigormark of blood 1.0 coefficientlife blast 0.5s cast time no aftercast 1.0 coefficientremove dark pursuit cd increase

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@Methuselah.4376 said:Since the forum has been quiet for a while, I have been juggling a few ideas regarding how necro and it's elites can be improved. For starters, I would like to see Core necro becoming THE condi dps choice, Reaper remaining THE power dps choice, and fixing Scourge to be a better support choice.

Reaper: I personally think Reaper is great atm, just needs a few minor tweaks in DPS numbers but that can mostly come in the form of competent off hand DPS choices.

Scourge: sigh....For me personally, I did not take the nerf to the shade mechanic well at all. But fine, leave it as it is for the purpose of dps. I wanna address the support ability of the spec.

  • Desert Empowerment: Barriers you apply to yourself are also applied to allies around you/within your shades. Allies affected by your barriers do 10% more damage and gain protection.
  • Sand Savant: You can no longer spawn shades. You increase your personal AoE to 360 and can affect 10 allies. You apply 33% more barrier and heal allies for half the barrier value upon expiration. No healing if barrier is entirely consumed. F1 becomes Desert Lore.
    • Desert Lore: Convert all condis on allies into barrier (5% of health per condi). 30 CD, 45 for PvP and WvW
  • Nefarious Favor: put condi to boon conversion back up to 2.

Now core necro needs a lot of love to be viable. Lets start with Death Shroud:

  • Change Life blast to Plague Blast while keeping the coefficients of the former.
  • Dark path inflicts 4 bleeds (8s) in PvE. Dark Pursuit will inflict 4 more bleeds (8s) in (2 in PvP , WvW) and more chill.
  • Life Transfer inflicts 2 stacks of bleeding (5s) on each hit.
  • Tainted Shackles does double the amount of torment in PvE.

Next is Death Magic. While it IS the tanky traitline, I would also make it the poison/condi specific traitline like it was in GW1. Not as a competition or replacement for Curses, but an accompaniment. Kinda like how Guardian has symbol enhancing skills across different traitlines.

  • Flesh of the Master changed to Deathly Fortitude: Take 10% less damage and condis expire 20% faster when you have carapace.
  • Soul Comprehension changed to Spiked Protection. When enemies strike you while you have carapace, you inflict 1 stack of bleed (5s icd) on the attacker.
  • Dark Defiance: If you are disabled, gain stability. While above the carapace threshold, you gain pulsing protection (20 stacks).
  • Necromantic Corruption changes to Necromantic Zeal: Gain 100 expertise. Conditions you apply on poisoned enemies last 50% longer.
  • Beyond the Veil changed to Master of Death: Inflicting a condition on a foe grants carapace. Take reduced condition damage while at or above the threshold of carapace stacks. (This will help with maintaining carapace stacks without needing to invest in a grand master trait.)
  • Corrupter's Fervor changed to Bone Lancer: Whenever a stack of carapace expires, it shoots a bone lance (projectile) at your target (900 range) and inflicts a stack of poison on them (5s).
  • Unholy Sanctuary: Regenerate health while in shroud. If your life force is above the threshold, your shroud will activate if you would take a lethal blow and you will gain 1% health per Carapace stack.
  • Death Nova changed to Power of the Lich: minions you summon have extra life, deal more damage and transfer condis from you to enemies (10s). This changes how minion skills work. (It also condenses three individually meager traits into, what I think is, a solid grand master minion master trait).
    • Blood Fiend: Siphons more health and automatically heals you when killed as if sacrificed
    • Bone Minions: Summon three minions instead of two. Putrid explosion also leaves a cloud of poison gas; Poisoned (5s), 2 pulses.
    • Shadow Fiend: Can evade every 3 seconds and Haunt corrupts a boon.
    • Flesh Wurm: Automatically teleports you to its location when you're health drops below 20%.
    • Bone Fiend: When Rigor Mortis successfully immobilizes a target it will also Slow them.
    • Shambling Horror: Reduces damage taken by 40% instead of 33%.
    • Flesh Golem: has even more health and gains 2 ammo charges for Charge.

