Jump to content
  • Sign Up

[Elite Suggestion] Mortician


Regon Phoenix.8215

Recommended Posts

Theme: a necromancer working in eternal graveyard focused solely on digging graves, laying creatures to rest or raising them to defend eternal graveyard or to seek new tenants for eternal graveyard. It would by a tank type class focused on area control and staying alive as long as possible.

NOTE: TO PREVENT ABUSE TOMBSTONES SHOULD HAVE ADDITION RADIUS IN WHICH NO OTHER TOMBSTONE COULD BE PLACED


Adept Minor Trait (Grave Keeper Never Rests)Unlock Hammer and allow you to use Tombstones.Replace Death Shroud with Grave Shroud.

Adept Major Trait LineMajor Trait 1 (Hardened After Funeral)Increase duration of protection on you by 20% and you gain 200 bonus healing power while you have protection.Major Trait 2 (My Trusty Shovel)Gain 150 toughness and take 10% less condition damage while you are wielding Hammer.Major Trait 3 (Don't Avoid It)When you remove a boon from an enemy you will also inflict it with 2 sec of slow and 4 sec of chill. Cooldown: 8 sec.

-

Master Minor Trait (Unfinished Business)When you get downed, you become immune to all damage and can't be executed for 3 sec. Cooldown: 40 sec.

Master Major Trait LineMajor Trait 4 (Death Awareness)Gain protection for 8 sec and retaliation for 5 sec when you get attacked from 600 or greater range. Cooldown: 20 sec.Major Trait 5 (Vacant Graves)When you summon any number of minions, then you and that/those minion(s) will gain 2 sec of resistance (6 sec cooldown). When one of your minions expires or dies, then you will gain 5% of your maximum life force (4 sec cooldown).Major Trait 6 (Can't Outrun Death)Deal 5% more damage to and receive 5% less damage from enemies inflicted with slow, chill or cripple.

-

Grandmaster Minor Trait (Fueled by Foreign Life)Heal yourself for 1% of your maximum health while in combat. This healing is five times greater while you are downed.

Grandmaster Major Trait LineMajor Trait 7 (Funeral Bell)Leach life from nearby enemies every second while you have protection. Damage: 40 (scales with power). Healing: 90 (scales with healing power). Radius: 450.Major Trait 8 (Banishment From Rest)Your tombstones will perform a special action when you place them.Major Trait 9 (Keeper's Kiss)Reduce cooldown of your shroud by 5 sec and your shroud 1 will now inflict chill for 2 sec instead of cripple.


F1 (Grave Shroud)Enter shroud and covert up to 3 conditions on you into protection.

  • Cooldown: 10 sec
  • Protection per condition converted: 2 sec

F2 (Exhume)Shatter all your tombstones within range.

  • Casting time: instant
  • Cooldown: 5 sec
  • Radius: 900

F3 (Personal Tombstone)Summon a tombstones with acts as impassable terrain and blocks vision. Only one tombstone of same type can be placed by one person. This tombstone remains on the ground until it is shattered by you or until you move than 2200 units away from it. Shattering this tombstone will summon a corpse of your former body which will follow you and attack enemies with autoattacks of except copy of your main-hand weapon when it was summoned. This corpse counts as a minion.

  • Casting time: 3/4 sec
  • Cooldown: 60 sec
  • Range: 900
  • Minion duration: 15 sec
  • Minion stats: 50% of your stats
  • Banishment From Rest (trait): grants 2 stacks of stability to you for 6 sec

Hammer 1 (Shovel Smash)Strike the ground in front of you dealing damage to nearby enemies. This ability have chance to perform blast combo finisher.

  • Casting time: 3/4 sec
  • Range: 240
  • Damage: 500 (scales with power)
  • Blast combo finisher chance: 20%
  • Life force per enemy hit: 2% of your maximum life force

Hammer 2 (Gravemaker)Cause unholy tendrils to appear beneath your target and launch your target into the air. After that unholy tendrils will pull affected enemy down dealing damage and knocking it down. In addition, remove one boon from affected enemy if he/she gets damaged by this ability.

