| Necromancer skills|
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My necromancer suggestions combined into one suggestion to get a better view of them.
The aims are to focus Blood Magic on a more supportive role and adjust some of the life-steal spells. Redoing how the hexes of Curses work. Improving the Minion Master and giving Death Magic better offensive abilities.
It still needs some balancing and adjustments.
Blood Bond 10% 1 1 8 Hex spell (12 seconds). Also hexes foes adjacent to target foe. Allies hitting these foes gain 5...17...20 health. If any of these foes die while hexed, adjacent allies are healed for 20...84...100
Blood Drinker 17% 1 2 45 Hex spell (12 seconds). Allies steal 5...17...20 health whenever they cast a spell on target foe. If target foe dies while hexed, this skill recharges instantly. No effect unless target foe is bleeding.
Blood of the Aggressor 10% 1 1 8 Enchantment spell (12 seconds). Target ally gains 1 strike of adrenaline for the next 1...3...4 attack[s]. If these attacks hit an attacking foe, target ally steals 5...17...20 health from that foe.
Dark Fury 20% 10 1 5 Enchantment spell (5 seconds). Enchants all party members. Party members gain 1 strike of adrenaline each time they hit with an attack. 50% failure unless Blood Magic is 5 or more. Gain 2% of your maximum health back for each party member affected by this spell.
Feast of Corruption 10 1½ 10 Elite Spell. Deals 10...34...40 shadow damage and removes all conditions from target foe and foes adjacent to target foe. Removal effect: steals 5...13...15 health for each condition removed (maximum of 80).
Order of Apostasy 20% 10 1 5 Elite Enchantment spell (5 seconds). Enchants all party members. Party members deal 5...25...30 damage to foes adjacent to the foe they hit with their attacks. Gain 2% of your maximum health back for each party member affected by this spell.
20% 10 1 5 Elite Enchantment spell (5 seconds). Enchants all party members. Party members deal 5...25...30 damage to foes adjacent to the foe they hit with their attacks. Gain 2% of your maximum health back for each party member affected by this spell. Party members under the effect of another Necromancer enchantment are not affected.
Order of Pain 20% 10 1 5 Enchantment spell (5 seconds). Enchants all party members. Party members deal +5...17...20 damage with their attacks. Gain 2% of your health back for each party member enchanted by this spell.
20% 10 1 5 Enchantment spell (5 seconds). Enchants all party members. Party members deal +3...13...16 damage with their attacks. Gain 2% of your health back for each party member enchanted by this spell.
Order of the Vampire 20% 5 1 5 Elite Enchantment spell (5 seconds). Enchants all party members. Enchanted party members steal 5...17...20 health with their attacks. Gain 2% of your maximum health back for each party member affected by this spell.
20% 5 2 5 Elite Enchantment spell (5 seconds). Enchants all party members. Enchanted party members steal 5...17...20 health with their attacks. Gain 2% of your maximum health back for each party member affected by this spell. Party members under the effect of another Necromancer enchantment are not affected.
Ravenous Gaze 8% 1 1 10 Elite Spell. Deals 15...27...30 shadow damage and steals 15...27...30 health from target foe and foes adjacent to target foe. Gain 1...3...3 energy for each foe with a condition.
Signet of Sorrow 2 30 Signet. The next time your health would drop below 0 you are healed for 50...170...200 instead. If your health drops below 0 due to health sacrifice this skill recharges instantly. Activates 50% faster if you are near a corpse.
Tainted Flesh 5 ¼ 20 Enchantment spell (30 seconds). Inflicts disease condition (1...3...3 second[s]) to adjacent foes whenever you use a touch skill. You are immune to disease condition. For each rank of Soul Reaping your touch skills cost 4% less energy. At Soul Reaping 4 or more you gain +1...3...3 armor and move 2...4...5% faster for each touch skill you have equiped.
Unholy Feast 10 1½ 10 Spell. Deals 10...34...40 shadow damage to target foe and removes all of that foe's conditions. Removal effect: steals 5...13...15 health for each condition removed (maximum of 60).
5 1 10 Spell. Steals 10...42...50 health from target foe. Heals for 25...85...100 if target foe is suffering from a condition.
Well of Power 17% 10 1 8 Elite Well spell (8...18...20 seconds). Open a Well of Power at the location of target ally or foe. Allies in this well have +1...2...2 energy regeneration and +1...2...2 attribute points.