In Soul Reaping, I would change Dhuumfire to apply 2 stacks of burning on core necro in PvE.I would also change Plague Sigent's passive to increase Condi damage by 180.

Thoughts?

I am a PVE focused person but I do see the issues that stem from necro due to the existance of boon corrupt in PVP/WVW and lack of it in PVE. so my suggested hanges will mainly be witout numbers but a general idea of changes. and overall it would be a HARD HARD rework of necro

Staff, rework most of the skills, focus it of being a AoE weapon choice with lingering effects across all of them, like applying constant bleed poison etc. making the entire weapons moves like a mini plague lands.

Core necro needs to be what it should be. a Condi focused class. being the MAIN Condi damage class. I would strip most of the boon corrupt from basekit necro and transfer it to a traitline that will replace current weapon skills with alterations where they deal less damage and apply less conditions but have the benefit of boon corrupt. while for core necro I would be ramping up its condition damage across the board and have the traits able to build the necro in 2 ways. LONG ramp up but HUGE damage when the ramping up of conditions is finished, or you build for quicker ramp up but the max DPS is decreased compared to the other version. a example of this is for the long ramp up would have LONG durations of bleed but short stacks applied in a short amount of time vs the other version where its lots of stacks of bleed with short durations. this would allow the necro condi class to change its specs depending on the encounter in PVE content, making it more versatile. also I would revert Epidemic (at least in PVE) to INSTANT transmission of up to 25 stacks of each condition from the target to 5 enemies closest to the main target, and they have full duration.

Shroud in base necro would be REWORKED to add a new set of skills that require life force to be used but you don't need to enter shroud, thus locking yourself away from your weapon and utility skills to use them. these extra skills would be changed depending on the traits you have in your build to help further give the identity of either Long ramp up conditions or quick ramp up conditions.

Minion mancer would be a entire trait line of itself as well an overall buff to Minion AI as well.

Now for Reaper, I would keep the reaper shroud form aspect of it and the elite spec line would convert condition power and traits in core necro trait lines that have been selected into power, precision, ferocity etc boosts and maybe even giving self might and fury etc. it would not fully eliminate the condition damage from the lines but the condi damage would be more of a compliment instead of the main damage from the reaper specialization.

I have never liked scourge, necro as a support? I think its stupid. but how I would go about it is to add some more base healing to the scourge abilities, and with similar transformations of turning condition damage to power from my suggestions in the reaper changes, scourge would do the same but for healing power and such. while still giving a decent amount of barriers to help keep its barrier identity. but I would nerf the AoE damage potential but BUFF the AoE buff potential. basically the AoE size for doing damage and such is reduced but the AoE is increased for ally affecting abilities.

this would just be a general what I would like to see changed to necro. numbers of course could be changed here and there within this rework but overall I think this would help establish a identity of necro for being something OTHER than a boon corrupt bot (which is its current identity and only identity). with this rework you could be a boon corrupt bot if you want but you have the option to branch into other identities. a freedom which is not available currently

Do I think Anet will ever do this? NOPEDo I wish Anet will do this? HELL YES

but I have no faith in Anets direction with necro. because it is BLATANT that they HATE necro and ONLY want it to be a boring boon corrupt bot AND NOTHING ELSE.

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Actually, I changed my mind. Imma write up a whole bunch of stuff anet will never do in a million years.

Methu, personally I loved al ot of your DM changes. I'll get to that in a bit.

Staff:This skill is a good utility weapon in the sense that it's great for letting the necro build LF from afar, has a CC and cleanse that can be made unblockable. That's about it. The AA is slow and does zero damage. Staff#2 and 3 are just plain...awful. I'm not entirely sure what the intended purpose ever was. The necro doesn't really benefit from #2 cuz they start at range, and #3 is just...weak. You can blast #3 with #4, but that's a total waste of #4.

For staff, I'd change Staff#2 to:1) Always gives regen to the necro regardless of range.2) 3s seconds of protection to allies in melee range.3) Regen works in shroud now. Bumped up to 10 sec of regen4) Increase cooldown. 6-8 seconds?5) Gives barrier to allies in melee range based off # of opponents hit.6) 1/2 sec cast

For staff#3:1) 10 sec worth of poison2) 3-4 sec, 1 stack of stability if it hits.3) Drains...idk, 10-20 endurance from targets hit and gives the necro back a flat amount?

