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Kuulpb.5412

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Posts posted by Kuulpb.5412

  1. @Teratus.2859 said:

    @Teratus.2859 said:Lifesteal is in absolutely no way underwhelming in this game..

    If you play even a slightly durable minion master with blood magic traitline you would know that lifesteal is amazing.

    If they changed it to benefit from power and crits like you suggested it would literally make one of my favorite builds unkillable.

    If they made lifesteal more powerful like that you'd have Necro MM's AFK farming world bosses and tons of other group events as the minion lifesteal would easily be enough to outheal many of those more powerful creatures.

    one main issue I have is: Things seem to basically "require" other things to even function normally, lifesteal as it is now, is more "50-100 healing a hit" which is Almost nothing when you consider necromancers have 20-30,000 health and very low armour, so healing already has a lower "effect" on necromancers as Healing benefits from toughness over vitality.

    the build you mention I assume is a Blood magic and Death magic thing, but as death magic outside of some general use PvE builds is REALLY bad it doesn't really mean much if you're "unkillable" when you do very low damage, Minions don't benefit from your power etc at all and for you to get any noticeable healing from it you need healing power or to hit lots of things fast: reworking lifesteal would mean reworking traits too, so the "unkillable" build wouldn't be unkillable since it'd be tweaked from a balance standpoint, although having said that necromancers need something they excel in because they have nothing atm, Healing is druid, condition is Mirage, tankinees is spellbreaker, Power is basically anything.

    Blood, Death, Reaper yes, used to use Soul Reaping pre HoT.Designed largely around maximizing minions and heal sustain.. it's very hard to kill in PvE and prior to minion changes and the addition of Elite specs it was really hard to kill in PvP too pre HoT.I don't actually use Healing power (except the 150 I get from Last rites).. I use Soldier stats so my damage isn't as terrible as you might expect neither is the incoming healing.In many fights I can maintain around 10-11 minions sometimes 12 depending on what i'm running and how many enemies are around and that does add up both in damage and in incoming life steal.Sure I'm not going to win any DPS awards or anything but it's good enough to go toe to toe with just about anything solo.

    Adding to that I have access to regen on dodge (Lesser Mark of Blood) and protection when leaving shroud (Beyond the Veil)Sometimes I use Death Nova for more minions = more lifesteal + more damage and tons of poisonfields when they die :D or Corrupter's Fervor for more toughness.I get more toughness per minion with Flesh of the Master amd More damage from minions and they take conditions with Necromantic Corruption.Minion and Player Lifesteal with Vampiric and Vampiric Pressence as well as stopping ally bleedout and being able to pull rez them in shroud.

    Then in Reaper line I have lifesteal on shout + reduced cooldown for Rise per target, 15% damage increase to chilled foes which is easy to exploit with focus 5, Reaper Shroud and GS auto and lastly I get 300 ferocity and quickness while in shroud which goes really nicely with Decimate Defences 2% crit chance per stack of Vulnerability on foes allowing me to get 50% crit chance without needing any precision stat in the build at all.I can get more ferocity and power from food etc too if I want extra damage as well as more crits from Superior Sigil of Preception(25 stacks combined with 25 stacks of Vulnerability = 66.90% Crit chance without a single investment in precision)

    Contributing to the healing factor as well I have constant health regen from Superior Rune of the Dolyak and I AoE heal on crits with Superior Sigil of Water.

    So as you can see I have a lot of constant incoming healing from multiple sources mostly life steal from on average 10ish minions. (can also get more from food)Likewise multiple pockets of damage being done by myself, minions and poison fields caused by their death which are numerous thanks to timegated minions I get when I kill stuff and the minions summoned with Rise.I can get almost 70% crit chance without precision (which is ridiculous)My stats bounce around 2,382 Power + 2,340-2,500 Toughness depending on how many minions I have (2660 in shroud) which gives me a max Armor rating of 3,307- 3,500 (3600+ in shroud) Not so "very low" after all is it :PCombine that with 29,812 base Hp (30K + with food) and 20,571 Life force and you can see what I mean when I say lifesteal is already capable of making you nearly unkillable as it is without needing to completely sacrifice your damage.

    Functions great as a solo build and benefits from a moderate damage buff when playing with others thanks to 25 vulnerability and perma chill being extremely easy to maintan with a small group.Dagger 2 even functions as a main healing skill thanks to it's bigger heal and 6 second shorter cooldown than sacrificing the Blood Fiend.

    I highly recommend giving it a try sometime if you like the power tank playstyle, more than happy to give you the exact build I use, all traits, gear etc.It's never going to be best DPS meta or anything but it's still very capable, definitely the kind of build you use to help people out when they get in over their heads which is a fun pastime for me.Oh yeah the Shroud skill 4 does AoE healing too, I've managed to get upwards of 6K AoE healing on it in some situations (around 4-5K normally) which is a nice boon for fractals and stuff, I've saved a lot of people with this build over the years not to mention being the main reason my fractal pug group hasn't wiped multiple times in the same encounter ^^

    It is very low since you're ENTIRELY specced for toughness/survivability.

    I'm not though.As I said it's main stat is power not toughness and despite no stat investment I can still hit 70% crit chance quite often.That's why I call it a Power Tank not just a Tank.

