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[Elite Suggestion] Abyss


Regon Phoenix.8215
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Theme: dead necromancer was reborn in compete darkness of the abyss, and it come back into the world of the living to share darkness and toxic whispers of the abyss.


Adept Minor Trait (Revived in the Eternal Abyss)Unlock Longbow and allow you to use Whispers.Replace Death Shroud with Darkness Shroud.

Adept Major Trait LineMajor Trait 1 (Where no light Shines)Blind you inflict will now stack up to 2 times. Blinded enemies will receive 10% less healing.Major Trait 2 (Consuming Weakness)Weakness you inflict will now deal 30 (scales with condition damage) damage per sec. Increase duration of weakness you inflict by 20%.Major Trait 3 (Abyssal Herald)Entering shroud will send out abyss energy bolts at nearby enemies dealing 400 (scales with power) damage per bolt. Hits up to 4 enemies. Range: 1200

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Master Minor Trait (Conjurer of the Eternal Darkness)Successfully finishing casting F2 in combat will grant you alacrity for 2 sec, resistance for 3 sec and 1 stack of stability for 4 sec.

Master Major Trait LineMajor Trait 4 (Rabid Darkness)Inflicting chill or cripple on an enemy will cause that enemy to suffer 450 (scales with power) damage instantly. Cooldown: 6 sec.Major Trait 5 (They Will Listen)Your whispers becomes unblockable and will also poison your target. Poison: 1 stack for 8 sec.Major Trait 6 (Abyss Bringer)Perform Blast combo finisher when you enter shroud. Create dark field (300 radius) under your feet for 5 sec when you enter combat.

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Grandmaster Minor Trait (Servants of Abyss do not Fall)Blind nearby enemies for 10 sec when you get downed. Blind nearby enemies for 3 sec when you successfully revive an ally. Radius: 450.

Grandmaster Major Trait LineMajor Trait 7 (Don't Wander in the Darkness)Blinding an enemy will also cripple it for 2 sec. You will deal 7% more direct damage to blinded or/and crippled enemies.Major Trait 8 (Nobody Lives Forever)Inflicting poison on an enemy will also inflict it with weakness for 5 sec. Cooldown: 12 sec.Major Trait 9 (Abyss Takes the Dead)Critical attacks done with your longbow now will also release abyss energy bolt at the same target dealing 400 (scales with power) damage. Cooldown: 3 sec.


F1 (Darkness Shroud)Enter shroud of darkness. While in this shroud you are immune to blindness.

  • Cooldown: 6 sec

F2 (Abyssal Monolith)Summon a dark monolith to hover over targeted area. It will consume your life force every second you reduce all stats of all enemies beneath it. Reactivate this ability to unsummon monolith.

  • Casting time: 1 and 1/2 sec
  • Cooldown: 15 sec
  • Casting range: 1200
  • Effect radius: 600
  • Stat reduction: power, condition damage, healing power and toughness reduced by 80.
  • Life force cost: 500 per sec

Abyss Energy BoltDeal damage to first enemy hit. Projectile. Homes at the closest enemy nearby. Have 20% chance to perform projectile combo finisher


Longbow 1 (Darkness Arrow)Launch an arrow made out of abyss energy at your target and hits first enemy it encounters. This projectile have a chance to pierce the first enemy hit or chain to another nearby enemy (at least one of these effect will always trigger).

  • Casting time: 1/2 sec
  • Range: 1200
  • Damage: 600 (scales with power)
  • Chance to pierce: 35%
  • Chance to chain: 65%
  • Life force gain: 3% of your maximum life force
  • Stealth attack: deal 10% more damage and inflict blindness for 3 sec on every enemy hit. Perform projectile combo finisher.

Longbow 2 (Back into the Darkness)Jump backwards and gain stealth. Remove 1 condition from yourself when used in combat.

  • Casting time: instant
  • Cooldown: 12 sec
  • Range: 600
  • Stealth: 3 sec

Longbow 3 (Melody of the Dark Maiden)Perform a silent melody of darkness weakening and damaging nearby enemies while channeling.