For the AA:At range, no change.If opponent is in melee range, switches to a melee skill. Same LF gen as before (capped so you can't run into a mob and do 1 AA for full LF). Something like slapping ppl with a ghostly hand. Applies vuln, cripple, 1 sec of weakness on 2nd strike and 3s of stab on third (third would have 3/4 cast time or somethin). Not sure how anet would do this, but maybe they could add a 'press once for ranged, hold down the AA for attack chain'. Also, unlike the ranged version, it could actually do half-decent damage.

See below for DM stuff

! Next is Death Magic. While it IS the tanky traitline, I would also make it the poison/condi specific traitline like it was in GW1. Not as a competition or replacement for Curses, but an accompaniment. Kinda like how Guardian has symbol enhancing skills across different traitlines.!! Flesh of the Master changed to Deathly Fortitude: Take 10% less damage and condis expire 20% faster when you have carapace. I like where you're going with this one, but I think it encroaches on the bottom trait's territory too much (dealing with condis). I would change this trait to have opponents deal less damage to the necro based on how many conditions they have on them to create that choice between power and condi mitigation and grant carapace stacks whenever your conditions are cleansed! Soul Comprehension changed to Spiked Protection. When enemies strike you while you have carapace, you inflict 1 stack of bleed (5s icd) on the attacker. Would make it bleed, cripple, and vuln. Okay, maybe just bleed and cripple, but still.! Dark Defiance: If you are disabled, gain stability. While above the carapace threshold, you gain pulsing protection (20 stacks). Love this one.! Necromantic Corruption changes to Necromantic Zeal: Gain 100 expertise. Conditions you apply on poisoned enemies last 50% longer. Yep.! Beyond the Veil changed to Master of Death: Inflicting a condition on a foe grants carapace. Take reduced condition damage while at or above the threshold of carapace stacks. (This will help with maintaining carapace stacks without needing to invest in a grand master trait.) God yes. Having the 'carapace on condi application' as a GM trait was so dumb - without it DM was even more garbage.! Corrupter's Fervor changed to Bone Lancer: Whenever a stack of carapace expires, it shoots a bone lance (projectile) at your target (900 range) and inflicts a stack of poison on them (5s). Ooooh, nice. I'd add 1 sec of weakness. This would be nice to have when I'm kiting and need help turning things around to counterpressure, but you'd also need to have something that prevents. people from, uh. Generating 30 stacks right off the bat, then kiting and causing someone to implode after 10 sec. Maybe a 1/4 or 1/2 ICD.! Unholy Sanctuary: Regenerate health while in shroud. If your life force is above the threshold, your shroud will activate if you would take a lethal blow and you will gain 1% health per Carapace stack. Yep. ! Death Nova changed to Power of the Lich: minions you summon have extra life, deal more damage and transfer condis from you to enemies (10s). This changes how minion skills work. (It also condenses three individually meager traits into, what I think is, a solid grand master minion master trait). Thank god. Now people can take minions and I can ignore them forever.! Blood Fiend: Siphons more health and automatically heals you when killed as if sacrificed Basically yes to all this! Bone Minions: Summon three minions instead of two. Putrid explosion also leaves a cloud of poison gas; Poisoned (5s), 2 pulses.! Shadow Fiend: Can evade every 3 seconds and Haunt corrupts a boon.! Flesh Wurm: Automatically teleports you to its location when you're health drops below 20%. Except this could cause some problems, I think. Why do necros not have access to utilities in shroud again?! Bone Fiend: When Rigor Mortis successfully immobilizes a target it will also Slow them.! Shambling Horror: Reduces damage taken by 40% instead of 33%.! * Flesh Golem: has even more health and gains 2 ammo charges for Charge. I would also make this instant cast. Necro doesn't have enough stab to cover it's multitude of 3/4 sec cast times. This would make the golem not only have a presence, but a psuedo stunbreak that creates counterplay if you want to kill the pet or something. Also, this needs a pet command tray. I don't even know how to control it.! In Soul Reaping, I would change Dhuumfire to apply 2 stacks of burning on core necro in PvE. tears of joy ! I would also change Plague Sigent's passive to increase Condi damage by 180. Signets in general could use a rework. But yes.!! Thoughts?