    You'll just have to try it yourself to understand, it's by far the best build I've used that you could call a highly proficient Jack of all trades.It could be more tanky, it could be more dps focused, could be more healing focused but it sits nicely in the middle being respectably competent at all 3.I've attempted to make similar builds on other classes but they simply cannot replicate the same level of tankyness while possessing the same level of damage output and sustain, that's mainly where the minions and lifesteal come in and Necro is the only class that can use summons to that effect.There are ways to make other classes play Jack of all trade playstyles but they cannot compete with the Necromancer on that front.. not even remotely close.

    Two of your stats are defensive, meaning the MAJORITY of you stats are defensive. that makes it Defensive.

  2. @Dadnir.5038 said:

    @"Kuulpb.5412" said:Well, the main idea of "lifesteal" is You deal X damage and steal that much damage as healing, In guild wars 1 this was the case, Vampiric gaze would do X damage, say 50, and you would heal for 50, and this would increase in healing as you increased in damage, Separating the damage and healing makes it no longer lifesteal.

    This is because it was the case in GW1 that devs choose to avoid it in GW2. Lifesteal in GW1 was considered as too strong a mechanism, the devs didn't want a second "ranger touch".

    Ranger touch was fun though D:. but I see your point :/ Bleh

  3. @Kulvar.1239 said:

    @JusticeRetroHunter.7684 said:I agree that lifesteal feels underwhelming. Frankly life stealing should do more to benefit the necromancer

    For example, siphoning resources from your enemy rather than just health...like draining endurance, cooldowns(making enemy cooldowns higher) or siphoning life force in addition to health.

    Having so many effects on life steal would just make it overpowered and lead to it being nerfed into oblivion.There's already Weakness and Chilled for lowering endurance and cooldown recharge rate, both available to Necromancer.

    @"Stand The Wall.6987" said:it just needs to be a stronger heal in most cases.

    But that won't actually fix any problem, Lifesteal is "lifesteal" not "Deal X damage to heal for Y", it's supposed to be "Deal X damage, heal for X" you are Stealing a Set amount of health, so why do they grow at different rates?

    There is no intrinsic rule that make it wrong to have the damage and healing separated. That's a way to get more control on the metrics to balance them.Having the healing part scaling of Power (1:1 with damage) would remove any usefulness to the Healing Power attribute and allow huge sustain on glass cannon characters.

    Well, the main idea of "lifesteal" is You deal X damage and steal that much damage as healing, In guild wars 1 this was the case, Vampiric gaze would do X damage, say 50, and you would heal for 50, and this would increase in healing as you increased in damage, Separating the damage and healing makes it no longer lifesteal.

  4. @Teratus.2859 said:

    @Teratus.2859 said:Lifesteal is in absolutely no way underwhelming in this game..

    If you play even a slightly durable minion master with blood magic traitline you would know that lifesteal is amazing.

    If they changed it to benefit from power and crits like you suggested it would literally make one of my favorite builds unkillable.

    If they made lifesteal more powerful like that you'd have Necro MM's AFK farming world bosses and tons of other group events as the minion lifesteal would easily be enough to outheal many of those more powerful creatures.

    one main issue I have is: Things seem to basically "require" other things to even function normally, lifesteal as it is now, is more "50-100 healing a hit" which is Almost nothing when you consider necromancers have 20-30,000 health and very low armour, so healing already has a lower "effect" on necromancers as Healing benefits from toughness over vitality.

    the build you mention I assume is a Blood magic and Death magic thing, but as death magic outside of some general use PvE builds is REALLY bad it doesn't really mean much if you're "unkillable" when you do very low damage, Minions don't benefit from your power etc at all and for you to get any noticeable healing from it you need healing power or to hit lots of things fast: reworking lifesteal would mean reworking traits too, so the "unkillable" build wouldn't be unkillable since it'd be tweaked from a balance standpoint, although having said that necromancers need something they excel in because they have nothing atm, Healing is druid, condition is Mirage, tankinees is spellbreaker, Power is basically anything.

    Blood, Death, Reaper yes, used to use Soul Reaping pre HoT.Designed largely around maximizing minions and heal sustain.. it's very hard to kill in PvE and prior to minion changes and the addition of Elite specs it was really hard to kill in PvP too pre HoT.I don't actually use Healing power (except the 150 I get from Last rites).. I use Soldier stats so my damage isn't as terrible as you might expect neither is the incoming healing.In many fights I can maintain around 10-11 minions sometimes 12 depending on what i'm running and how many enemies are around and that does add up both in damage and in incoming life steal.Sure I'm not going to win any DPS awards or anything but it's good enough to go toe to toe with just about anything solo.

    Adding to that I have access to regen on dodge (Lesser Mark of Blood) and protection when leaving shroud (Beyond the Veil)Sometimes I use Death Nova for more minions = more lifesteal + more damage and tons of poisonfields when they die :D or Corrupter's Fervor for more toughness.I get more toughness per minion with Flesh of the Master amd More damage from minions and they take conditions with Necromantic Corruption.Minion and Player Lifesteal with Vampiric and Vampiric Pressence as well as stopping ally bleedout and being able to pull rez them in shroud.