  • Casting time: instant
  • Channel duration: 1 sec
  • Cooldown: 10 sec
  • Radius: 600
  • Weakness per 1/2 sec: 3 sec
  • Damage per 1/2 sec: 300 (scales with power)

Longbow 4 (Toxic Thoughts)Coat your arrows with toxic thoughts. Your next few attack will inflict poison and blind on any enemy hit.

  • Casting time: instant
  • Cooldown: 20 sec
  • Duration: 10 sec
  • Number of attacks: 5
  • Poison: 1 stack for 3 sec
  • Blind: 3 sec

Longbow 5 (Lullaby from Abyss)Perform a silent song for abyss bleeding and tormenting nearby enemies while channeling. Enemies who fully listen to this cry will be dazed.

  • Casting time: instant
  • Channel duration: 2 sec
  • Cooldown: 20 sec
  • Radius: 600
  • Bleed per 1/2 sec: 1 stack for 8 sec
  • Torment per 1/2 sec: 1 stack for 5 sec
  • Daze: 2 sec

Shroud 1 (Darkness Dealing)Launch abyss energy bolt at your target.

  • Casting time: 1/2 sec
  • Range: 1200
  • Damage: 400 (scales with power)
  • Projectile combo finisher: 20% chance

Shroud 2 (Black Blink)Teleport backwards (away from your target) and increase your attack speed for a short duration.

  • Casting time: instant
  • Cooldown: 12 sec
  • Range: 600
  • Attack speed buff: 20%
  • Duration: 4 sec

Shroud 3 (Abyssal Music)Target an area and fear all enemies in that area. In addition, create dark combo field in that area for 5 sec.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Range: 1200
  • Radius: 300
  • Fear: 2 sec

Shroud 4 (It Always Watches)Manifest abyssal eyes on your body for a short duration. These eyes will pulse every second dealing damage to nearby enemies and cripple them.

  • Casting time: instant
  • Cooldown: 30 sec
  • Duration: 5 sec
  • Radius: 600
  • Damage per 1 sec: 250 (scales with power)
  • Cripple per 1 sec: 2 sec

Shroud 5 (The Core of Abyss)Cause abyssal tentacles burst from your stomach dealing damage to all enemies in front of you and stun them. These tentacles will remain for short duration increasing your range of your abyss energy bolts.

  • Casting time: 3/4 sec
  • Cooldown: 30 sec
  • Range: 600
  • Damage: 800 (scales with power)
  • Stun: 2 sec
  • Duration: 5 sec
  • Bonus range: 300

Healing whisper (Pray for the Abyss, My Child)Active this ability to heal yourself. Heal for additional health per nearby enemies. While this ability is on cooldown it will periodically blind one nearby enemy.

  • Casting time: 1/2 sec
  • Cooldown: 30 sec
  • Healing: 3000 (scales with healing power)
  • Bonus healing per nearby enemy: 300 (scales with healing power)
  • Radius of blindness: 600
  • Blind interval: every 5 sec
  • Blind: 3 sec

Utility whisper 1 (Close Your Eyes and Kneel)Active this ability to blind your target and all enemies around your target. While this ability is on cooldown it will periodically cripple nearby enemies.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Range: 1200
  • Radius of blindness: 300
  • Blind: 6 sec
  • Radius of cripple: 600
  • Cripple interval: every 5 sec
  • Cripple: 2 sec
  • Stunbreaker

Utility whisper 2 (Stop and Listen, My Child)Activate this ability to immobilize and poison your target. While this ability is on cooldown it will periodically grant you alacrity.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Range: 1200
  • Immobilize: 2 sec
  • Poison: 2 stacks for 8 sec
  • Alacrity interval: every 5 sec
  • Alacrity: 1 sec

Utility whisper 3 (Follow Me, My Child)Active this ability to create dark combo field under your target's feet for 5 sec. While this ability is on cooldown it will periodically launch abyss energy bolt at one nearby enemy.