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Just wait for the big balance patch where anet plans to lower overall damage. If done properly this will be a buff to necro since its defense is directly affected by damage numbers.

Necro's main issue is its weakness to kiting and hit and run playstyles. Overall lower damage will raise the demands for proper kiting attempts to outplay the class. The lesser the damage other classes can apply to a necro outside of shroud the stronger the necro will become.

I am also not a fan of limiting certain specs to certain damage types. Why would you do that? It does not make sense.

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@KrHome.1920 said:Just wait for the big balance patch where anet plans to lower overall damage. If done properly this will be a buff to necro since its defense is directly affected by damage numbers.

Necro's main issue is its weakness to kiting and hit and run playstyles. Overall lower damage will raise the demands for proper kiting attempts to outplay the class. The lesser the damage other classes can apply to a necro outside of shroud the stronger the necro will become.

I am also not a fan of limiting certain specs to certain damage types. Why would you do that? It does not make sense.

when you think of warrior you thing of POWER, it should be when you think of necro you think of PLAGUE, PESCILLENCE DISEASE! but really all you think about is tickle damage and boon corruption. and a free kill if they are alone. it is fine for classes to have multiple builds but a class should have a main identity. you don't think of POWER when you think of Necro so why focus so much on giving it a power build? when it pretty much doesn't have a condi build that is ACTUALLY GOOD? where warrior has bot has both good power AND condi builds. where necro is still JUST A BOON CORRUPT BOT and nothing else viable

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@Xxnecroxx.4039 said:

@KrHome.1920 said:Just wait for the big balance patch where anet plans to lower overall damage. If done properly this will be a buff to necro since its defense is directly affected by damage numbers.

Necro's main issue is its weakness to kiting and hit and run playstyles. Overall lower damage will raise the demands for proper kiting attempts to outplay the class. The lesser the damage other classes can apply to a necro outside of shroud the stronger the necro will become.

I am also not a fan of limiting certain specs to certain damage types. Why would you do that? It does not make sense.

when you think of warrior you thing of POWER, it should be when you think of necro you think of PLAGUE, PESCILLENCE DISEASE! but really all you think about is tickle damage and boon corruption. and a free kill if they are alone. it is fine for classes to have multiple builds but a class should have a main identity. you don't think of POWER when you think of Necro so why focus so much on giving it a power build? when it pretty much doesn't have a condi build that is ACTUALLY GOOD? where warrior has bot has both good power AND condi builds. where necro is still JUST A BOON CORRUPT BOT and nothing else viable

If necro is solo queuing he wil often still not get supported, and since he cannot really do ok alone, solo queue sucks.

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@Axl.8924 said:

@KrHome.1920 said:Just wait for the big balance patch where anet plans to lower overall damage. If done properly this will be a buff to necro since its defense is directly affected by damage numbers.

Necro's main issue is its weakness to kiting and hit and run playstyles. Overall lower damage will raise the demands for proper kiting attempts to outplay the class. The lesser the damage other classes can apply to a necro outside of shroud the stronger the necro will become.

I am also not a fan of limiting certain specs to certain damage types. Why would you do that? It does not make sense.

when you think of warrior you thing of POWER, it should be when you think of necro you think of PLAGUE, PESCILLENCE DISEASE! but really all you think about is tickle damage and boon corruption. and a free kill if they are alone. it is fine for classes to have multiple builds but a class should have a main identity. you don't think of POWER when you think of Necro so why focus so much on giving it a power build? when it pretty much doesn't have a condi build that is ACTUALLY GOOD? where warrior has bot has both good power AND condi builds. where necro is still JUST A BOON CORRUPT BOT and nothing else viable

If necro is solo queuing he wil often still not get supported, and since he cannot really do ok alone, solo queue sucks.