    Then in Reaper line I have lifesteal on shout + reduced cooldown for Rise per target, 15% damage increase to chilled foes which is easy to exploit with focus 5, Reaper Shroud and GS auto and lastly I get 300 ferocity and quickness while in shroud which goes really nicely with Decimate Defences 2% crit chance per stack of Vulnerability on foes allowing me to get 50% crit chance without needing any precision stat in the build at all.I can get more ferocity and power from food etc too if I want extra damage as well as more crits from Superior Sigil of Preception(25 stacks combined with 25 stacks of Vulnerability = 66.90% Crit chance without a single investment in precision)

    Contributing to the healing factor as well I have constant health regen from Superior Rune of the Dolyak and I AoE heal on crits with Superior Sigil of Water.

    So as you can see I have a lot of constant incoming healing from multiple sources mostly life steal from on average 10ish minions. (can also get more from food)Likewise multiple pockets of damage being done by myself, minions and poison fields caused by their death which are numerous thanks to timegated minions I get when I kill stuff and the minions summoned with Rise.I can get almost 70% crit chance without precision (which is ridiculous)My stats bounce around 2,382 Power + 2,340-2,500 Toughness depending on how many minions I have (2660 in shroud) which gives me a max Armor rating of 3,307- 3,500 (3600+ in shroud) Not so "very low" after all is it :PCombine that with 29,812 base Hp (30K + with food) and 20,571 Life force and you can see what I mean when I say lifesteal is already capable of making you nearly unkillable as it is without needing to completely sacrifice your damage.

    Functions great as a solo build and benefits from a moderate damage buff when playing with others thanks to 25 vulnerability and perma chill being extremely easy to maintan with a small group.Dagger 2 even functions as a main healing skill thanks to it's bigger heal and 6 second shorter cooldown than sacrificing the Blood Fiend.

    I highly recommend giving it a try sometime if you like the power tank playstyle, more than happy to give you the exact build I use, all traits, gear etc.It's never going to be best DPS meta or anything but it's still very capable, definitely the kind of build you use to help people out when they get in over their heads which is a fun pastime for me.Oh yeah the Shroud skill 4 does AoE healing too, I've managed to get upwards of 6K AoE healing on it in some situations (around 4-5K normally) which is a nice boon for fractals and stuff, I've saved a lot of people with this build over the years not to mention being the main reason my fractal pug group hasn't wiped multiple times in the same encounter ^^

    It is very low since you're ENTIRELY specced for toughness/survivability.

  5. If it wasn't clear in the Main post I'll just sum it up here for anyone who wants a "TL;DR"

    Staff - Utility/condi/power mix like it is now but "better"Axe - range powerDagger ( main and offhand) both power and mobility in melee range since I feel dagger/dagger fits better than dagger/focus,Scepter and Focus Both condition and range since as mentioned it fits thematically better that two caster weapons are the same instead of one caster and one melee being the same despite having no correlation.Greatsword: No movement but more "pseudo-taunts"Torch - more burning and a bit of barrier so it ties in better with the "Scourge torch" instead of Scourge holding a torch.and underwater because No-one ever goes underwater, we have a skimmer.Warhorn: Kind of like a shout but not shout thing

  6. @"Teratus.2859" said:Lifesteal is in absolutely no way underwhelming in this game..

    If you play even a slightly durable minion master with blood magic traitline you would know that lifesteal is amazing.

    If they changed it to benefit from power and crits like you suggested it would literally make one of my favorite builds unkillable.

    If they made lifesteal more powerful like that you'd have Necro MM's AFK farming world bosses and tons of other group events as the minion lifesteal would easily be enough to outheal many of those more powerful creatures.

    one main issue I have is: Things seem to basically "require" other things to even function normally, lifesteal as it is now, is more "50-100 healing a hit" which is Almost nothing when you consider necromancers have 20-30,000 health and very low armour, so healing already has a lower "effect" on necromancers as Healing benefits from toughness over vitality.

    the build you mention I assume is a Blood magic and Death magic thing, but as death magic outside of some general use PvE builds is REALLY bad it doesn't really mean much if you're "unkillable" when you do very low damage, Minions don't benefit from your power etc at all and for you to get any noticeable healing from it you need healing power or to hit lots of things fast: reworking lifesteal would mean reworking traits too, so the "unkillable" build wouldn't be unkillable since it'd be tweaked from a balance standpoint, although having said that necromancers need something they excel in because they have nothing atm, Healing is druid, condition is Mirage, tankinees is spellbreaker, Power is basically anything.

  7. @Stand The Wall.6987 said:

    @Kuulpb.5412 said:so why do they grow at different rates?

    cuz balance. you cant have blood magic traits doing the same as dagger siphon.

    Dagger siphon grows at different rates, what do you mean?

    Edit: they literally do the Same thing, but have different base numbers and growth.

    I have no idea what you're trying to say.

    you said you can't have traits do the same as dagger siphon, but that's what they do, both have a Damage aspect which is effected by power and a healing aspect effected by healing power, not sure what you're not understanding but I hope this helps clarify. both aren't "lifesteal" but are more heal when you do damage, and not a % of the damage you do.

  8. @"Stand The Wall.6987" said:it just needs to be a stronger heal in most cases.