Chilblains 17% 10 1 15 Hex spell (8 seconds). Also hexes foes adjacent to target foe. Deals 15...63...75 cold damage and ends when these foes use a skill. End effect: inflicts poison condition (3...13...15 seconds).
Depravity 10 1 15 Elite Hex spell (8 seconds). Deals 5...29...35 damage and inflicts disease condition (1...4...5 second[s]) to target foe and foes near target foe whenever target foe attacks or uses a spell. End effect: causes 2...8...10 energy loss and inflicts disease condition (3...13...15 seconds) to target foe and foes near target foe.
Discord 10 2 15 Elite Hex spell (5...17...20 seconds). Also hexes foes near target foe. Deals 15...27...30 damage to foes hexed with this skill whenever an other foe hexed with this skill attacks or casts a spell. Causes -1...4...5 health degeneration to foes suffering from a condition.
Envenom Enchantments 10 1 15 Hex spell (30 seconds). Deals 5...25...30 damage and inflicts poison condition (3...9...10 seconds) whenever an enchantment is cast on target foe. While enchanted, target foe takes 3...9...10 damage each second.
Mark of Subversion 10 2 30 Hex Spell (6 seconds). The next spell that target foe casts that targets one of your allies fails and you steal 10...82...100 health. Also causes a knock down to target foe and foes adjacent to target foe if Soul Reaping is 4 or more.
Soul Barbs 10 2 20 Hex spell (30 seconds). Deals 15...27...30 damage whenever an enchantment or hex is cast on target foe. Inflicts bleeding condition (5...17...20 seconds) whenever an enchantment or hex ends on target foe.
Spinal Shivers 17% 1 1 15 Hex spell (8 seconds). The next time target foe takes damage target foe is interrupted and this hex ends. End effect: foes adjacent to target foe are interrupted. Interruption effect: you lose 10...6...5 energy.
Ulcerous Lungs 5 2 15 Hex spell (8 seconds). The next time target foe uses a spell or chant that spell or chant fails and target foe takes 20...68...80 damage and this hex ends. End effect: inflicts bleeding condition (10...22...25 seconds).
Well of Silence 17% 15 2 20 Well spell (8...18...20 seconds). Open a Well of Silence at the location of target ally or foe. Foes inside this well cannot use shouts or chants and activate their spells 50% slower.
Wither 17% 15 1 15 Elite Hex spell (8 seconds). Also hexes foes adjacent to target foe. Causes -1...4...5 health degeneration and -1 energy degeneration. The next time these foes use a spell that spell fails and you steal 5...41...50 health and 1...4...5 energy from these foes and this hex ends. End effect: inflicts weakness condition (5...17...20 seconds).
17% 15 2 15 Elite Hex spell (8 seconds). Also hexes foes adjacent to target foe. Causes -1...4...5 health degeneration and -1 energy degeneration. The next time these foes use a spell that spell fails and you steal 5...41...50 health and 1...4...5 energy from these foes and this hex ends. End effect: inflicts weakness condition (5...17...20 seconds).
Animate Flesh Golem 15 3 10 Elite Spell. Creates a level 3...21...25 Flesh Golem that hits 2 more foes adjacent to it's target. Exploits a fresh corpse. You can control a maximum of 1...4...5 Flesh Golems.
Animate Shambling Horror 15 3 10 Spell. Creates a level 1...16...20 Shambling Horror. When this minion dies a level 0...12...15 Jagged Horror is summoned that inflicts bleeding condition (5...21...25 seconds) with it's attack. Exploits a fresh corpse.
Aura of the Lich 15 2 45 Elite Enchantment spell (5...37...45 seconds). Whenever a foe hexed with your Death Magic spells dies a level 1...16...20 Bone Horror you control is summoned. Initial effect: exploit all corpses in earshot. Animates a level 1...16...20 Bone Horror, plus one for each exploited corpse. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). Whenever a foe hexed with your Death Magic spells dies you lose 2 energy. No effect on non-fleshy foes.
Bitter Chill 5 1 5 Spell. Deals 15...43...50 cold damage and inflicts bleeding condition (10...22...25 seconds) to target foe. Spread all conditions from target foe to foes adjacent to your target if target foe is diseased.
Contagion 10 2 15 Elite Hex spell (5...25...30 seconds). Also hexes foes near target foe. Whenever a foe hexed with this spell gains a condition nearby foes suffer the same condition for the same duration. Whenever a foe hexed with this spell inflicts a condition that foe suffers the same condition for the same duration.