  • Casting time: 1/2 sec
  • Cooldown: 30 sec
  • Range: 1200
  • Radius of field: 300
  • Abyss energy bolt interval: every 5 sec
  • Range: 1200

Utility whisper 4 (Repent and You Will Be Saved)Active this ability to damage and blind nearby enemies. While this ability is on cooldown it will periodically grant you life force while you are in combat.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Radius: 600
  • Damage: 500 (scales with power)
  • Blind: 5 sec
  • Life force interval: every 5 sec
  • Life force: 8% of your maximum life force

Elite whisper (Abyss Will Take You, Trust in Me)Inflict weakness, cripple, blind, chill and poison on you target. While this ability on cooldown it will periodically grant you bonus stats for a short duration.

  • Casting time: 1 sec
  • Cooldown: 60 sec
  • Range: 1200
  • Weakness: 8 sec
  • Cripple: 10 sec
  • Blind: 10 sec
  • Poison: 2 stacks for 8 sec
  • Bonus stats interval: every 10 sec
  • Bonus stats duration: 4 sec
  • Bonus stats: 80 precision, 80 ferocity and 120 condition damage
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@"Nimon.7840" said:Pls no more channeling skills on necromancer.I want a necro spec, that can

  1. Compete with the dmg output in top places.

Or

  1. Is a freaking monster in pvp with many blocks, invuln, stealth, evades and still rlly good dmg.

If you look closely, channeling spells have either very short channel time or is focused on condition damage, and all of them on the new weapon, so you don't haveto use them and you could roll with any weapon combination.Also, this elite would be focused on one of these:1) Massive single target power dps2) Burst power cleave3) Condition bruiser

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@"Dadnir.5038" said:No comment doesn't mean that it's good...To be honnest I expected a lot since the "rebirth" traitlines were almost in a good spot and I was so disappointed looking at this one traitlines that I chose not to comment on it.

No complains does infer it is good. Also, didn't you say necromancer need more "dark feeling"? Well..... here it is.

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Indeed I said it, however, It doesn't make your traitlines "better"."Rebirth" 's traitlines were almost there, only the last trait was somewhat out of place. Here the traits just feel "random", and when you have a start with trait that give you this feeling, I can garantie you that it doesn't make you want to read what you wrote after.

  • Blind, chill, cripple, weakness, poison. Can't you just focus on a single thing?
  • damage on non damaging condition. Can't you learn from the mistakes of reaper and not add damage to a condition like weakness?
  • Why do you thoroughly avoid the iconics abilities of the necromancer: minion, boon ripping, unblockable, life siphon, condition management?
  • You go to the lengh of introducing an F2 ability. Fine but why is there no trait supporting it? Is it there for flavor?
  • Why would some alacrity just pop there without warning on a skill? Is alacrity part of the common kit of the necromancer?
  • Periodic effect on skill cool down? Why would anet ever do something like that?

The "dark" feeling is there, even if I mostly said that there was a need for a "taste of filth", but it doesn't change all the things that feel illogical and out of place in what you suggested.

You understand? People just stoped to the traitlines and brush it off as another failed attempt after you suggested a few e-specs that are in need of changes to achieve a proper result. It's not "no complains! Yes, I did it!", it's "people don't have the will to even comment anymore."

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@Dadnir.5038 said:

  • Blind, chill, cripple, weakness, poison. Can't you just focus on a single thing?

Why? Core necromancer have bleed, poison, chill, blind, torment, cripple, burning, weakness, fear, etc. Scourge have torment, cripple, burn, barrier, fear. Reaper have chill, blind, vulnerability, fear, bleed. Nor necromancer neither its elites are focused on one single thing.

@Dadnir.5038 said:

  • damage on non damaging condition. Can't you learn from the mistakes of reaper and not add damage to a condition like weakness?

Except that back then it did way too much damage. While this trait should deal damage about as much as one stack of poison. Learn the difference. Also, back then deathly chill on reaper was a good trait, now it is garbage.

@Dadnir.5038 said:

  • Why do you thoroughly avoid the iconics abilities of the necromancer: minion, boon ripping, unblockable, life siphon, condition management?