    But that won't actually fix any problem, Lifesteal is "lifesteal" not "Deal X damage to heal for Y", it's supposed to be "Deal X damage, heal for X" you are Stealing a Set amount of health, so why do they grow at different rates?

  9. @"Dadnir.5038" said:While I can't and won't disagree with what was said about focus and warhorn.

    The fact is that the current way necromancer's lifesteal effects work favor a tanky gameplay that might have been envisionned before release of the game. To put it simply, a cleric necromancer that focus on life steal is "metrically OP" with high sustain and above average (amongst cleric builds) damage that ignore defense. It's a relic of the past that don't fit the view that modern players have of the game but produce a level of sustain and associated damage that can be qualified as "OP" when all the stars align.

    For example, you have to take into account that traited, each well have the potential to heal you for 6k to 7.5k without healing power. Which mean that you can litterally fill your utility bar with pseudo heal skills that also deal a similar amount of damage.

    Moreover, if ANet were to allow lifesteal to crit and proc things it would favor DPS builds, which mean that you wouldn't give up offense for defense and this would lead tanky build to be less tanky than offensive build... In other words, a balance mess (even if gw2 isn't a tank-friendly game since it's well known that in this game the best defense remain offense).

    The necromancer's defense is all about health points and lifesteal, as it is designed, is part of this original defensive system of the necromancer. ANet showed with the scourge that they aren't willing to change this philosophy of defending through health point, instead they are more than ready to expand on it and share it with other professions.

    the main thing about that though is: because 212(base) x 5 targets = 1000 a tick sure, but that's also accounting for what is effectively an "enemy that doesn't have eyes" and if the enemy does more than 1000 per second, which is nothing unusual, then that doesn't help, especially since to heal for that 1k a tick (5k per well) you need 5 enemies, all of which have to do between 0-200 damage to get ANY benefit, otherwise you're just "reducing damage you take" at the end, since you have to stand inside the well and they have to stand inside the well. If you are ina well, 5 enemies and you, you heal for 1000, if each enemy does 1000 a hit, that's 4k you take as opposed to 5k, if you have 4k health left before this, you die, If you have 5k you survive on 1k and won't survive another. Lifesteal as it is now Heals for basically nothing except the most specific of specific circumstances, and IN those specific circumstances you have to be RIGHT in the line of fire to even be healed. Heal from shouts? you need 5 targets, Heal from well? 5 targets, any less and you aren't even being healed enough to warrant using any lifesteal. now that the focus and warhorn reworks gutted the entire thing, focus 4 hitting ONE target heals for basically nothing, warhorn with such a low duration, PBAoE and a large visual effect basically heals for nothing- At the BEST Possible outcome, Warhorn heals for 1850, this is less than dagger 2, which has - more range, shorter cast, but can be interrupted by looking away, Dagger 2 at BEST heals for: 4050, this will heal even if you are blocked, but not if you miss, so the warhorn in BEST POSSIBLE SCENARIO heals Less than dagger 2.

    And Dagger isn't even that strong because it has no mobility and no way to counter anything, ( made a post about weapon rework yada yada),

    Sorry if this started to rant on a bit - but they need to focus more on "average" than "best outcome", and even then their best outcome is worse than a skill that is easier to use.

    I constantly feel like they nerf necromancer and don't take anything players say into consideration, yeah some people complained about focus 4, but I think the unanimous idea was make it Home like dagger 4, instead it's now worse as it doesn't home, does less damage, Less healing because regeneration lasted longer less vulnerability, but more life force which we don't even need because when things die we get life force. They also certainly didn't balance it for Pvp/WvW as it doesn't pierce, and can be blocked etc.

  10. I think Lifesteal in this game is Not at all like it should be, it's currently " + bonus damage effected by power, + healing effected by healing power" , lifesteal should Either Be effected by both or JUST power, and Should A) allow for crits, or B) be reworked to act like Reaper's new souleater, where Lifesteal is healed for X amount of damage done. The changes to warhorn 5 and focus 4 in my opinion are just horrible changes.

  11. @"KrHome.1920" said:

    The main issue I have with boon corruption or removal is that corruption is a LOT weaker, Sure you can turn stability into fear etc and make someone use a stunbreak, but for example: Mesmer sword auto attack removes 1 boon on the 3rd hit, Necromancer sceptre at once point corrupted boons on the third hit, Because this was "too strong" or whatever that got moved to skill 3, meaning Mesmers are still better at removing boonsNecro relies on corrupts. Might into weakness, swiftness into cripple, fury into blind... corrupts are part of the base mechanic. The whole "slow" and "has to tank damage" mechanic is built around de-buffing your target.

    When you build a necro that ignores corruptions and focusses only on raw damage you will end up as the weakest possible encounter no matter whether you deal condi or power damage just because you have almost no mobility and no "unlimited" damage mitigation like a block or an evade.