  • Casting time: 3/4 sec
  • Cooldown: 18 sec
  • Range: 900
  • Float duration: 1/2 sec
  • Damage: 1000 (scales with power)
  • Knockdown: 1 sec

Hammer 3 (Death Beneath)Strike the ground beneath you damaging nearby enemies and summon jagged horrors. Every enemy hit by this ability will get one of their boons corrupted into cripple.

  • Casting time: 3/4 sec
  • Cooldown: 30 sec
  • Radius: 600
  • Damage: 450 (scales with power)
  • Jagged horrors summoned: 2 (+1 per enemy struck)
  • Jagged horror duration: 15 sec
  • Cripple: 4 sec
  • Blast combo finisher

Hammer 4 (Forget the Flesh)Enter into state of unrest gaining protection at set intervals. While this ability lasts you will take less damage from projectiles.

  • Casting time: 1/2 sec
  • Duration: 6 sec
  • Cooldown: 25 sec
  • Interval: every 2 sec
  • Protection: 2 sec
  • Damage from projectiles reduction: 33%

Hammer 5 (Mass Funeral)Perform a massive swing knocking away all nearby enemies. Stun any knocked backed enemy if he/she collides with terrain (or your tombstone). Remove one boon from every enemy hit.

  • Casting time: 3/4 sec
  • Cooldown: 15 sec
  • Radius: 240
  • Knockback range: 500
  • Damage: 750 (scales with power)
  • Stun: 2 sec
  • Whirl combo finisher

Shroud 1 (Keeper's Hug)Strike all enemies in front of you instantly and again when you finish casting. If both hits strike same target, then he/she will be crippled.

  • Casting time: 1 sec
  • Range: 240
  • Damage (2x): 700 (scales with power)
  • Cripple: 1 sec

Shroud 2 (The Next Customer)Perform controlled charge (you can control direction you are charging towards; you can't stop moving while charging and you ignore all disable and immobilize effects while charging) dealing damage and knocking down all enemies you collide with.

  • Casting time: instant
  • Cooldown: 12 sec
  • Change duration: 3 sec
  • Change movement speed: 166% of normal movement speed
  • Damage: 400 (scales with power)
  • Knockdown: 1 sec

Shroud 3 (Mourning Witch)Summon a minion in targeted area and taunt nearby enemies to attack it. If this minion gets killed, then it will inflict fear to all enemies around it.

  • Casting time: 3/4 sec
  • Cooldown: 20 sec
  • Range: 900
  • Radius of taunt around minion: 240
  • Taunt: 1 sec
  • Minion duration: 10 sec
  • Minion damage: 350
  • Minion attack speed: 1/2 sec
  • Minion attack range: 140
  • Fear: 2 sec
  • Radius of fear: 240

Shroud 4 (No Place Like Home)Create a dark field under your feat for 5 sec. It will leech health from all enemies standing in it.

  • Casting time: instant
  • Cooldown: 15 sec
  • Radius: 300
  • Leech damage per sec: 120 (scales with power)
  • Leech healing per sec: 220 (scales with healing power)

Shroud 5 (Work Attire)Form protective armor made of bone and rotting flesh. Grants barrier and you will reflect all projectiles for short duration. In addition, remove cripple, slow and chill from you.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Barrier: 5000 (scales with healing power)
  • Magnetic aura: 4 sec

Healing Tombstone (Tombstone for a Fallen Mender)Heal yourself and summon a tombstones with acts as impassable terrain and blocks vision. Only one tombstone of same type can be placed by one person. This tombstone remains on the ground until it is shattered by you or until you move than 2200 units away from it. Shattering this tombstone will grant regeneration and resistance to you and allies around you.

  • Casting time: 3/4 sec
  • Cooldown: 40 sec
  • Healing: 6500 (scales with healing power)
  • Range: 900
  • Regeneration: 12 sec
  • Resistance: 3 sec
  • Radius of boons: 450
  • Banishment From Rest (trait): grant you 2 sec of superspeed

Utility Tombstone 1 (Tombstone for a Fellow Reaper)Summon a tombstones with acts as impassable terrain and blocks vision. Only one tombstone of same type can be placed by one person. This tombstone remains on the ground until it is shattered by you or until you move than 2200 units away from it. Shattering this tombstone will cause your next few attack to chill and slow any enemy hit.