5 2 Enchantment spell (30 seconds). Deals 25...85...100 damage and inflict poison condition (15 seconds) to adjacent foes when target ally dies.
Deathly Swarm 10 2 6 Spell. Deals 30...78...90 cold damage and inflicts weakness condition (5...17...20 seconds) to target foe and 2 foes in the area of target foe. Removes disease condition from party members in earshot.
Deathly Chill 10 1 5 Spell. Deals 15...43...50 cold damage and inflicts weakness condition (5...17...20 seconds) to target foe. Deals 15...43...50 more cold damage to target foe and adjacent foes if target foe is diseased.
Demonic Flesh 5 1 Enchantment spell (20...40...45 seconds). Target ally is immune to the disease condition and has +2...8...10 armor against diseased foes. Initial effect: removes disease condition from target ally.
Icy Veins 10 1 5 Elite Hex spell (30 seconds). Deals 25...85...100 damage to nearby foes when target foe dies. Initial effect: deals 15...63...75 cold damage and inflicts disease condition (10...22...25 seconds) to target foe.
Jagged Bones 5 1 15 Elite Enchantment spell (30 seconds). When target minion dies 3 level 0...12...15 Jagged Horrors are summoned that inflict bleeding condition with their attacks (5...21...25 seconds).
Malign Intervention 10 1 5 Hex spell (5...17...20 seconds). Creates a level 1...16...20 Bone Horror you control when target foe dies. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). No effect if target foe does not leave an exploitable corpse.
Order of Undeath 20% 5 1 5 Elite Enchantment spell (5...25...30 seconds). You gain +1...2...2 Death Magic. Your minions suffer no natural health degeneration and attack 33% faster (5 seconds). Initial effect: heals your minions for 30...126...150 health. Gain 2% of your maximum health back for each minion affected by this spell.
Putrid Explosion 10 ¼ Spell. Destroys one of your minions. Foes adjacent to the destroyed minion take damage equal to half of the remaining health of the destroyed minion (maximum of 25...85...100 damage).
Toxic Chill 5 1 5 Elite Spell. Deals 15...63...75 cold damage and inflicts poison condition (10...22...25 seconds) to target foe. Hits adjacent and increases the remaining duration of other conditions on target foe by 5...81...100% if target foe is diseased.
Verata's Aura 17% 10 1 30 Enchantment spell (30 seconds). Your minions take 1...12...15 less damage. For each minion you control you gain +1 health regeneration. Initial effect: become master of all hostile minions in the area. No effect unless Death Magic is 5 or more.
Verata's Gaze 5 1 5 Spell. Deals 5...41...50 shadow damage to target foe if target foe is suffering from a condition and heals your minions for 5...41...50. If target foe is a hostile minion you become it's master instead and your minions are healed for an additional 20...84...100.
Verata's Sacrifice 20% 15 1 30 Spell. All your minions gain +10 health regeneration (10 seconds). Initial effect: heals your minions for 25...165...200. End effect: destroys all your minions and foes adjacent to your minions take damage equal to 50% of the remaining health of the destroyed minions (maximum of 15...83...100 damage).
Well of the Profane 17% 15 2 20 Well spell (8...18...20 seconds). Open a Well of the Profane at the location of target ally or foe. Foes inside this well take 10...50...60 damage whenever they use a skill.
Withering Aura 10 ¼ 15 Enchantment spell (10 seconds). Your next spell inflicts weakness condition to the foes it hits. You steal 5...41...50 health and 1...4...5 energy for each diseased foe it hits.
- Minion Mastery PvP
Animate Bone Minions 15 3 15 Spell. Summon 2 level 0...10...12 Bone Minions. When these minions die adjacent foes suffer poison condition (5...13...15 seconds). You can control a maximum of 2 Bone Minions.
Animate Shambling Horror 15 3 20 Spell. Summon a level 1...14...17 Shambling Horror that inflicts cripple (2...6...7 seconds) condition with it's attacks. You can control a maximum of 1 Shambling Horror.
Aura of the Lich 10 2 20 Elite Enchantment spell (5...37...45 seconds). Increase the maximum limit of the amount of minions you can control of your minion spells by 0...2...3. Whenever your health hits 0 you steal all health from the closest minion you control, if you control no minions this enchantment ends instead and you are healed for 50...202...240.