    @topic:
    • Axe does not need changes.
    • GS does not need changes.
    • Staff does need more utility for power builds. The utility for condi builds is fine.
    • Mainhand-Dagger needs a huge damage boost, but ANet can't do that since then it would outperform GS resulting in power reapers just autoattacking and shroudswapping.
    • Warhorn 4: cooldown to 20s, Warhorn 5: was once fine, is now horrible
    • Focus 4, was mediocre before and is mediocre now, Focus 5: is great (!)
    • Offhand-Dagger 4: is okay, a bit unreliable but okay for the potential, Offhand-Dagger 5: either remove the cast time or the delayed hit - then it's fine

    one main thing is necromancers DO rely on corruption, not Conversion, so they can have boon corruptions but not have condition conversions ( e.g. condis to boons like well of power), but because I already had the idea that necromancers use their enemies life against them, such as Boons they have being removed and given to the necromancer as you're effectively stealing their life, corrupting boons wouldn't benefit that as much as just stripping them. I mean the idea could change to Corrupt boons , but they as a thematic standpoint shouldn't have any conversion of condis to boons, as that is more mesmery, in gw1 mesmers could convert their health into a "safety threshold" where if they took damage past that they would instead heal. However if we go back to GW1 regarding necromancers they relies on a mix of hexes and conditions, In GW2 there "are" hexes, but they are exclusive to a single NPC in the living story season 3, Who coincidentally is a necromancer, but they use a Mesmer hex (Logic idk), so the boon corruption could be there but then hexes would need to be added in to keep thematically, otherwise it's just a worse boon strip,

  12. @"EremiteAngel.9765" said:From a WvW roaming perspective.

    Staff:As a Staff lover myself, I fully support your Staff Ideas.It retains the original purpose of Staff and enhances it further to make it a lot more useful for both range and melee area denial.Love the pulsing marks idea and the traited changes.

    Axe:No comments.

    Scepter:Can't say I like the changes you propose.We are losing a lot of boon corrupt potential with those changes.The Focus Condi change you're proposing is more a boon-rip + condi damage weapon.This is IMO not as good as boon corruption.Necros shine not because of burst, but because of the ability to apply a variety of conditions.And a large part of that comes from boon corruption.

    Dagger MH:No comments.

    Focus:No comments.

    Dagger OH:I don't like the changes though I can understand your thoughts behind them.This my fave weapon and I love the utility/counterplay options it currently provides with blinds and weakness and condition transfer and boon corruption.Cast time is currently also sweet and has a multitude of uses.Do not touch my fave weapon with those changes!If your proposal was boon corruption instead of boon rip, maybe.Rants.

    Warhorn:No comments.

    Greatsword:I like the changes. More soft controls which are much needed for a melee weapon that has no mobility skills.Though again, the loss of boon corruption and blind is painful.

    Torch:No comments.

    Overall:On the weapons that I touched on, I dislike the idea of losing so much boon corruption potential.And the blinds and weakness lost are also life savers for Necros!Too offensive natured, not enough defense/utility though I did note you moved most of them onto the warhorn.Nice Staff and GS suggestion though.

    I have a Spear.I have a Trident.Uhh. Trident Spear.

    The main issue I have with boon corruption or removal is that corruption is a LOT weaker, Sure you can turn stability into fear etc and make someone use a stunbreak, but for example: Mesmer sword auto attack removes 1 boon on the 3rd hit, Necromancer sceptre at once point corrupted boons on the third hit, Because this was "too strong" or whatever that got moved to skill 3, meaning Mesmers are still better at removing boons, Mesmers as Mirages are also Much better at applying conditions, as torment is just a better bleed and their axe has tons, not to mention sand shards bleeding and conditions lasting 20% longer, so mesmers are better at that too, then mesmers also have survivability by mobility and stealth, necromancers get basically nothing, so if necromancers has boon strip instead of corruption, or boon transfer instead, then they might eventually get access to a suitable amount that can easily handle boon heavy foes they just cannot otherwise, as you cannot corrupt ALL boons ona foe at once, I believe the maximum is 3, whereas you can strip boons with spellbreaker elite every 0.5s.

    Edit: I am glad you like the staff idea, I've tried suggesting it a few times, or variants of it, but people either don't comment on it, or dislike it for some reason.

  13. Hello Peoples,

    This isn't actually going to be a series thing, but this is just my take on what the weapons should be/do to make them all be useful and have their own place.

    Weapons necromancer can use:Two-handed: Staff, (Greatsword)Main-hand: Axe, Sceptre, DaggerOff-hand: Focus, Warhorn, Dagger, (Torch)Underwater: Trident, Spear

    Staff: I would like this weapons' job to focus on Ranged Utility and Control, As such here are my changes:

    • All staff skills would generate 2% life force when it damages and 1% life force when it supports
      • Damage of these skills would be lower as it will be focus more on Utility,
      • Range: 1200 Radius: 300Skill 1 - Instant small AoE ( akin to Mesmer staff 1 in the beta, but AoE), Inflicts Bleed, Poison or Cripple.Skill 2 - Mark: When triggered creates an AoE for 3s that bleeds foes in the area and heals allies inside (Can be triggered by allies).Skill 3 - Mark: When triggered creates an AoE for 3s that Chills and Poisons foes in the area, applies swiftness to allies ( can be triggered by allies).Skill 4 - Mark: When triggered creates an AoE for 3s that removes conditions from Allies and Removes boons from foes, Any foes inside the area when an ally loses a condition gains that condition. (can be triggered by allies)Skill 5 - Mark: When triggered creates an AoE for 3s that applies fear for 1s each second and applies Torment for 3s each second, grants stability to allies. (can be triggered by allies)