Name any minions introduced by scourge.Also, did you just complain about this elite having too many conditions and now complain about lack of condition management? O_o

@Dadnir.5038 said:

  • You go to the lengh of introducing an F2 ability. Fine but why is there no trait supporting it? Is it there for flavor?

Master Minor Trait (Conjurer of the Eternal Darkness)Successfully finishing casting F2 in combat will grant you alacrity for 2 sec, resistance for 3 sec and 1 stack of stability for 4 sec.

So, you haven't read nearly anything on this elite, did you? Or did you simply skip the most of it trying to find things you might dislike? Again, if you can't even read whole concept, then you are not qualified to criticize it.

@Dadnir.5038 said:

  • Why would some alacrity just pop there without warning on a skill? Is alacrity part of the common kit of the necromancer?

What? When you try to talk about concept you haven't even read, then please at least try to be specific.

@Dadnir.5038 said:

  • Periodic effect on skill cool down? Why would anet ever do something like that?

Why would Anet even introduce an elite with massive AOE condition burst, massive AOE boon corruption, tons of survival through barriers and infinite support potential all together wrapped in one big case of scourge? Because why the *** not.

@Dadnir.5038 said:The "dark" feeling is there, even if I mostly said that there was a need for a "taste of filth", but it doesn't change all the things that feel illogical and out of place in what you suggested.

Name 2 things out of place.

@Dadnir.5038 said:You understand? People just stoped to the traitlines and brush it off as another failed attempt after you suggested a few e-specs that are in need of changes to achieve a proper result. It's not "no complains! Yes, I did it!", it's "people don't have the will to even comment anymore."

Yeah, you clearly stopped before trait lines, because you haven't even read them. And please, don't refer to yourself as "people". You are just one single person who thinks he can comment on stuff he haven't even read.

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@Regon Phoenix.8215 said:

  • Blind, chill, cripple, weakness, poison. Can't you just focus on a single thing?

Why? Core necromancer have bleed, poison, chill, blind, torment, cripple, burning, weakness, fear, etc. Scourge have torment, cripple, burn, barrier, fear. Reaper have chill, blind, vulnerability, fear, bleed. Nor necromancer neither its elites are focused on one single thing.

Ok, step by step.

  • Core is supposed to be the base from which you take one aspect and develop it through e-spec. Core NEED to have a large choice of effects.

  • The reaper is supposed to be a slow movie moster that you can't shake off, give you a chill done your spine and ruthlessly reap your poor life. The focus is on chill and melee tools for this very reason.

  • The scourge is supposed to be a sand wave that corrupt everything in it's wake. It focus heavily on corruption and on the idea of sand which come blocking damage, while tormenting and crippling.

  • Your spec is about darkness and you attach to it some poison for who know what reason. You could have an heavy focus on dark field, combo and blindness but you didn't. You start a focus on blindness but abort it for who know why. Objectively, there is absolutely no reason to be crippled or poisoned in an abyss. You might be chilled because it's cold down there, or even weaken but that's all.

  • damage on non damaging condition. Can't you learn from the mistakes of reaper and not add damage to a condition like weakness?

Except that back then it did way too much damage. While this trait should deal damage about as much as one stack of poison. Learn the difference. Also, back then deathly chill on reaper was a good trait, now it is garbage.

Anet chose to change the trait so that it apply bleed to allow necromancers to benefit from the effect of the trait when they attack the same target, not because "it was dealing to much damage". It was to open up room for teamplay, deathly chill was a garbage trait as soon as there was 2+ reapers attacking the same target. The same way, your trait is bound to be a garbage trait as soon as 2+ "abyss" will attack the same target.

  • Why do you thoroughly avoid the iconics abilities of the necromancer: minion, boon ripping, unblockable, life siphon, condition management?

Name any minions introduced by scourge.Also, did you just complain about this elite having too many conditions and now complain about lack of condition management? O_o

The shades are the minions of the scourge, it's heavily focused on managing them. And there is a huge difference between condition management and condition output. Condition management is: condition cleanse + drawing conditions + self inflicting condition + sending back condition + condition conversion. I'm complaining about the fact that you do not make use of the tools of the necromancer, you just add things randomly.