Order of Undeath 5 1 15 Elite Spell. All but one of your minions die. If that minion was non-elite, it deals +5...25...30 damage, has +5...17...20 health regeneration and attacks 33% faster (20 seconds).
- For each rank of Soul Reaping you gain 1 energy whenever a non-spirit creature near you dies. You cannot gain energy more than 3 times every 15 seconds. In PvE for each rank of Soul Reaping creatures you summon gain +1 armor.
Plague Signet 1 4 Elite Signet. Transfer all conditions with 100...260...300% duration from yourself to target foe and foes near target if you target a foe. Transfer all conditions from target ally to yourself and gain 10...26...30 health and 1...3...3 energy for each condition you received if you target an ally. No effect unless Soul Reaping is 5 or more.
Reaper's Mark 5 1 15 Elite Hex spell (30 seconds). Causes -1...4...5 health degeneration to target foe. Gain 5...13...15 energy when target foe dies. Your necromancer spells targeting this foe cast 25...45...50% faster.
Grenth's Balance 10 1 10 Elite Spell. Knock down target foe and foes adjacent to target foe if you have less health than target foe. Gain health equal to the difference between target foe's current health and your current health. No effect if target foe has less health than you.
Blood magic is quite a difficult attribute to work on since if you push the numbers too high it becomes overpowered and if they are too low it's too weak to use. So comparing damage combined with it's armor ignoring and self-healing properties I tried to make a balanced suggestion.
I focused on 3 different skill sets, first being the "Blood" skills, second being the "Gaze" skills and third being the "Touch" skills.
With the Blood skills I fully focused them on being supportive skills with a health sacrifice as cost.
- Awaken the Blood: It's effect still remains the same but can now be maintained a lot easier and it's sacrifice cost now scales down, it's basically a Blood/Curses version of Masochism.
- Blood Bond: I increased it's duration to give it the ability to be taken as a secondary skill without requiring a large investment into Blood Magic. To counter-balance the increase in duration I gave it a sacrifice cost. It's fairly short duration makes it a bit too difficult and impractical to use unless Blood Magic is 12+.
- Blood Drinker: I changed it into a hex that can be seen as a caster version of Blood Bond, stealing health whenever allies cast a spell on the hexed foe if it's bleeding. I limited it to spells to prevent synergy with the touch skills and attack skills. Like Blood Bond it has a death effect, when the hexed foe is killed Blood Drinker recharges instantly. As a supportive hex that improves DPS it should see much better play than it's current slow casting life steal function.
- Blood of the Aggressor: I changed it into an enchantment spell that supports the martial classes. It now improves the adrenaline gain of attacks by 1 strike and lets attacks steal health whenever they hit an attacking foe. The amount of attacks affected by it is limited by a scaling number, but it's large enough that a scythe can make use of it to it's full effect. I know Blood Magic will lose a cheap fast recharging life-steal spell but the damage is deals is so small that it's hardly worth taking and will hardly be missed.
- Blood is Power: I changed it to make it more usable without adjusting your skill bar just to use it. I reduced it's health sacrifice and increased it's activation and recharge, it's duration has been set to 12 seconds. The energy it gives has been reduced but now it increases the attributes of the enchanted allies increasing the power of their skills. This version should make it a lot easier to use outside specialized team builds.
- Blood Ritual: Like Blood is Power I made it a bit more playable by changing a few things. For Blood Ritual I also set it's duration to 12 seconds and scaled it's energy regeneration and gave it a recharge of 4 seconds. It no longer is a touch skill which largely held back it's use.
- Blood Renewal: I changed it into an enchantment that reduces the recharge of spells by a scaling amount. Combined with Blood is Power and Blood Ritual, it gives the necromancer the ability to support allies spellcasters greatly.
- Signet of Agony: For PvE I changed it's function entirely and made it a signet that reduces the health sacrifice of your spells. This change makes it a good skill to use for the "Blood" support spells which generally have a fairly high health sacrifice and allows them to be used more frequently. I changed it's PvP version into it's current PvP version. Since the change to Unholy Feast I don't expect this variant of Blood Spike to be dangerous anymore in PvP.
Other non "Blood" supportive skills to assist allies.