    Trait: Staff skills now generate more life force ( 4% and 2% respective), and gain a range and radius increase (1500 and 360 respective)

    Axe: I would like this weapons' job to focus on ranged power damage, here are my changes:

    • range 900Skill 1: attack an enemy, marking them that after a delay deals more damage and applies vulnerability. (akin to revenant's sword skill 1 effect)Skill 2: attack target and all nearby foes with a flurry of ghostly claws, attacks more for each vulnerability stack the target has. ( Gets +1 hit per stack of vulnerability, deals less damage for bonus attacks) - Generates 2% life force for the initial attacks and 1% for each attack gained by vulnerability.Skill 3: Mark: when triggered causes you to link to your target and whenever you apply vulnerability, transfer one boon to yourself from the target. (link duration 5s, 1s internal cooldown)

    Trait: Wielding an Axe or Dagger increases your Power by 100, reduces the cooldown by 10% and an extra 2% every attack (1s internal cooldown).

    Sceptre: I would like this weapons' job to focus on ranged condition Manipulation, here are my changes:

    • range 900Skill 1(chain): attack target, applying bleed, poison and torment in a chainSkill 2: Mark: when triggered roots targets in the area for 1s and applies torment- generates 3% life force per target struck.Skill 3: Drain conditions from Target foe to yourself, Deal damage and gain life force for each condition taken.

      Flip: transfer conditions back to your target while also applying confusion for each condition transferred.

    Trait: Wielding a Sceptre increases condition damage by 150 and expertise by 75, Your skill 3 now also steals conditions from and applies conditions to enemies near your target.

    Dagger: I would like this weapon to be a strong Melee Option for necromancers, focusing on lifesteal and mobility, here are my changes:

    • range 180
    • Max targets: 3Skill 1 (chain): Attack target(s) 2x gaining 1% life force, Attack target(s) again applying cripple, Attack targets a final time applying a mark that lasts for 3s, Any attacks against the target steal health ( interval 1s)Skill 2: Drain life from target and nearby foes, Healing you. Damage is increased by 20% if they are effected by a movement impairing condition, healing is increased by 20% if you are not within 130 of an ally.Skill 3: Dash forward, Immobilise target and inflict cripple, ( dash available without a target).

      Flip: Dash away from target leaving a trail of bone that cripples and damages foes that walk on it.

    Trait: Wielding an Axe or Dagger increases your Power by 100, reduces the cooldown by 10% and an extra 2% every attack (1s internal cooldown).

    Focus: I would like to shift Focus' Focus towards ranged condition manipulation, to better pair sceptre/focus, here are my changes:

    • range: 1200Skill 4: Send out a Ghastly scythe that homes in on target(s) and applies cripple, applies torment instead if target is already effected by cripple.Skill 5: Chill target(s) to the core and remove boons, for each boon removed apply Chill and Torment,

      Flip: Remove chill from your foe, instantly causing them to heat up, applying burn(1s) and confusion (2s), conditions already on the target are lengthened by 2s.

    Trait: Focus skills now hit 4 additional targets around the initial target, and remove two stacks of stability when removing chill.

    Dagger: Off-hand dagger in my idea is being changed to focus more on power and mobility to better pair dagger/dagger, here are my changes.

    • range: 900Skill4: throw a dagger at the target, if it hits a swarm of locusts attack the target and two nearby foes, dealing damage and removing boons.

      Flip: Shadowstep to your dagger and rip it from your foe, removing boons and dazing for 0.5sSkill 5: Strike your foe and leap backwards, Pulling life directly from them, healing you for a Portion of damage dealt, Damage dealt increases if the target is not performing an action.

    Trait: Wielding an Axe or Dagger, attacks heal you for 5% of the damage dealt, reduces the cooldown by 10% and an extra 2% every attack (1s internal cooldown).

    Warhorn: Due to my lack of real "idea" of where warhorn is supposed to fit, My version makes it focus more on control and support, here are my changes.

    • range: 900Skill 4: Strike enemies in the area, they are chilled and crippled, any foes moving are also applied with weakness, any foes attacking are stunned for 1s.Skill 5: call forth an army of the dead to chase a foe, if they hit, apply cripple and weakness, if they miss apply swiftness and regeneration to yourself and allies near the army.

    Trait: Warhorn skills gain increased range ( 1200) and also heal you and nearby allies for 10% of the damage dealt.

    Greatsword: The reaper is a slow moving executioner, and should have a trait that benefits the idea that enemies cannot escape death, here are my changes.

    • range - 180Skill 1(chain): Strike your foe(s) applying cripple, Strike your foe(s)applying chill, Strike your foe applying cripple and chill, deals 5% bonus damage if the target is afflicted by cripple or chill.Skill 2: Send out 5 scythes that home in on nearby enemies, this skill's cooldown is instantly reset if all scythes hit the same target, or if any target hit is under 25% health. Deals bonus damage if any target is under 25% health. ( range 600)Skill 3: Channel a beam of darkness through your sword towards your target, making them walk towards you and applying immobilise when the channel ends. ( taunt without auto attack, range 1200)Skill 4: Plunge your sword into the ground, creating a well of souls that when stood in expands, and removes boons.Skill 5: Apply a Mark to your target(s), you deal 5% bonus damage when hitting this target, and if the target moves further than 600 away while the mark is active, they get pulled to you.