  • Casting time: 3/4 sec
  • Cooldown: 45 sec
  • Range: 900
  • Number of attacks: 8
  • Duration: 12 sec
  • Chill: 3 sec
  • Slow: 2 sec
  • Banishment From Rest (trait): this ability becomes a stunbreaker

Utility Tombstone 2 (Tombstone for Plague Victims)Summon a tombstones with acts as impassable terrain and blocks vision. Only one tombstone of same type can be placed by one person. This tombstone remains on the ground until it is shattered by you or until you move than 2200 units away from it. Shattering this tombstone cause an unholy nova to be released from you and at location where tombstone was. Unholy nova poisons enemies and converts up to 2 boons on them into stacks of poison.

  • Casting time: 3/4 sec
  • Cooldown: 60 sec
  • Range: 900
  • Nova radius: 450
  • Poison: 3 stacks for 8 sec
  • Boon to poison: 1 stack of poison for 8 sec
  • Banishment From Rest (trait): consume 1 condition from you to grant you 2 sec of resistance

Utility Tombstone 3 (Tombstone for an Ancient Guardian)Summon a tombstones with acts as impassable terrain and blocks vision. Only one tombstone of same type can be placed by one person. This tombstone remains on the ground until it is shattered by you or until you move than 2200 units away from it. Shattering this tombstone will convert all conditions on you into protection and protects you from boon removal for short duration.

  • Casting time: 3/4 sec
  • Cooldown: 60 sec
  • Range: 900
  • Protection per boon removed: 2 sec
  • Protection against boon removal: 5 sec
  • Banishment From Rest (trait): grant you protection for 4 sec

Utility Tombstone 4 (Tombstone for Critters)Summon a tombstones with acts as impassable terrain and blocks vision. Only one tombstone of same type can be placed by one person. This tombstone remains on the ground until it is shattered by you or until you move than 2200 units away from it. Shattering this tombstone will summon jagged horrors.

  • Casting time: 3/4 sec
  • Cooldown: 30 sec
  • Range: 900
  • Jagged horrors summoned: 3
  • Jagged horror duration: 20 sec
  • Banishment From Rest (trait): summons 1 jagged horror for 20 sec

Elite Tombstone (Tombstone for Victims of War)Summon a tombstones with acts as impassable terrain and blocks vision. Only one tombstone of same type can be placed by one person. This tombstone remains on the ground until it is shattered by you or until you move than 2200 units away from it. Shattering this tombstone will summon Bone Juggernaut. Bone juggernaut follows you and attacks nearby enemies. His every fifth attack will stun all enemies hit.

  • Casting time: 3/4 sec
  • Cooldown: 90 sec
  • Range: 900
  • Bone Juggernaut duration: 45 sec
  • Damage per attack: 680
  • Enemies hit per attack: up to 3
  • Attack range: 240
  • Attack speed: 3/4 sec
  • Stun: 1 sec
  • Banishment From Rest (trait): stun enemies around it (radius: 450) for 2 sec

Update (2018-03-30): shortened casting time of tombstones, made F2 instant, updated major traits 3 5 8 and 9, and updated tombstones accordingly.

Link to comment
Share on other sites

@Regon Phoenix.8215 said:

@Daedalus Palamaon.8934 said:Oh how I want a hammer for my necro so bad. Hammer is probably the coolest looking weapon in the game - BAR NONE.

And it is the most rarely used weapon. Warriors can use it, but they rarely do. Revenant can use it, but they rarely do. Only guardian have a working build for it.

Sadly quoted for truth. Revanents do use it a lot (WvW) but since it’s ranged you don’t see it’s shiny glory. I use it on my guardian all the time despite all the haters (dragon hunter dps hammer is new meta lol) plus it’s CC is awesome.

God hammer has some fricken cool designs though.

Scrapper uses it as well I think...?

Link to comment
Share on other sites

@Daedalus Palamaon.8934 said:

@Daedalus Palamaon.8934 said:Oh how I want a hammer for my necro so bad. Hammer is probably the coolest looking weapon in the game - BAR NONE.

And it is the most rarely used weapon. Warriors can use it, but they rarely do. Revenant can use it, but they rarely do. Only guardian have a working build for it.

