Urgot.9084 Posted June 6, 2021 Share Posted June 6, 2021 (edited) Staff: Necrotic Grasp Damage: 269 (0.666) Changed to Damage: 213 (0.873) Life Force: 4% gained reduced to 3% Projectile Speed increased 20% Now also Bleeds (1stack 1,5sec) on hit Mark of Blood Damage: 133 (0.33) Changed to Damage: 350 (0.413) Now Grants 1% Lifeforce if the Mark is triggerd Cooldown Changed from 4¾s to 6s Chilblains Now Grants 1% Lifeforce if the Mark is triggerd Now its Unblockable Putrid Mark Now Grants 1% Lifeforce if the Mark is triggerd Reaper's Mark Now Grants 1% Lifeforce if the Mark is triggerd Now its Unblockable Dagger Necrotic Bite Now Grants Regenation(3s) on hit Life Siphon Changed to Leech slice: Now Leap and strike your foe gain Regenation(2s) Vigor(4s)and heal on hit Damage: 570 (1.08) Range: 450 Combo Finisher: Leap Heal 543(0.14) Cooldown: 10s Deals 50% extra Crit Damage if enemie Bleeds. Scepter Rending Curse Now Grants 3% lifeforce on hit and apply Vulnerability (3s) Traits Blood Magic Banshee's Wail : Warhorn skills grants regenation(5s) Wail of Doom grants now Lesser Locust Swarm (3,5s) Warhorn Skills recharge 20% faster Gaining Regenation heals you 154 (0.23) Quickening Thirst Now Always Grants 25% movespeed Soul Reaping Dhuumfire Moved to Soul Marks Place Now Entering Shroud and all 3 sec Burns Enemies arround you 2 Stack of Burn(2,5s) every 3s Radius : 320 Up to 3 tragets Soul Marks Now Every time you inflict Conditions to enemies you collect Soul Marks. after reaching 30 stack (max 30stack) your next Auto Attack is empowered and gain new effect based on Weapon. Staff: Mark. Inscribe a mark that Slow foes when they trigger it. Slow(2s) Damage: 254 (0.45) Number of Targets: 5 Radius: 240 Blast Radius: 300 Range: 1,200 Dagger: Siphon health from your foe. Healing effectiveness increases if you are bleeding. Damage increases if your foe is bleeding. Damage (9x): 990 (2.7) Damage Increased While Bleeding: 20% Pulse Heal: 450 (0.1) Healing Increased While Bleeding: 20% Range: 600 Scepter: Summon skeletal hands for 4s Damage: 100(0.23)4x Confusion(2s) 4x Cripple (1s):4x Number of Targets: 5 Radius: 300 Range: 900 Chaos Field 4 pulses (1 per s) axe: throw your axe deals damage and deals Heavy dmg on low Health foes. Damage 730 (1.8) Damage 1570 (1.54) 30% Health Threshold: 30% Range: 1200 Greatsword: Strike foes and Stun them. Damage: 543 (0.72) Chilled (3s) Life Force: 2% Number of Targets: 1 Range: 130 Stunned for 2s Edited June 6, 2021 by Urgot.9084 Link to comment Share on other sites More sharing options...
Infusion.7149 Posted June 6, 2021 Share Posted June 6, 2021 (edited) Staff Bleeding on staff auto has been suggested before many times. The life force and unblockable are part of Soul Marks, so don't expect that to be added to the rest of the staff skills. I believe the rationale that it wasn't added is because the bleeding mark (mark of blood) is low cooldown.Dagger Bleeding on dagger auto has been suggested before. Quickening thirst trait actually used to be the way you suggested, movement speed while wielding a dagger so I don't see that reverting. Adding regen to dagger does nothing really as it's almost exclusively run on support scourges.Traits Reworking dhuumfire doesn't seem a great idea because the way your suggestion would be implemented does not help scourge or core necro whatsoever. I don't see the playability of your revamped soul marks being very high as necro has no way to capitalize off short duration slow.Scepter I also don't see the point on adding confusion onto the scepter, since scourge is doing quite well on fights that you would benefit from confusion.Axe You didn't specify which skill this would be slotted onto, but I can tell you any high coefficient > 1.5 skill usually has a large drawback if ranged, whether cast time, cooldown or otherwise.Greatsword Any CC (Stun) does zero damage in competitive modes so adding a Greatsword stun is unwise unless you want to make Reaper unplayable. Edited June 6, 2021 by Infusion.7149 Link to comment Share on other sites More sharing options...
jpsssss.7530 Posted June 7, 2021 Share Posted June 7, 2021 You also forgot to say to remove blood bank and give us back vampiric rites. Link to comment Share on other sites More sharing options...
