ArenaNet:Skill feedback/Necromancer/Jagged Bones

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Jagged Bones Jagged Bones

Jagged Bones! -- 09:21, 21 March 2008 (UTC)

Too Weak??

Jagged Bones has become too weak (compared to Flesh Golem).
Please reduce recast of Jagged Bones to 5-10, this would make this much better. You could maybe prevent the new Minion to give Necros Energy for soul reaping, this might be balanced imo .

Issue

When used in combination with Death Nova it can throw a hero into a loop causing that hero to have almost nil energy. The hero doesn't seem to able to cast and or is trying to cast Death nova on the same minion. Please investigate. Klefer 09:06, 27 August 2008 (UTC)

the way i see it

making this a fire and forget skill would be a decent idea. it would take the hassle out of keeping this up. something like this may be good:

cost:5 recharge: 10 cast time: 1

Elite Enchantment Spell. All your minions are enchanted with Jagged Bones. for each pip of natural degeneration each minion does +0...0...1 damage ( maximum 10). Upon death, each minion is replace by a level 0...14...20 jagged horror, which suffer twice the natural degeneration rate.

Marcdarc's Issue -- 9:42 19 October 2008

Issue
Difficult for humans to pick out minions during battle
Suggestion
For 30 seconds, the next time a minion you control dies, it is replaced ... (rest is the same).


Gaia's Suggestion

Issue: Difficult for human players to pick minions in battle
Suggestion:"Jagged Bones [PvE]
Allied creatures within earshot are enchanted with Jagged Bones. If any of these allies die a level 1...15 jagged horror replaces them and is bound to you.

The reason i suggested it be the PvE only variant is because i couldnt think of anything that wouldnt allow a new minion factory build in PvP to become exploited through sacking or in conjuction with Aura of the Lich. But the idea of having Jagged Bones being able to target any ally instead of just undead is hawt :P

i forgot to sign again =\ --AthenaGaia 06:09, 28 December 2008 (UTC)


Falconeye's Proposal

  • Issue:
Only Heroe's use this flawlessly.
  • Suggestion:
The simpler approach.
Increase bombing & death magic synergy ^_^
See Assassin's Promise and Reclaim Essence.

5 Energy1 Activation time15 Recharge time - (Death Magic) - Elite Animate Spell. All of your Minions die. Each undead servant (maximum 1...4...5) is replaced by a level 0...12...15 jagged horror that inflicts Bleeding with attacks.

Death Effect: All your other Death Magic skills are recharged if at least 1...4...5 minions dies in this way.

-=OR=-

5 Energy1 Activation time15 Recharge time - (Death Magic) - Elite Animate Enchantment Spell. All your minions are enchanted with Jagged Bones (10 seconds). The next time this enchantment ends, that Minions dies. Each undead servant (maximum 1...4...5) that dies in this way is replaced by a level 0...12...15 jagged horror that inflicts Bleeding with attacks. -=OR=-

The complex approach.
See Death Nova and Angelic Bond.

5 Energy1 Activation time15 Recharge time - (Death Magic) - Elite Animate Enchantment Spell.

Enchant Effect: Deals 26...85...100 damage and inflicts Bleeding condition (15 seconds) on adjacent foes the next time allied undead servant(s) dies within Soul Reaping/Spirit range.
Death Effect: (30 seconds.) The next time allied undead servant(s) within Soul Reaping/Spirit range dies, it is replaced by a level 0...12...15 jagged horror that inflicts Bleeding (25 seconds) with attacks.
End Effect: Enchantment ends on other allied undead servant(s) within Soul Reaping/Spirit range.

--Falconeye 07:05, 31 December 2008 (UTC) Summon Spell.