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[Elite Suggestion] Death Jailer


Regon Phoenix.8215

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Quick description of the elite: Essentially a massive hulking tank focused on grouping up all enemies and surviving for extended periods of time. While it does not have lots of damage, massive sustain or damage avoidance like some other tanks, but it does have tools to mitigate damage and offer excellent tools of managing enemies' movement.Unlike Reaper who focus on massive melee/AOE damage and constant chilling of foes, this Elite focus on weakening nearby enemies and strengthening itself.Similarly like Scourge, this elite can inflict some torment on nearby enemies, just not as good as the Scourge.This Elite does not have bonus health bar like Core or Reaper and can not pump barrier like Shade, but it can prevent damage via CC, weakness and protection.Technically this Elite would be even less mobile that Core Necromancer and it might be not entirely favorable for some players, especially how necromancer is already the least mobile class in the game, but while this Elite have very little mobility it still can deny mobility of other classes regarding pvp.I think this elite offers an option for tanking with alternative way of dealing with enemies and damage in both pvp and pve.

Adept Minor TraitYou now can use Hammer and allow you to use Flesh Craft abilities.Replace your Death Shroud with Jailer's abilities. Unlock new mechanic of Death Tether - it will inflict an enemy for 5 seconds and after it expires it will pull affected enemy to you. Maximum range before tether breaks: 600.

Adept Major Trait LineMajor Trait 1Generate 20% more Life Force while wielding Hammer. Increase Toughness granted by Hammer 4 by 100%.Major Trait 2Inflict 3 stacks of torment for 3 seconds on enemies whenever you inflict weakness on them.Major Trait 3Inflicting Death Tether on an enemy who is already affected by it will cause you to taunt that enemy for 1 second. Cooldown: 8 sec.

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Master Minor TraitHitting enemies with your F1 within 300 range threshold will inflict them with Death Tether. Cooldown: 20 sec.

Master Major Trait LineMajor Trait 4Your Flesh Craft gain bonus effects.Major Trait 5Disabling an enemy (including pulling them via your Death Tether) will inflict 2 seconds of slow on them. Cooldown: 2 sec.Major Trait 6Regenerate 40 (scales with healing power) health every second while you have protection.

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Grandmaster Minor TraitTake 33% less direct damage from enemies affected by your Death Tether. Hitting an enemy with your Death Tether will transfer 1 damage condition from you to your enemy.

Grandmaster Major Trait LineMajor Trait 7Increase duration of your F3 by 4 seconds.Major Trait 8Hitting a slowed or weakened enemy will deal 100 (scales with power) bonus damage and inflict 1 stack of torment for 3 sec.Major Trait 9Hitting an enemy with Death Tether will grant you 3 seconds of protection.



Hammer 1First hit of two hit chain. Hit enemies in front of you and generate some Life Force.

  • Casting time: 1/2 sec
  • Range: 180
  • Enemies hit: up to 5
  • Damage: 250 (scales with power)
  • Life Force: 2%

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Hammer 1Second hit of two hit chain. Hit enemies in front of you and inflict weakness on them. In addition, generate some life force.

  • Casting time: 3/4 sec
  • Range: 180
  • Enemies hit: up to 5
  • Damage: 300 (scales with power)
  • Weakness: 1 sec
  • Life Force: 2%

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Hammer 2Lash enemies in front of you with spiked chains. Enemies hit take damage, get inflicted with bleed and torment. Generate Life Force for every enemy hit.

  • Casting time: 1/2 sec
  • Cooldown: 4 sec
  • Range: 240
  • Enemies hit: up to 5
  • Damage: 350 (scales with power)
  • Bleed: 2 stacks for 6 sec
  • Torment: 1 stack for 6 sec
  • Life Force: 1%

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Hammer 3Perform a powerful to spin deal damage to nearby enemies and reflect projectiles while channeling.

  • Channel time: 1 sec
  • Cooldown: 8 sec
  • Radius: 180
  • Enemies hit: up to 5
  • Damage (2x): 500 (scales with power)

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Hammer 4Pulse an air wave away from you destroying projectiles and knocking down nearby enemies. In addition, gain bonus toughness for few seconds after using this ability.

  • Casting time: 3/4 sec
  • Cooldown: 10 sec
  • Radius: 300
  • Enemies hit: up to 5
  • Knockdown: 3/4 sec
  • Bonus toughness: 200
  • Duration: 5 sec

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Hammer 5Launch Death Tether at your target and if it hits, then inflict weakness on that enemy.

  • Casting time: 3/4 sec
  • Cooldown: 12 sec
  • Range: 600
  • Weakness: 5 sec


Healing Flesh CraftHeal yourself and gain protection. Heal additional health if you already had protection.

  • Casting time: 1/2 sec
  • Cooldown: 30 seconds
  • Healing: 4000 (scales with healing power)
  • Protection: 5 seconds
  • Bonus healing: 1500 (scales with healing power)
  • Major Trait 4 bonus: regenerate 200 (scales with healing power) health every second for 5 seconds

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Utility Flesh Craft 1Stunbreak yourself and gain protection. If you already had protection, then inflict weakness on all nearby enemies.