- Dark Pact: I changed it into a hex spell that increases the damage of the next 3 attacks against the hexed foe and lets them inflict cripple condition for a short duration. It may currently be a cheap damage skill but it's health sacrifice causes you to lose more health than you deal damage. Increasing it's damage or decreasing it's sacrifice are no viable options because it will become too strong as an armor ignoring damage spell. Since Blood Magic is primarily used for support i decided to change Dark Pact into a supportive skill as well. In this form it is easier to balance and should see better play as well.
- Mark of Subversion: I also changed this skill into a supportive skill, like other "Mark" skills it has an offensive supportive function. Where Mark of Fury supports the martial classes by granting them adrenaline when they hit and inflicting cracked armor when it ends i made Mark of Subversion a caster support that decreases the casting time for allies on the hexed foe allowing faster spiking and returns a small ammount of energy to the party when it ends. I see this function as much more effective and more suitable for Blood Magic than an anti-heal interruption hex, for anti-heal Curses will do a much better job.
- Mark of Pain: I moved it to Blood Magic and changed it into a hex like Mark of Fury and Mark of Subversion. It's effect remains the same; dealing AoE damage but instead of dealing damage when the hexed foe is taking physical damage it deals damage when the hexed foe is hit by an attack. As the added end effect it inflicts a deep wound to the hexed foe. I made these changes to make it a bit more flexible and easier to play.
With the Gaze skills I focused on utilizing the conditions the necromancer can inflict, be it in improving damage or utility.
- Jaundiced Gaze: I removed it's enchantment removal and returned it's ability to steal life from a foe and changed it's effect into a 50% casting time decrease for enchantment you cast for it's duration instead of reducing the casting time and cost of a single enchantment. This gives it much better synergy with the Orders and the other that Blood Magic offers.
- Ravenous Gaze: I gave it a small damage buff. Ravenous Gaze has it's range reduced but now causes health loss to foes suffering from a condition, with this it now deals shadow damage, life steal and health loss.
- Vampiric Gaze: I reduced it's cost and slightly increased it's recharge. It's life steal has also been slightly reduced but it has gained the ability to heal. Since Vampiric Gaze is always introduced as the necromancer's healing skill I improved it on that aspect.
- Angorodon's Gaze: Instead of giving energy while you are suffering from a condition it gives energy while the targeted foe is suffering from a condition. This makes it's energy gain easier to trigger and keeps it's effect consistant with the other "Gaze" skills.
- Gaze of Contempt: I moved it to Soul Reaping and removed it's enchantment removal effect. Instead it steals health and when the target has a condition it removes hexes from the user. This gives the necromancer a hex removal. It also reduces the large amount of enchantment removal skills the necromancer has.
As a further improvement on AoE damage I changed Shadow Strike and gave it a unique function without a conditional effect. It's duplicate Lifebane Strike sees remains roughly the same.
- Shadow Strike: The original skill. I changed it into a spell capable of dealing AoE shadow damage and inflicting blind condition. The blind condition idea comes from the effects of Weapon of Shadow and Shadowsong, both skills with shadow in their name and having the ability to blind foes. With the changes to Dark Pact I changed the cost of Shadow Strike into a sacrifice cost.
- Lifebane Strike: While Shadow Strike has been changed significantly Lifebane Strike only sees a slight casting time reduction and a recharge reduction. It's effect remains the same.
The necromancer's touch skills have always been very difficult to play due to their high costs and health sacrifices while being in the frontline taking damage while having a low armor rating. To solve that problem I changed one skill in particular: Demonic Flesh.
- Touch of Agony: I changed it's damage into a health loss that is based on the amount of health you sacrificase when activating Touch of Agony. Because of it's health sacrifice vs damage dealt it does not make a good skill to use when you deal damage only a bit more to the health you sacrificed. By changing it's damage based on the health lost by the sacrifice of the user that problem should be fully eliminated. To prevent it from being abused with high health it's damage has been capped.
- Wallow's Bite: I changed it from a duplicate of Touch of Agony into a skill that deals damage and cripples the targeted foe. Since a toucher is almost the same as a melee fighter it can also use a snare to prevent foes from kiting.
- Enfeebling Touch: I gave it a recharge reduction and increased it's range to adjacent allowing it to weaken foes around the target. The damage reduction of weakness let's the toucher last longer and short recharge allows it to be maintained on foes.
- Vile Touch: I moved it to Blood Magic and changed it into a health sacrifice skill that gives energy when the targeted foe is suffering from a condition. This gives the toucher a good non-elite form of energy management.