    Trait: Striking a chilled foe generates 5% life force and heals you for 5% of the damage done, Bonus is increased to 10% if wielding a Greatsword.

    Torch: As a torch, it should be a priority to burn things, I felt there wasn't enough burning as you could only burn with skill 5 if you were traited for apply burning when you apply torment, here are my changes.

    Skill 4: channel a stream of fire infront of you, any foes hit are afflicted with burn and torment, generate life force each hit, Generates barrier for yourself and allies in the stream.Skill 5: Knock down target and nearby foes, if any of these foes were not burning, apply burning, if they were burning, remove boons and gain life force.

    Trait: Wielding a torch increases expertise by 150 and increases your application of barrier by 15%.

    Trident: As I have seen on forums before, Underwater skills don't make much sense with lack of life force generation for example, here are my changes.

    • range 1200Skill 1: Instant AoE that applies Chill and Bleed, If target is already bleeding, gain 2% life force and 2% damage dealt as health.Skill 2: Form a vortex of death that follows you, enemies in the area each second are afflicted with bleeding, cripple and poison.Skill 3: Charge forward leaving a trail of death that applies poison and bleeding, if you strike a foe with the charge, 2 trails fan out infront of you and gain 4% life force.Skill 4: Place a mark on your target, when triggered causes any conditions on that target to be stripped from it, dealing damage, and seeking out other targets, which then apply the condition and deal damage, If no other targets are within range of the target when cast, the conditions seek their original host, dealing more damage and applying them back to the target.Skill 5: Encase your target in bone making them unable to move and slowly sink while also applying chill as their death draws near, gain 1% life force each second this applies chill.

    Trait: Spear and Trident skills generate bonus 1% life force when the target is afflicted with a condition, and you swim 25% faster.

    Spear: As mentioned above, Underwater weapons may need some tweaks, here are my changes.

    • range 600Skill 1: throw your spear , after impact it explodes dealing damage and applying Vulnerability to target and nearby foes.Skill 2: throw your spear, After impact, place a mark that causes all damage taken by the target to be taken by nearby targets.Skill 3: (range 130), Impale your foe on your spear, stunning for 2s, applying bleeding and vulnerability.Skill 4: Call forth a swarm of rotten fish that apply poison and bleed to your foe, while also giving you and nearby allies swiftness.Skill 5: Impale yourself of your spear, dealing 50% of your remaining health as damage to yourself, Deal damage equivalent to this to your foe, Damage is reduced the further away the target is. (100% of the damage taken at 130 range, 20% at 1200 range)

    Trait: Spear and Trident skills generate bonus 1% life force when the target is afflicted with a condition, and you swim 25% faster.

    • I am aware that this got a bit silly near the end, I apologise, Please give me your most constructive criticism, and please also try not to say X is fine, or Y is useless as that isn't criticism.
  14. @Dadnir.5038 said:

    @"Kuulpb.5412" said:Single major change: Complete Rework to focus more on necromantic things like Lifesteal and death and not "Oh, those boons you had, I could have stripped them really quickly but i'll slowly turn them into conditions so you can cleanse them one at a time"

    I think I've had enough of the lifesteal aspect with the recent change to focus and warhorn. The specific "lifesteal" that they force onto the necromancer is just bad in both damage and sustain even if from a metric point of view, if you add all the lifesteal sources, the sustain is awesome and the DPS good for a 0 crit build.

    No more lifesteal please, it honestly suck.

    @"Drakh.2941" said:From a support in WvW perspective...

    I would love to see the 'pulling to you' aspect of Transfusion moved to something else, like Signet of Undeath, at least in WvW. The support of Scourge can be powerful, but the pulling aspect in WvW, especially in a zerg environment, is despised for good reason. Just being able to heal regularly without the worry of pulling your friends into AoE bombs unintentionally would be a very welcome change. If you want the pull, pop the signet and it works just like it does now, but you have better control over the when and how it is used.

    And/Or...

    As Siphon Life is a widely represented, but rarely specced for ability of Necro's in general, lets increase it some to make it a viable, tanky, playstyle.

    I see what you mean here, yet a the "pull" on a 3 seconds cast time skill would be as good as removing the pull from the game. I think better support/tanking options in other traitlines than blood magic would be more effective to create a "tanky playstyle". The point is that
    vampiric rituals
    is supposed to be the selfish tanky GM trait in BM, yet from a scourge's perspective it limited greatly your quality of life compared to
    transfusion
    .

    Ultimately, I think that traits that affect a specific kind of skills might either disappear for more "generic" forms like what we got with our "minion skills" or what they do with weapon traits. For example, I'd imagine
    vampiric ritual
    to drain life around you whenever you lose life force with a 1 or 1/2 second ICD and keep the CD reduction and prot on
    wells
    . This wouldn't benefit scourge a lot, obviously, but this would make core necromancer and reaper tankier, allowing the "tanky" playstyle with greater QoL. To make it benefit the scourge as well we could imagine a change on
    sadistic searing
    so that it allow
    punishments
    to sacrifice a low amount of life force (1% to 3%) on use for an initial extra effect (for example, it could give scourges this new
    dark aura
    whose effects fit the scourge's own effects).

