Swagg.9236 Posted October 23, 2017 Share Posted October 23, 2017 This is a piece of a comprehensive effort to revamp Necromancer into competitive PvE form.Other proposed changes:https://en-forum.guildwars2.com/discussion/12619/wells-and-spectral-utilities-in-pvehttps://en-forum.guildwars2.com/discussion/12577/dagger-focus-power-necros-weapon-setBloodthirst5% of damage dealt is returned to you as healing (max: 390 (0.5) health).This effect does not stack in any way.A single instance of Bloodthirst has a cap on the amount of healing that it can grant a player under its effects. The total healing possible for a single instance of Bloodthirst scales up based on the source player's healing power (modifier of 0.5) starting from a baseline of 390 health (with 0 healing power). If a player should gain an instance of Bloodthirst and heal to the maximum health allowed by that single instance (as determined by the source's healing power), that instance itself still will continue to remain on that player (without any further healing effect) until it expires naturally or is replaced by a new instance of Bloodthirst. Applying a new instance of Bloodthirst over an already active one will reset the total "healing done" count (given that the new instance starts fresh).The idea here is to give core Necromancer its own unique buff which, with traits and proper rotation, can provide not only powerful self-buffs but also DPS-boosting party-buffs which will earn it a mainstay place in raid/fractal runs.With a new, class-specific buff comes complementary trait and skill re-works. As such, this thread focuses primarily on trait line changes (specifically the Death and Blood Magic lines respectively) related to the proposed Bloodthirst mechanic. Despite that, many Necromancer weapons and utilities are in need of changes too, so consider that all of these suggestions were made with various weapon and utility adjustments/re-designs in mind.These suggestions were conceived with the goal of providing core Necromancer viable, power-based options. These options could translate directly into Reaper as well (although, Reaper needs more work done specifically to it beyond just core Necro buffs).Feel free to discuss and/or field suggestions.Death Magic!Putrid Defense removed and replaced with Lifebane Might (Death Magic adept-major)!Recharge: 1s!While under the effects of Bloodthirst, gain might when you strike a foe.!* Might (10s): 30 Power, 30 Condition Damage!Soul Comprehension (Death Magic master-minor)!For a brief period of time upon entering shroud, gain life force when you strike a foe.! Soul Comprehension (5s): Gain life force when you strike a foe (no more than once per interval).! Life Force: 3%!* Interval: 1s!This interval is global. The Necromancer cannot gain more than 3% life force per interval.!Deadly Strength (Death Magic master-major)!If you enter shroud while you are at or above the might stack threshold, lose might stacks and grant Deadly Strength to nearby allies.! Might Stack threshold: 10! Might Stacks lost: 10! Number of allies: 10! Deadly Strength (20s): 300 Power, 300 Condition Damage!* Radius: 300!This effect does not stack in any way. New instances of Deadly Strength will overwrite any active instances.!Corruptor's Fervor name changed to Dark Fervor (Death Magic grandmaster-major)!You have increased Healing Power. Bloodthirst you apply grants increased outgoing damage.! Healing Power: +150! Outgoing Damage Increased: 7%!This bonus also applies to all allies to whom the user grants Bloodthirst.Blood Magic! Mark of Evasion name changed to Ravenous (Blood Magic adept-minor)!Gain an increased critical hit chance while under the effects of Bloodthirst.!* Critical Hit Chance Increase: 5%!Blood Bond (Blood Magic adept-major)!Bloodthirst you apply grants stacking power and ferocity.! Number of allies: 5! Blood Bond (20s): 15 Power, 15 Ferocity!* Maximum Stacks: 10!This buff applies to all allies that receive the player's Bloodthirst.!Vampiric (Blood Magic master-minor)!Bloodthirst heals when it is applied.!