  • You go to the lengh of introducing an F2 ability. Fine but why is there no trait supporting it? Is it there for flavor?

Master Minor Trait
(Conjurer of the Eternal Darkness)Successfully finishing casting F2 in combat will grant you alacrity for 2 sec, resistance for 3 sec and 1 stack of stability for 4 sec.

So, you haven't read nearly anything on this elite, did you? Or did you simply skip the most of it trying to find things you
might
dislike? Again, if you can't even read whole concept, then you are not qualified to criticize it.

Oh, sorry, a single trait which feature resistance and alacrity which are not part of the pack of the necromancer, my bad for missing this one.

  • Why would some alacrity just pop there without warning on a skill? Is alacrity part of the common kit of the necromancer?

What? When you try to talk about concept you haven't even read, then please at least try to be specific.

Where in the necromancer's kit do you see alacrity? Nowhere. How is an e-spec about "darkness" in any way related to alacrity? Chronomancer is all about time, thus alacrity is logic.

  • Periodic effect on skill cool down? Why would anet ever do something like that?

Why would Anet even introduce an elite with massive AOE condition burst, massive AOE boon corruption, tons of survival through barriers and infinite support potential all together wrapped in one big case of scourge? Because why the *
**
not.

You don't understand the thematic. With each e-spec anet try to convey an image, a concept... (Tchh... I feel like summoning obtena, maybe she/he would be able to make you understand that the thematic is the fondation of everything)

@Dadnir.5038 said:The "dark" feeling is there, even if I mostly said that there was a need for a "taste of filth", but it doesn't change all the things that feel illogical and out of place in what you suggested.

Name 2 things out of place.

Alacrity and resistance, they are not necromancer's boons. So all, in all: stop and listen, my child (even the skill name don't fit for alacrity), conjureur of the eternal darkness, rabid darkness (There is no darkness in this trait effect), They will listen (poison on whisper make no sense), ...etc.

@Dadnir.5038 said:You understand? People just stoped to the traitlines and brush it off as another failed attempt after you suggested a few e-specs that are in need of changes to achieve a proper result. It's not "no complains! Yes, I did it!", it's "people don't have the will to even comment anymore."

Yeah, you clearly stopped before trait lines, because you haven't even read them. And please, don't refer to yourself as "people". You are just one single person who thinks he can comment on stuff he haven't even read.

No, you assumed that it was good because nobody commented on. And I just told you that nobody commented on it because it's aalready your 6 or 7th messy try and people are already tired of them. When things don't make sense from the beginning it's understandable.

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@Dadnir.5038 said:

  • Core is supposed to be the base from which you take one aspect and develop it through e-spec. Core NEED to have a large choice of effects.

And what one aspect does scourge take from core? Torment? Burn? Boon corrupt? Barrier? AOE? And what about reaper? What aspect does it take from core necromancer?

@Dadnir.5038 said:

  • The reaper is supposed to be a slow movie moster that you can't shake off, give you a chill done your spine and ruthlessly reap your poor life. The focus is on chill and melee tools for this very reason.

Too bad it is slow pile of garbage you can easily escape from, right? Also, you forgotten bleeds, vulnerability and might, because that's what reaper takes from core necromancer as well.

@Dadnir.5038 said:

  • The scourge is supposed to be a sand wave that corrupt everything in it's wake. It focus heavily on corruption and on the idea of sand which come blocking damage, while tormenting and crippling.

Yeah, look, it takes from core necromancer:1) Torment2) Cirpple3) Boon corrupt4) BurningYet, you said that elite only takes one aspect from core spec. Naughty you.

@Dadnir.5038 said:

  • Your spec is about darkness and you attach to it some poison for who know what reason. You could have an heavy focus on dark field, combo and blindness but you didn't. You start a focus on blindness but abort it for who know why. Objectively, there is absolutely no reason to be crippled or poisoned in an abyss. You might be chilled because it's cold down there, or even weaken but that's all.