Sadly quoted for truth. Revanents do use it a lot (WvW) but since it’s ranged you don’t see it’s shiny glory. I use it on my guardian all the time despite all the haters (dragon hunter dps hammer is new meta lol) plus it’s CC is awesome.

God hammer has some fricken cool designs though.

Scrapper uses it as well I think...?

Ah yes, scrapped, a spec forgotten by all.And yeah, hammer could get more love, at least as much as Greatsword is having.

Link to comment
Share on other sites

Not bad

  • Its protection heavy
  • Im worried about the tombstones

Tombstones

I see a few problematic issues here now with what you get out of the skills more of that you dont get anything out of the set up thats required for example

  • Only the healing tombstone is the only tombstone skill does something upon cast without having to shatter it.
  • The others seem to have no use until shattered so why not just make them flip over skills to shatter each one rather than using f2 as a shatter.
  • The others need to be noted that they do something upon completing that long 1 second cast or need to do something for such a long cast.
  • Why is the shatter cast a half second when it takes so long to summon a object that has no function until shattered.
  • The coold downs are minute long (maybe you are accounting for duration of terrain blocking and obstruction.)

When you say becomes impassable terrain and blocks vision. (nothing like this has been done.)How would this work as a benefit to the necro without putting them at just as much of a negative. Blocked terrain i could understand but but if it becomes terrain that would obstruct attacks due to vision obstruction wouldn't it do the same for the necro that summoned it? Some fine details need to be ironed out with that.

The other thing I didn't understand was "Only one tombstone of same type can be placed by one person." By this do you mean

  • The necro can only place one at a time or only 1 can be place near 1 other person or tombstone at a time.
  • In either case what happens when you place another would it auto shatter the previous one etc?

Traits

Like i said its protection heavy which is not a bad thing but wells from blood magic when traited do already offer a ton of protection. Im surprised there was no resistance or retaliation to go with the protection. (Boons that necro lacks but also are defensive in nature but what you already have is not bad.)

Honestly major trait number 8 needs to be replaced. Its not worth a grandmaster let alone if its only when you spawn minions. Death magic is the minion trait line. If you want to classify the things spawned from this elite spec as minions then make note that death magic traits will effect them too (which would let them be buffed up) rather than trying 1 trait in this spec.

Trait 8 ideally could be something to do with the tombstones like trait 5 although that one is not all that either but its not bad.

Trait 9 is not worth much its too limited by that long cooldown. maybe something shorter for a grand master

  • This trait has good synergy with trait 3 but the cd hurts its usefulness pretty bad.

If this was a real thing trait 7 would be picked by likely 9/10 players over the others because they just are not competitive or useful enough or in the same level of strength.

Weapon skillsCould use a bit more life force generation on some of the other skills.

That honestly all i have for feedback.

Link to comment
Share on other sites

@ZDragon.3046 said:Not bad

  • Its protection heavy

That's because this elite have even less range and even less mobility than reaper. To ranged enemies this elite is practically a sitting duck. That's why protection.

@ZDragon.3046 said:

  • Only the healing tombstone is the only tombstone skill does something upon cast without having to shatter it.

Yes. Can't have healing ability which doesn't actually heal upon cast.

@ZDragon.3046 said:

  • The others seem to have no use until shattered so why not just make them flip over skills to shatter each one rather than using f2 as a shatter.

You are completely right. That's why tombstone shatter has very short cooldown and you can place tombstones before fighting starts to have strategic advantage. That's why i went with all "field control" theme.

@ZDragon.3046 said:

  • The others need to be noted that they do something upon completing that long 1 second cast or need to do something for such a long cast.

I know that it might feel less rewarding to not instantly gain something after finishing casting, but keep in mind that tombstones are very strategical skills. Imagine if you can prepare them in advance, shatter them and then replace them nearly instantly. That would be extremely overpowered.

@ZDragon.3046 said:

  • Why is the shatter cast a half second when it takes so long to summon a object that has no function until shattered.

Because tombstones can be placed in advance. Imagine a pvp scenario when you attack this elite while it already placed all tombstone in advance and then shatter them instantly.

@ZDragon.3046 said:

  • The coold downs are minute long (maybe you are accounting for duration of terrain blocking and obstruction.)

You are right, but also the fact you can place one tombstone, wait until cooldown refresh, then shatter it and replace it.