    You know, they could rework lifesteal, and THEN rework necro for lifesteal,

  15. @derd.6413 said:

    @Dadnir.5038 said:First of all, I appreciate the feedbacks, thanks!

    Lich form
    : Outside the fact that I don't like the visual and feel of the transformation, for me 99% of the issue with this transformation is "accessibility". So, Yes I am dumbing down the process. ;) .

    i get what you were trying to do but you did it in the laziest/thoughtless way possible. you seemingly looked at lich form in isolation rather then as a part of necro.

    it also doesn't help that "grim specter" is basically "life transfer" ++

    It's difficult to look at something that have such a short uptime as part of anything

    "but iz hard" is the excuse of the lazy, miss me with that weak sauce.

    Let's reword things then: Elite transformation skills tend to have short uptime which make building familiarity with them very difficult. In particular, lich form skills were even totally change from a "mark" form to "conventional" skills, destroying any past effort to build familiarity. If you add to that that balance history had 4 "elite transformations" already returned to digital dust and that transforming into a big and clumsy green bibendum isn't really what I picture as profession's defining, I think I have a background solid enough to justify a more simple and accessible form of elite skill to replace Lich form.

    i never said "don't change lich form" i said "if you're gonna change lich form, put some darn effort into it."

    while having
    grim specter
    being an elite version of
    life transfert
    is in fact quite a good thing for an, you know, "elite skill".

    next you're gonna tell me that plaguelands needs to be replaced with a 5 target version of "corrupt boon" and flesh golem replaced with 5 bone minions. (bad comparison because at least they're better version of skills in their skilltype rather then a skill all core necros have)

    Well, you've said it all...

    i meant that my examples were a bad comparison because they don't properly show just how bad your suggestion is..

    it's like giving necro a point blank aoe fear as an elite but it also torments and gives the necro swiftness.

    It's weird how necro has no "targeted fear" Except in death shroud, the only one(s) outside is are staff 5 and a ring

  16. I sort of like this Idea, But I feel like Life Force should be used more like energy from GW1, since the entire point in GW1 was gain energy from Deaths.

    Maybe make the Idea about Changing Minions/shroud a trait such as Reaper grandmaster would be like - Bone shroud, Horror shroud, Blood Shroud. or something, where it just adds stats not necessarily an entirely different thing since you can't have no grandmaster Unless you want to lose traits.

    So perhaps keep it a life force pool, Make some skills Use it ( a bit like Initiative/energy from thief/rev), maybe Just remove shroud from 1 as you suggested BUT make it like F1 is Life Blast, F2 is Dark path etc, then reaper becoming oneshroud is like reapers being slowed but hihger damage, and scourges chaning from Death skills to Sand skills. It would also let them Do smaller changes ( plus make some legendaries better just for the fact you could swap legendaries and use F1 to see the projectile :3). But Honestly it's hard to "redesign" necro, as I can't really link GW1 or Gw2 necro together, Perhaps they could make a passive trait in each line add an effect to detah shroud, or the necro , or skills Just fo rhaving that , such as Deathmagic would give you 10% damage reduction just for taking it, Blood magic would let you heal from Kills just by taking it etc. To make it more of a Specialisation "feel".

    So I would guess something like:

    Spite: Damage is 10% strongerCurses: Conditions you apply are 10% strongerDeath magic: Reduce Damage by 10%, Extra 1% per MinionBlood magic: Life steal per strike (2% of damage) and Heal from deathSoul Reaping: Increase health of minions and Effect of other trait lines by 50%.( Spite, Curses, Death, Reaper= 15%, Blood = 3% dmg heals,, Scourge = 33% movement speed)

    Reaper: Attack speed is 10% fasterScourge: Movement speed is 25% faster.

    Then give base necromancer more stability and keep them a "slow, focused caster" whereas Eles are Quick and versatile, and Mesmers are Agile and precise.

  17. This is REALLY annoying me - for ages it's been :-1:

    Shiro: What has become of the empire in my absence?

    Male Sylvari Rev: chuckle It most certainly has!

    I know it's not a gamebreaking bug, but it annoys me so much it's stopping me playing my revenant ( yes overly dramatic yada yada). it's like the Renegade No valid path bug, Please can you fix both of these?

  18. As someone who previously wanted ( and semi still wants) a story raid mode. I have to say - After beginning to raid properly as I previously had done some bosses, ( it honestly isn't that hard, I've been joining pugs, a few of them are censored words but a few are nice.) I can say Raids Can be difficult for Pugs, and as someone not very social, pugging is a bit of an emotionally draining thing ( I have to try and not be rude to people, not my fault if they're idiots) BUT it is rewarding when you kill a boss. Over the past 48 hours I've killed Slothasor, Matthias, finished escort, killed VG and gorseval and almost killed KC (who Is all I need for armour :D), so it's not THAT hard to get into raiding, I'd probably be wrong, but I recommend that people start as a dps thing so they don't have to focus on the team much, just on boss mechanics etc.

  19. Profession* not class ( it's even in the name of this forum).

    But seriously - There is no need for 10th, Elite specs can fill basically every gap given time, There is the Mesmer with the Chronomancer, even though in GW1 there wa smesmer and the IDEA of chronomancer for utopia

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