  • Casting time: instant
  • Cooldown: 20 seconds
  • Protection: 5 seconds
  • Radius: 300
  • Weakness: 4 seconds
  • Major Trait 4 bonus: Taunt nearby enemies for 1 second

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Utility Flesh Craft 2Launch superior Death Tether at your target. This tether have greater pull and break range.

  • Casting time: 3/4 sec
  • Cooldown: 40
  • Range: 1200
  • Major Trait 4 bonus: reduce cooldown of this ability by 10 seconds

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Utility Flesh Craft 3Cause unholy hands to raise up around you and hit all enemies around. Hit enemies will be floated.

  • Casting time: 3/4 sec
  • Cooldown: 50 sec
  • Radius: 300
  • Damage: 450 (scales with power)
  • Float: 1 sec
  • Major Trait 4 bonus: deals double damage

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Utility Flesh Craft 4Stunbreak yourself, gain super speed and resistance. If you were disabled while you activate this ability, then also gain might and protection.

  • Casting time: 1/2 sec
  • Cooldown: 60 sec
  • Super speed: 4 sec
  • Resistance: 3 sec
  • Might: 5 stacks for 10 sec
  • Protection: 5 sec
  • Major Trait 4 bonus: remove up to 2 damaging conditions from you

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Elite Flesh CraftJump at your target's location, deal damage to your target and inflict them with Death Tether. Using this ability on a downed enemy will instantly finish that enemy and regenerate you some health.

  • Casting time: 1 sec
  • Cooldown: 140 sec
  • Range: 450
  • Damage: 800 (scales with power)
  • Healing: 800 (scales with healing power)
  • Major Trait 4 bonus: reduce casting time by 1/4 sec and and cooldown by 20 sec


F1Launch slow moving projectile which will explode upon hitting any enemy in its patch.

  • Casting time: 3/4 sec
  • Cooldown: 0 sec
  • Life Force: 2000
  • Range: 1200
  • Damage: 600 (scales with power)
  • Explosion radius: 180
  • Projectile combo finisher

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F2Cause damned skeletons to raise and strike all enemies around you. Enemies hit will take physical damage, get crippled and get tormented. If this ability hits a weakened enemy, then that enemy will also be inflicted with slow.

  • Casting time: 1/2 sec
  • Cooldown: 8 sec
  • Life Force cost: 4000
  • Radius: 300
  • Enemies hit: up to 5
  • Damage: 300 (scales with power)
  • Cripple: 5 sec
  • Torment: 4 stacks for 6 seconds
  • Slow: 2 sec

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F3This ability counts as Shroud. Enter Jailer's Shroud and inflict Death Tether on up to 5 nearby enemies. While in this shroud you take less damage and gain protection every time you inflict Death Tether.

  • Casting time: instant
  • Cooldown: 30 seconds
  • Life Force cost: 8000
  • Radius: 600
  • Duration: 10 seconds
  • Damage reduction: 33%
  • Protection: 3 sec


Blood Magic trait Transfusion synergy: Now works with F3.Soul Reaping trait Dhuumfire synergy: Now have 3 seconds cooldown.Death Magic trait Unholy Sanctuary synergy: When triggers grants you 2 seconds of immunity to all damage and cause you to automatically activate F3.

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Thank you for sharing this concept.

Unfortunately, there may be a problem with this. To be viable as a low-damage tank, some value to a group is necessary and there must be a weakness for competitive game modes to exploit.

Tanking in PvE is best with stability access so boss control effects do not cause the tank to lose boss position control.

For low-damage builds, significant group support will be needed aside from the tanking role; e.g., healing, boons, condition management, resurrecting, etc. No small-time support will make up for a low dps.

In PvP, a more unkillable and ineffectual version of core Necro would not be highly regarded so maybe think about how the concept can be a winner versus some builds and loser vs others.

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@Anchoku.8142 said:Tanking in PvE is best with stability access so boss control effects do not cause the tank to lose boss position control.

That's true. This elite would need a dedicated support to be viable as an actual tank and thus might not be that good, but i guess it is preferable alternative to necromancer having no tanking options at all. Also, keep in mind that this Elite with right build in PVE could maintain constant protection and additionally take even less damage while in shroud.

@Anchoku.8142 said:For low-damage builds, significant group support will be needed aside from the tanking role; e.g., healing, boons, condition management, resurrecting, etc. No small-time support will make up for a low dps.

Lots of CC? Necro already have several ways to deal AOE damage and do all things you mentioned on enemies in specific areas (wells, etc). This Elite could quite effectively pull enemies into wells and similar AOE spells. Getting pulled every 5 seconds if you are not careful can be very effective for group support, especially in PVP when you need to pull enemies from points.

@Anchoku.8142 said:In PvP, a more unkillable and ineffectual version of core Necro would not be highly regarded so maybe think about how the concept can be a winner versus some builds and loser vs others.

Well, it could hold a point for quite a long time. And it would be quite effect against builds who focus on bruising/bunking, because they usually don't do high damage.Sooo, while not technically stronger than some builds, this Elite could rush a point in a group fight and keep it while also pulling all enemies to itself for other party members to deal damage. So, technically, while not actually strong by itself, it could help out entire group quite a lot.

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