Wrong wrong wrong. My elites is about preacher from darkness who whispers toxic whispers into people and cause people to blindly follow him into darkness of the abyss. Some ideas are toxic, especially those born in the abyss, and it is reflected on this class.How many times do i have to say this "if you don't understand something, that doesn't mean it is bad"?

@Dadnir.5038 said:Anet chose to change the trait so that it apply bleed to allow necromancers to benefit from the effect of the trait when they attack the same target, not because "it was dealing to much damage". It was to open up room for teamplay, deathly chill was a garbage trait as soon as there was 2+ reapers attacking the same target. The same way, your trait is bound to be a garbage trait as soon as 2+ "abyss" will attack the same target.

Oh really? Are you working for them?

@Dadnir.5038 said:The shades are the minions of the scourge, it's heavily focused on managing them. And there is a huge difference between condition management and condition output. Condition management is: condition cleanse + drawing conditions + self inflicting condition + sending back condition + condition conversion. I'm complaining about the fact that you do not make use of the tools of the necromancer, you just add things randomly.

Nope. They aren't classified as minions. You can call an alligator "snuggles", but it will not turn it into a cat.

@Dadnir.5038 said:Oh, sorry, a single trait which feature resistance and alacrity which are not part of the pack of the necromancer, my bad for missing this one.

No problem. Sand shades, shouts and barrier isn't part of the pack of necromancer. Everyone makes mistakes.

@Dadnir.5038 said:Where in the necromancer's kit do you see alacrity? Nowhere. How is an e-spec about "darkness" in any way related to alacrity? Chronomancer is all about time, thus alacrity is logic.

Where in necromancer kit do you see barrier? Nowhere. How is an e-spec about "torment" in any way related to barrier? Guardian is all about guarding, thus barrier logic. Also, newsflash: revenant also have alacrity.

@Dadnir.5038 said:You don't understand the thematic. With each e-spec anet try to convey an image, a concept... (Tchh... I feel like summoning obtena, maybe she/he would be able to make you understand that the thematic is the fondation of everything)

Well, golly me, but i also want to convey an image, a concept. What a strange world we live in, right?

@Dadnir.5038 said:Alacrity and resistance, they are not necromancer's boons. So all, in all: stop and listen, my child (even the skill name don't fit for alacrity), conjureur of the eternal darkness, rabid darkness (There is no darkness in this trait effect), They will listen (poison on whisper make no sense), ...etc.

Just like barrier is not necromancer protection, just like alacrity is not revenant's boon, just like..... insert any other example here.Stop and Listen, My Child -> Name refers to active part of ability, and it fits perfectly with theme of dark preacher.Conjurer of the Eternal Darkness -> So, you complained about lack of traits interacting with F2, but now you complain about existence of this trait? Are you trolling?Rabid Darkness -> Again, if your only complain is about name of an ability, then you have no case for complaining. And this trait synergies extremely well with core necromancer traits and abilities.They Will Listen -> You talk so much about theme of an a concept, yet you blindly ignore concept of a dark preacher whispering toxic ideas into people? Well, looks like you are losing credibility faster than hydrogen is burned in the sun.

@Dadnir.5038 said:No, you assumed that it was good because nobody commented on. And I just told you that nobody commented on it because it's aalready your 6 or 7th messy try and people are already tired of them. When things don't make sense from the beginning it's understandable.

Just like you assumed that this concept have no theme.And again, why do you keep referring to yourself as "people"? That's weird, especially when you are so happy to comment here without even reading anything about the concept. Not only you miss the theme, but you miss traits, abilities and basic ideas already presented in the concept:

Longbow 4 (Toxic Thoughts)Coat your arrows with toxic thoughts. Your next few attack will inflict poison and blind on any enemy hit.

Look, i especially named and explained an ability so people like you would understand why poison is part of the kit, yet you still failed at reading and understanding.

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@derd.6413 said:

@derd.6413 said:went up for a while but going backwards i see

Who are you?

a very bored person

Then go and entertain yourself.

i entertain myself by looking for stuff online. and criticizing ideas in the hope that a person can use my given advise to do improve them

Good luck with that.

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