I focus on the more PVE aspect of the game, since you know. it makes up about 90% of the content, also I don't play to much as a mini protest of how they have treated necro to restrict it to nothing more than a boon corrupt bot and nothing else

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This list is kinda big but some key things are more important than others dagger and staff QoL changes would certainly be on my list as well as speeding up the base attack speed of reaper so that its not dependent on quickness from RO to work. The issue in making damage soaking closer to the value of damage avoidance....

Then you have scourge in general...... a big mess

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I think scourge is a dead-end situation that probably won't be resolved anytime soon.

The fact it gets so much hate and controversy for its AOE's in SPVP and having high radius and not wanting to change it means it can never be viable unless they completely overhaul it.

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@Xxnecroxx.4039 said:

@KrHome.1920 said:Just wait for the big balance patch where anet plans to lower overall damage. If done properly this will be a buff to necro since its defense is directly affected by damage numbers.

Necro's main issue is its weakness to kiting and hit and run playstyles. Overall lower damage will raise the demands for proper kiting attempts to outplay the class. The lesser the damage other classes can apply to a necro outside of shroud the stronger the necro will become.

I am also not a fan of limiting certain specs to certain damage types. Why would you do that? It does not make sense.

when you think of warrior you thing of POWER, it should be when you think of necro you think of PLAGUE, PESCILLENCE DISEASE! but really all you think about is tickle damage and boon corruption. and a free kill if they are alone. it is fine for classes to have multiple builds but a class should have a main identity. you don't think of POWER when you think of Necro so why focus so much on giving it a power build? when it pretty much doesn't have a condi build that is ACTUALLY GOOD? where warrior has bot has both good power AND condi builds. where necro is still JUST A BOON CORRUPT BOT and nothing else viableNah, when I see the berserker animations anet created I think about fire. And when I think about a slow horror movie monster I think about hard hitting direct damage. Nevertheless a direct damage berserker and a condi reaper should be viable options.

It is going to be a long time until we get another elite spec, if we will get any ever... so we have an interest in as much options as possible with the specs we currently have in the game.

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Make flesh wurm insta cast and reduce its cd to 30s.

Cast times need to be reviewed for the staff marks( no reason not to be instant on a class thats so unconfortable)

Utilities like heals also need to be at least 1/2 s because necro gets countered too hard

Bring back the 6s reduced shroud CD or have foot in the grave pulse stablity for 3s (i prefer the reduce CD on shroud as it offers more diversity for necro and reaper, i wouldnt make it viable for scourge on pvp/wvw )

Basically CDs and cast times would improve the class A lot

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@KrHome.1920 said:

@KrHome.1920 said:Just wait for the big balance patch where anet plans to lower overall damage. If done properly this will be a buff to necro since its defense is directly affected by damage numbers.

Necro's main issue is its weakness to kiting and hit and run playstyles. Overall lower damage will raise the demands for proper kiting attempts to outplay the class. The lesser the damage other classes can apply to a necro outside of shroud the stronger the necro will become.

I am also not a fan of limiting certain specs to certain damage types. Why would you do that? It does not make sense.

when you think of warrior you thing of POWER, it should be when you think of necro you think of PLAGUE, PESCILLENCE DISEASE! but really all you think about is tickle damage and boon corruption. and a free kill if they are alone. it is fine for classes to have multiple builds but a class should have a main identity. you don't think of POWER when you think of Necro so why focus so much on giving it a power build? when it pretty much doesn't have a condi build that is ACTUALLY GOOD? where warrior has bot has both good power AND condi builds. where necro is still JUST A BOON CORRUPT BOT and nothing else viableNah, when I see the berserker animations anet created I think about fire. And when I think about a slow horror movie monster I think about hard hitting direct damage. Nevertheless a direct damage berserker and a condi reaper should be viable options.

It is going to be a long time until we get another elite spec, if we will get any ever... so we have an interest in as much options as possible with the specs we currently have in the game.

Anet Doesn't want multiple options for Necro because all they want for necro is a meme power build and for them to be restricted to a boon corrupt bot and nothing else

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just remake the class from scratch. it's badly designed from the very start and nothing about the class is really satisfying. they're too afraid to buff this iteration of the class which leads to us being complete and utter trash in every single mode forever, which leads to ppl leaving the game. i'm out

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