Anchoku.8142 Posted June 7, 2021 Share Posted June 7, 2021 (edited) This is a wish list of mine. Staff, Necrotic Grasp - increase chance of a finisher to 50% without Soul Marks or 100% with in PvE only Mark of Blood - increase bleed duration to 15 seconds in PvE only Chillblain's - increase poison duration to 15 seconds in PvE only Putrid Mark - additionally transfers 1 condition from up to 5 allies to the target in PvE or 0 conditions from allies in WvW or PvP. Reaper's Mark - additionally creates a Light combo field in all game modes or a Fire combo field with the trait Soul Marks. Main Hand dagger Necrotic Slash, Necrotic Stab, Necrotic Bite cleave is increased from 2 targets to 3 targets. MH or OH dagger Quickening Thirst additionally increases damage by 15% in PvE only. Off Hand dagger Enfeebling Blood bleed duration increased from 10 seconds to 15 in PvE only Plague Signet - change the passive to increase condition damage by 10% for Necromancer only in PvE (not Reaper or Scourge) and change the active to instantly gather 1 condition from the Necro and up to 4 allies to a target. Traits Spiteful Talisman additionally doubles Spinal Shivers and Lesser Spinal Shivers critical hit damage to targets with Defiance Banshee's Wail - war horn skill recharge reduction is increased from 20% to 33% in PvE only. Blood Bank - change this trait to modify the Vampyric Presence trait by adding barrier conversion of over-healing for allies given VP. Furious Demise - Change this trait to give 300 expertise when in shroud and 150 expertise when out of shroud. Split the trait for each game mode. Master of Corruption additionally reduces cool down of skills which transfer conditions by 10% and reduces cast time of skills which transfer conditions by 50%. Master of Corruption also adds Mark of Blood to each target of Life Blast. Carapace - make this exempt from aggro calculations. Death Nova - when a minion's active skill is on cool down, attempting to use it again will destroy the minion and create a Death Nova. Edited June 7, 2021 by Anchoku.8142 Link to comment Share on other sites More sharing options...
Jayce.5632 Posted June 8, 2021 Share Posted June 8, 2021 (edited) _Death Magic *Trait* After using a healing skill in combat, your next attack skill causes *Trait*:Deals damage at the end of duration. Spreads to nearby foes while duration is active. Ends duration early if you are downed or if a foe moves out of range. This effect can not critically hit. *Trait* This ability cannot critically hit Damage:[0.1-(3.0)]*2 per second (at Level 80) Duration:12 seconds Stacks: Intensity (1 per source) Spread Radius:180 Damage Radius:240 End Range:900 When suffering from *Trait*, your health bubble fills upward in yellow to show projected damage as the duration progresses._ Edited June 8, 2021 by Jayce.5632 Link to comment Share on other sites More sharing options...
Nimon.7840 Posted June 9, 2021 Share Posted June 9, 2021 Tbh. I'd like to see a functionality change of scourge and the shades/traits. Something like: Keep current shade targets in pve. Adjust wvw shade target to match the pve version. F1: same as it is now. F2: inflict 1 stack of poison (maybe 3 or 4 seconds) F3: immobilize targets (increase cooldown a bit) F4: keep current version. F5: keep current version. Adjust abrasive grit: add 1second icd Rework desert empowerment: keep current version, but now changes if sand savant is not equipped. If sand savant isn't used, this increases base condition duration of F1 and F2 by 50%. (Maybe only of F1) Rework herald of sorrow: if sand savant isn't selected this now decreases shroud (F5) cooldown by 15% and the last pulse now corrupts 1 boon. If sand savant is selected: it basically keeps it's current function: give a small amount of barrier to nearby allies, after 4 seconds, give a big amount of barrier to allies. Sand savant reworked: keeps the increase of targets. If selected, it removes all offensive abilities from shades and changes them to be defensive: F1: now grants swiftness and regeneration. F2: now grants resolution/resistance. F3: now grants barrier. F4: keeps the fear. F5: pulses protection. The only problem with this is, that I didn't consider problems with other traits yet. (Such as corrupting from curses middle trait or shroud entry traits, or soulreaping vulnerability trait). And the big problem is, that there's a lot of dependencies on sand savant. Link to comment Share on other sites More sharing options...
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