- Plague Touch: I made it a No Attribute skill that always transfers 2 conditions from the user to the targeted foe. As a No Attribute skill it is more likely that it will be taken by touchers and the martial professions as a condition removal. It also replaces Gaze of Contempt as a non-elite No Attribute skill.
- Tainted Flesh: I moved it to Blood Magic and changed it into an enchantment that supports a toucher significantly. It now inflicts disease condition to adjacent foes when you use a touch skill instead of being hit by a melee attack, the immunity to disease also remains. The added abilities are that it reduces the cost of the touch skills in the same way Expertise reduces their cost but the reduction is tied to Soul Reaping. It's second new effect is to make the toucher more resilient when being at the frontline, it gives a scaling armor buff for each touch skill you have equipped. The third effect gives it a scaling IMS for each touch skill you have equipped to let the toucher move around easier. Like I mentioned with Wallow's Bite, the toucher is basically a melee fighter and requires the same utility as a melee fighter. The last 2 effects only trigger at Soul Reaping 4 or more to prevent the ranger from benefiting them and let the necromancer be an effective toucher.
Other changes in Blood Magic.
- Signet of Suffering has gained a small life steal and now affect each foe your next necromancer skill targets instead of just a single foe.
- Unholy Feast: I changed it into a ranged spell that steals life from a single target and exploits the conditions the necromancer can inflict by removing all conditions from the foe you targeted and stealing additional life for each condition removed. This allows you to perform a life steal spike but prevents multiple players from spiking a single target as maximum life steal continuously.
- Vampiric Spirit has been changed from an enchantment spell that gives health regeneration to a hex spell that is able to summon a Vampiric Horror, The condition of summoning is the same as Malign Intervention but the minion is bound to the caster of the hex. I also made the amount of available minions the user can have bound to this skill instead of being bound to Death Magic so it will not need a high investment into Death Magic to posses multiple minions. The high investment would also demotivate it's use since the user might as well take the minion spells from Death Magic instead of taking Vampiric Spirit.
- Life Siphon: I changed it's function more like that of Life Transfer hexing multiple foes at once. Like Life Transfer it cannot be maintained due to it's increased recharge to 20 and decreased duration to 15.
- Life Transfer: To not be outplayed by Life Siphon I increased it's range from adjacent to nearby.
- Plague Sending: I simply moved it to Blood Magic without changing it's function. Since it is almost always used in combination with Foul Feast for support I find it to be more suitable in an attribute oriented towards support.
Last to add are the Well spells which all received a significant change. Being that they now appear at the location of either an ally or a foe and no longer exploit a corpse. This change allows them to be used more easily and won't hinder minion masters, because what prevents their use is that corpses are more often exploited for minions than for wells. There are 2 things they all have in common and that is that they all have a 17% health sacrifice and that they all last for 8...18...20 seconds, their recharge and cost differ however. I first made them appear at the location of the caster but came to the conclusion that they would become too much like Ward spells. Creating them at the location of a target makes them much easier to play and makes the offensive wells much more effective since you don't have to run to your foes to make use of them.
- Well of Blood: It's recharge has been increased to 8 seconds, it's effect still remains the same.
- Well of Power: It's recharge is now the same as Well of Blood but it's energy regeneration has been reduced to 1 and it no longer offers health regeneration. Instead it now increases the attribute points of all allies inside of it making more of a skill support rather than a life support.
- Well of Darkness: Now causes foes inside of it to miss their attacks unconditionally instead of only hexed foes.
- Well of Ruin: I changed it's function entirely. It now increases the conditions on foes inside of it by 50% giving it good synergy with the necromancer's ability to inflict conditions with ease.
- Well of Silence: I replaced it's health degeneration with a spell activation time increase of 50% to increase it's range of use.
- Well of Weariness: I increased it's energy degeneration to a scaling -2. Right now -1 has hardly any impact and it's not really worth taking for a skill that exploits corpses.
- Well of Suffering: Still has the same degeneration effect.
- Well of the Profane: I changed it's function entirely to reduce the necromancer's enchantment hate. It no longer acts as an enchantment removal but punishes the use of skills instead. Each time a foe inside of it uses a skill it takes damage, you can see it as a well version of Visions of Regret.
Redoing Curses I decided to change the functions of how many Curse hexes work. Many hexes now have a duration of 8 second with a recharge of 15 and an end effect, often inflicting a condition to multiple foes. Some of them end when a certain condition is met that can be caused by either the caster or the foe while others end when their duration has expired. Their end effects always trigger no matter if they end conditionally, expire or are removed it always takes effect.