@ZDragon.3046 said:When you say becomes impassable terrain and blocks vision. (nothing like this has been done.)

Yup, that's the whole point of elites: introducing something new.

@ZDragon.3046 said:How would this work as a benefit to the necro without putting them at just as much of a negative. Blocked terrain i could understand but but if it becomes terrain that would obstruct attacks due to vision obstruction wouldn't it do the same for the necro you summoned it? Some fine details need to be ironed out with that.

Yes, it would obstruct vision for necromancer as well. There is a reason for that. This spec have no mobility and very limited range. Placing tombstones in strategic locations will offer protection against ranged classes.

@ZDragon.3046 said:The other thing I didn't understand was "Only one tombstone of same type can be placed by one person." By this do you mean

  • The necro can only place one at a time or only 1 can be place near 1 other person or tombstone at a time.
  • In either case what happens when you place another would it auto shatter the previous one etc?

Healing skill can only place one tombstone. If you recast healing ability while tombstone is already present, then old tombstones will disappear and new tombstone will take its place.And same rule goes foll all tombstones. Essentially you can have 6 different tombstones (1 from F3, 1 from healing skill, 3 from utility skills, 1 from elite skill) present.

@ZDragon.3046 said:Like i said its protection heavy which is not a bad thing but wells from blood magic when traited do already offer a ton of protection. Im surprised there was no resistance or retaliation to go with the protection. (Boons that necro lacks but also are defensive in nature but what you already have is not bad.)

As i already said: protection is there to compensate for lack of mobility and range.Also, you missed one trait giving retaliation: Death Awareness.

@ZDragon.3046 said:Honestly major trait number 8 needs to be replaced. Its not worth a grandmaster let alone if its only when you spawn minions. Death magic is the minion trait line. If you want to classify the things spawned from this elite spec as minions then make note that death magic traits will effect them too (which would let them be buffed up) rather than trying 1 trait in this spec that does that.

There is a ketch for this trait.You see, death magic traits offer permanent bonuses for minions. But this elite have lots of temporary minions:Personal TombstoneDeath BeneathMourning WitchTombstone for CrittersTombstone for Victims of WarLots of temporal minions who would benefit greatly from boons on summon.Usually death magic necromancer summons minions in advance, so they will not benefit from this trait, but temporal minions summoned during combat will.

@ZDragon.3046 said:Trait 9 is not worth much its too limited by that long cooldown. Keep in mind that it is a grand master and it fails to compete with trait 7.

Well, that's a balance issue. Can't accept of deny if it is good without actually testing.

@ZDragon.3046 said:If this was a real thing trait 7 would be picked by likely 9/10 players over the others because they just are not competitive or useful enough or in the same level of strength.

Well, i think it depends on what you need and what kind of skills you pick. If you pick lots of protection, then yes, trait 7 would be most useful. But if do not pick any protection, then why would you pick trait 7?

@ZDragon.3046 said:Weapon skillsCould use a bit more life force generation on some of the other skills.

Yeah, life force generation with hammer is very limited, but keep in mind that hammer is designed for long fights. You will naturally generate enough life force in a longer combat, especially with right traits and utility.

Thanks for feedback. I hope i clarified some things.

Link to comment
Share on other sites

@Regon Phoenix.8215 said:

Because tombstones can be placed in advance. Imagine a pvp scenario when you attack this elite while it already placed all tombstone in advance and then shatter them instantly.

I think you meant pve?In pve im not sure how the devs would feel about locking foes in place and if they are path obstructions that stopped ranged attacks it also means everyone in the group event would be able to attack said elite from ranged unless it was one of the big ones and even then it would depend on where its targeting box was. (would have to be far off the ground)Below you confirmed that the tombstones would do this.In the event you did mean pvp in pvp you would move far enough away that you couldn leave them there not to mention that cast time. wouldnt allow oyu to lock a person in.

Yes, it would obstruct vision for necromancer as well. There is a reason for that. This spec have no mobility and very limited range. Placing tombstones in strategic locations will offer protection against ranged classes.