* Healing: 130 (0.125)!This healing applies to all allies as well as the user so long as a given instance of Bloodthirst is applied by a user equipped with this trait.!Vampiric Presence (Blood Magic master-major)!Gain Vampiric Presence when you enter shroud, granting Bloodthirst to nearby allies at every interval. Vampiric Presence lasts longer based on your life force when you enter shroud (ends early if you leave shroud in the midst of its duration).! Number of allies: 10! Vampiric Presence: Grant Bloodthirst to nearby allies at every interval.! Bloodthirst (3s): 5% of damage dealt is returned to you as healing (max: 390 (0.5) health).! Interval: 3s! Radius: 300! Vampiric Presence duration at 0%-25% life force: 1s! Vampiric Presence duration at 25%-50% life force: 3s! Vampiric Presence duration at 50%-100% life force: 6s!Vampiric Presence applies Bloodthirst immediately upon initial application, and then continues to re-apply Bloodthirst along the interval ticks.!Last Rites (Blood Magic grandmaster-minor)!* Healing Power bonus is now fixed at +150.!Balance reasons. Combined with things like the Mender's Amulet and Dark Fervor, an extra +150-450 healing power could be crazy.!Vampiric Rituals (Blood Magic grandmaster-major)!Well pulses grant you life force if they strike a foe. Upon creation, wells grant Bloodthirst to nearby allies.! Life Force per pulse: 1.5%! Number of allies: 5! Bloodthirst (5s): 5% of damage dealt is returned to you as healing (max: 390 (0.5) health).! Bloodthirst application radius: 300!Life force gain only triggers once per pulse regardless of the number of targets struck.!The radius of this trait's Bloodthirst application is centered at the middle of an associated well's placement location.Non-weapon Bloodthirst skills![blood is Power]! Cast-time: ¾s / Recharge: 30s! Corruption. Bleed yourself. Pulse Might and Bloodthirst to allies in the area.! Self-bleeding|2| (5s): [damage]! Blood is Power (4s): Pulse Might and Bloodthirst to nearby allies.! Number of allies: 10! Pulses: 3! Might|3| (15s): 60 Power, 60 Condition Damage! Bloodthirst (2s): 5% of damage dealt is returned to you as healing (max: 390 (0.5) health).! Combo Finisher: Blast! Radius: 300!Pulses immediately upon cast and then at the end of every 2nd second of its duration (total of 3 pulses over 4 seconds in order to apply a total of 6s of Bloodthirst).![signet of Vampirism]! Cast-time: 1¼s / Recharge: 25s! Passive: While in combat, gain life force over time whenever you are under the effects of Bloodthirst.! Active: Gain health over time. Mark nearby foes for increased damage and grant Bloodthirst to nearby allies.! Passive Combat-Only Bloodthirst life force gain: 0.5%! Passive life force gain interval: 1s! Self Healing per second: 1620 (0.5)! Self Healing duration: 5s! Number of allies: 5! Number of targets: 5! Bloodthirst (6s): 5% of damage dealt is returned to you as healing (max: 390 (0.5) health).! Vampiric Curse (6s): 15% Incoming Damage, 15% Incoming Condition Damage! * Radius: 300![Well of Suffering] (when traited)! Recharge reduced from 35s to 15s.! Duration (in seconds) and total pulses reduced from 6 to 5 respectively.!* Radius reduced from 240 to 180.![Well of Corruption] (when traited)!* Recharge reduced from 40s to 30s.![Well of Power] (when traited)!* Recharge reduced from 40s to 30s.![Well of Darkness] (when traited)!Cast-time: ¼s / Recharge: 30s!Well. Daze foes at the target area. Target area pulses, blinding and crippling foes with each pulse. This well's final pulse knocks down foes within it.! Number of targets: 5! Initial daze: ½s! Blind (3s): Next outgoing attack misses! Crippled (1s): -50% Movement Speed! Final pulse knockdown: 1s! Pulse interval: 1s! Duration: 4s! Combo Field: Dark! Radius: 240! Range: 900!* Unblockable!Pulses 5 times (first pulse occurs upon creation). Link to comment Share on other sites More sharing options...
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