- Atrophy: I changed it into a hex that reduces all of the attributes of the targeted foe instead of just the primary attribute. The reduction has been limited to 2 but can still significantly reduce the effectiveness of the enemy's skills, especially when combined with weakness.
- Barbs: I reduced it's casting time a bit and gave it a simple adjustment to give it a function matching it's name, it now inflicts bleeding condition whenever the target foe is hit by an attack. The damage has also been changed to trigger when the hexed foe is hit by an attack instead of taking physical damage so it can synergize with elemental weapon upgrades.
- Cacophony: I changed it into a hex that punishes the use of not just one shout or chant but any shout or chant used during this hex's duration. It's damage has been reduced but matching it's name a bit now inflicts bleeding condition on all foes in earshot. When hearing the terrible noise it makes their ears bleed :p.
- Chilblains: Has been changed into a hex spell with a duration of 8 seconds and a recharge of 15 seconds. As effect it now deals cold damage when the hexed foe uses a skill and ends. As end effect it inflicts poison condition on the hexed foes instead inflicting poison on the caster. This gives the necromancer a skill to punish the use of skills.
- Corrupt Enchantment: Since I'm reducing the amount of non-elite enchantment removals I'm making the elite enchantment removals a bit more powerful to compensate and let them be worth taking. For Corrupt Enchantment I gave it the ability to remove an enchantment from multiple foes instead of just one foe. The removal effect remains the same. The casting time has been slightly increased to compensate the new adjacent range.
- Defile Enchantments: I changed it into a hex working the same as Defile Defenses but dealing damage when an enchantment is cast on the target instead of the target blocking an attack.
- Defile Flesh: I also changed it into a hex like Defile Defenses but one that reduces the next healing of the next heal the hexed foe receives and does not deal damage unlike the 2 other Defile hexes. This should make it easier to play and a bit easier on the monks, instead of being a hard to play and hard on the monks.
- Depravity: Has been changed into a hex with a duration of 8 seconds and a recharge of 15 seconds. It now deals AoE damage and inflicts disease condition for a short duration whenever the hexed foe attacks or uses a spell. When it ends it causes energy loss and inflicts disease condition for a longer duration.
- Desecrate Enchantments: Although one of my aims is to reduce the amount of enchantment removal skills the necromancer has I did make it a hex spell the counters enchantments. Instead of being a spell that deals damage based on the amount of enchantments the targeted foe has, or instead of removing enchantments, I made it a hex spell that actually limits the amount of enchantment that can be cast on the hexed foe. It can limit the amount of enchantments to a minimum of 2, allowing a cover enchantment but prevents a stack of multiple defensive or offensive enchantments or a combination of both. With this hex the enemy has to consider which enchantments it will use and when they will/can use it.
- Discord: I really wanted to change it into a non spammable skill to shin kick noob Discord way out of the game. I also do not want to nerf it into oblivion. I changed it into an AoE hex that causes degeneration on foes with a condition and as a hex it deals damage to other hexed foes whenever a foe hexed with Discord attacks or uses a spell. These changes should get rid of Discord Way so people learn how to play the game again and hopefully reduce (not get rid) the amount of noobs complaining at any increase of difficulity! (WiK and WoC). With the new functions I moved it to Curses.
- Enfeeble: I increased it's recharge and gave it the ability to interrupt an action. The necromancer currently lack the ability to properly interrupts and I see Enfeeble as a good skill to be updated into an interrupt.
- Envenom Enchantments: Like the skills Desecrate Enchantments and Defile Enchantments, Envenom Enchantments now also punishes the use of enchantments and no longer removes one. As punishment effect it deals and inflicts poison whenever an enchantment is cast on the hexed foe and deals damage each second for 30 seconds while the hexed foe is enchanted.
- Feast of Corruption: To make this skill a bit more playable outside specific team builds I reduced it's cost and recharge and decreased it's initial damage. It now removes a condition from the foes it hits and steals health from the foes that lost a condition, this method decreases the ability of an armor ignoring AoE spike. As last effect following the "Corruption" nomenclature I gave it the ability to return energy for each hexed foe it hits.