Very specific play style but its not a counter to ranged classes its more of a deterrent for them to gap close in which you stun them a few times by shattering your tombstones and use your hammer or shroud but dont have the damage or mobility to catch them when they disengage you and start attacking from range again.Like i said the idea is not bad but it may seem a bit too pvp focused and in pvp 1 second cast times along with some of the other issues i stated will be problematic.

Something I didn't think of (accidentally blocking your allies and getting the screwed or people using it to troll. These are also other issues that need to be considered because it blockable path that affects not just your foes but also you and your allies.)

Healing skill can only place one tombstone. If you recast healing ability while tombstone is already present, then old tombstones will disappear and new tombstone will take its place.And same rule goes foll all tombstones. Essentially you can have 6 different tombstones (1 from F3, 1 from healing skill, 3 from utility skills, 1 from elite skill) present.

Makes much more sense thanks for clearing that up with the placement of the same type.

As i already said: protection is there to compensate for lack of mobility and range.Also, you missed one trait giving retaliation: Death Awareness.

Got me I did miss the retal attached to that Below i do address my issue with only using protection below however.

Well, i think it depends on what you need and what kind of skills you pick. If you pick lots of protection, then yes, trait 7 would be most useful. But if do not pick any protection, then why would you pick trait 7?

Im sorry i partly picked what I would do based on the worth of the kit overall combined with other core talents. As the traits sit I would not use this spec for anything but the protection gain as it seems like the most worthy portion of its entire kit along with the use of the hammer. (if you want to be that super tank)

Tombstones are too lackluster especially in pvp situations for those long cast times. Time is very important to necromancer although it does have a slow theme being too slow will simply make it unfun to use. Most skills that have cast times that are 1 or longer second are heals, elites, and skills that rez other players from near death. The kit also lacks a break stun.

  • Removes the idea of really needing to use the only tombstone trait
  • Ideally i would just use the personal tombstone and shatter it right away for mind game plays or a overall dps boost.

I wouldnt take a trait that only boost temporary minions on spawn when I can gain permanent ones from normal minion skills.

  • Removes the use of the minion traits.

The boon rip traits would get an honorable 2nd place as far of use they could be interesting if not god like (props to you) along side necros other boon corrupting traits and skills making for a condi or hybrid condi build that has a bit more cc invested in it other than fear.

Yeah, life force generation with hammer is very limited, but keep in mind that hammer is designed for long fights. You will naturally generate enough life force in a longer combat, especially with right traits and utility.

You might need more than just protection to do that then. The lack of stability and mobility will still become an issue as foes start to close the gap and move around your tombstones as you wont be able to out run them even if you loop around them. (Noted ive played many hours of necro.)Wells offer perma protection with the right build and life leeching. Even when you use some minions such as flesh golem, shadow fiend, with the wells. You can still be eaten up in a few seconds. or stun locked and fiddled down. Life force generation becomes a problem as you will likely be forced into taking staff for greater gen from auto attacks and soul marks if you run that.

Thanks for feedback. I hope i clarified some things.

Cleared up alot and i can understand not gaining something right away in which cast the cast time to place them should be significantly shorter then. Because you cant tactically make and advantage on the fly with a 1 second cast time per tombstone. Then make a play on it with a half second shatter. Being stunned shots down any advantages of shattering or placing the stones.

I would suggest

  • Still giving them something upon finishing the 1 second cast
  • Making the cast shorter and leaving them as they are
  • Making the shatter functionality instant similar to mesmer shatter mechanic
  • Make 1 trait to work with tombstones work like shroud skill 1. Make something happen upon starting the cast and another happen upon finishing it. These can be minior things that would help.
  • Finally make the actually shatter for each utility near elite worthy. If its going to take a 1 full second to summon, a half to cast, and nothing instantly upon finishing the cast. Not to mention something has to be near / on it to be effected by the shatter for most of them. THEY NEED TO PUNISH HARD. Im talking Even harder than scourge's sand shades.
  • In pv

I still think you are trying to boost minons temporary or permanent with 1 trait which wont amount too much jaggad horrors dont do much regardless of what boons you give them. where as death magic would not only boost the caster but the minons as well. The elite is ideally a flesh golem that takes longer to summon & that you have even less control over once its summoned.

I really like the theme just some things really need to be inored out with the tombstones and minons maybe.

Link to comment
Share on other sites

@ZDragon.3046 said:I think you meant pve?In pve im not sure how the devs would feel about locking foes in place and if they are path obstructions that stopped ranged attacks it also means everyone in the group event would be able to attack said elite from ranged unless it was one of the big ones and even then it would depend on where its targeting box was. (would have to be far off the ground)Below you confirmed that the tombstones would do this.In the event you did mean pvp in pvp you would move far enough away that you couldn leave them there not to mention that cast time. wouldnt allow oyu to lock a person in.

No. Meant pvp. And i made a note about locking out targets with tombstones: TO PREVENT ABUSE TOMBSTONES SHOULD HAVE ADDITION RADIUS IN WHICH NO OTHER TOMBSTONE COULD BE PLACED.

@ZDragon.3046 said:Very specific play style but its not a counter to ranged classes its more of a deterrent for them to gap close in which you stun them a few times by shattering your tombstones and use your hammer or shroud but dont have the damage or mobility to catch them when they disengage you and start attacking from range again.Like i said the idea is not bad but it may seem a bit too pvp focused and in pvp 1 second cast times along with some of the other issues i stated will be problematic.

And in pve this elite should play as a tank, as you said, it have lots of protection.

@ZDragon.3046 said:Im sorry i partly picked what I would do based on the worth of the kit overall combined with other core talents. As the traits sit I would not use this spec for anything but the protection gain as it seems like the most worthy portion of its entire kit along with the use of the hammer. (if you want to be that super tank)

Well, that's a case of taste. I personally would play this with scepter as condition build and play all condition related traits, and use hammer as a spare weapon for defense against melee.

@ZDragon.3046 said:Tombstones are too lackluster especially in pvp situations for those long cast times. Time is very important to necromancer although it does have a slow theme being too slow will simply make it unfun to use. Most skills that have cast times that are 1 or longer second are heals, elites, and skills that rez other players from near death. The kit also lacks a break stun.

  • Removes the idea of really needing to use the only tombstone trait
  • Ideally i would just use the personal tombstone and shatter it right away for mind game plays or a overall dps boost.

Well, whole casting time is a balance issue. You can't state it is too long with trying it, can you? Maybe 1 sec is too long, maybe 1 sec is too shot. These things are solved by balance team.

@ZDragon.3046 said:The boon rip traits would get an honorable 2nd place as far of use they could be interesting if not god like (props to you) along side necros other boon corrupting traits and skills making for a condi or hybrid condi build that has a bit more cc invested in it other than fear.

That's why i said i would play this elite with condition build ;)

@ZDragon.3046 said:You might need more than just protection to do that then. The lack of stability and mobility will still become an issue as foes start to close the gap and move around your tombstones as you wont be able to out run them even if you loop around them. (Noted ive played many hours of necro.)

True. That is why people using this elite should learn to outplay your enemies.

@ZDragon.3046 said:I would suggest

  • Still giving them something upon finishing the 1 second cast
  • Making the cast shorter and leaving them as they are
  • Making the shatter functionality instant similar to mesmer shatter mechanic
  • Make 1 trait to work with tombstones work like shroud skill 1. Make something happen upon starting the cast and another happen upon finishing it. These can be minior things that would help.
  • Finally make the actually shatter for each utility near elite worthy. If its going to take a 1 full second to summon, a half to cast, and nothing instantly upon finishing the cast. Not to mention something has to be near / on it to be effected by the shatter for most of them. THEY NEED TO PUNISH HARD. Im talking Even harder than scourge's sand shades.

I will consider these suggestions.

Link to comment
Share on other sites

@ZDragon.3046 said:I would suggest

  • Still giving them something upon finishing the 1 second cast
  • Making the cast shorter and leaving them as they are
  • Making the shatter functionality instant similar to mesmer shatter mechanic
  • Make 1 trait to work with tombstones work like shroud skill 1. Make something happen upon starting the cast and another happen upon finishing it. These can be minior things that would help.
  • Finally make the actually shatter for each utility near elite worthy. If its going to take a 1 full second to summon, a half to cast, and nothing instantly upon finishing the cast. Not to mention something has to be near / on it to be effected by the shatter for most of them. THEY NEED TO PUNISH HARD. Im talking Even harder than scourge's sand shades.

Updated concept based on some of these suggestions.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...