- Insidious Parasite: Has been changed into a hex with a duration of 8 seconds and a recharge of 15 seconds. It still steals life when the hexed foe attacks but it no longer requires the attacks to hit for it to trigger. As end effect if also has a life stealing effect. The energy cost has been reduced but now has a health sacrifice.
- Malaise: I changed it's effect completely. Instead of causing energy degeneration and dealing damage when the enemy's energy hits 0 like Mind Wrack I changed it into a hex that reduces the maximum energy of the hexed foe by 50%.
- Meekness: I changed it into a hex that decreases damage deal by foes by 33%. This should increase it's way much more and can be a very effective way to counter both spikes and pressure damage from foes. For AoE attack speed reduction we already have Shadow of Fear.
- Pain of Disenchantment: Since Gaze of Contempt, Order of Apostasy and Well of the Profane no longer remove enchantments I increased the amount of enchantments Pain of Disenchantment removes from the target and let it function as a mass enchantment removal. It's removal effect still remains the same, a health loss that does not stack with the removal of the amount of enchantments. Together with the change to Corrupt Enchantment I want these 2 elites to be the favored choice for the necromancer's enchantment removal instead of the 3 non-elites that are always used, and very often outplay them; Strip Enchantment, Rip Enchantment and Rend Enchantments.
- Price of Failure: I reduced it's cost, recharge and it's duration and increased the miss rate from 25% to 50% and slightly increased the damage it deals. These changes should make it much more efficient.
- Reckless Haste: Has been changed into a hex that increases the movement speed of the target by 50% for a short duration and inflicts a long lasting cripple as end effect snaring the targeted foe. When it ends on a moving foe it causes a knock down. A snare is something the necromancer currently misses. The idea behind this skill's functions is what parents teach their children; when you run recklessly you will fall and hurt yourself.
- Rend Enchantments: I made some small adjustments to it. It now removes all enchantments from the target and causes a health loss based on the maximum health of the caster for each enchantment removed instead of dealing damage for each monk enchantment removed.
- Rigor Mortis: I slightly reduced it's duration and added a 50% movement reduction to it to improve the snaring ability of the necromancer.
- Shadow of Fear: I only made a few small changes to it. It's recharge has been increased from 5 to 10 seconds and it's range has been increased from adjacent to nearby.
- Soul Barbs: With the redesign of multiple hexes Soul Barbs becomes much more effective now. As a small buff and suiting it's name I gave it the ability to inflict bleeding condition when an enchantment or hex ends on the target. This allows it to give full benefit with the hexes that have an end effect.
- Soul Bind: I gave it a healing reduction making it a more effective counter against healers. It's cost has been reduced to 5 and it has gained a health sacrifice, it's recharge has been increased to 15 seconds. Right now it's too limited in it's play, even if monks say otherwise.
- Soul Leech: I moved it to Curses since it's function fits this attribute much more. No changes to it's function.
- Spinal Shivers: I changed it into a hex with a duration of 8 seconds and a recharge of 15 seconds. As effect it now causes an interrupt to the target when it takes damage and ends. As end effect it interrupts all foes adjacent to the target. As drawback the interrupt causes energy loss like it does now, the energy loss only triggers once on the end effect interrupt and not both interrupts. Right now Spinal Shivers is very strong but that is where the problem lies, it is too strong and very imbalanced and difficult to play. You could say that they have the same problem as the original Thunderclap and original Glimmering Mark, very powerful and very limited and imbalanced. These changes should improve their overal use and give the necromancer some usable interrupts.
- Shiver of Dread: No longer is a duplicate of Spinal Shiver. The function it has remains roughly the same. It makes the spells of the hexed foe easily interruptible, similar to daze but without the additional casting time increase. The interruption cost has been removed and it's duration has been decreased significantly and it's recharge has been increased. These last 2 changes prevent it from being maintained on a target by a single necromancer by any normal means.
- Ulcerous Lungs: Has been changed into a hex with a duration of 8 seconds and a recharge of 15 seconds. I turned it into a hex that counters spells and chants. When a spell or chant is used it causes that skill to fail regardless of the target and deals damage when the skill fails. As end effect it inflicts bleeding instead of being a hex that increases the degeneration of bleeding and causes it on the use of a shout or chant. With Cacophony and the multiple degenerative hexes Ulcerous Lungs is not much played because it's function isn't needed. I designed it to increase the necromancer's ability to counter spellcasters, although not as strong as the spell counters the mesmer possesses it has a wider range of use and is cheaper to use.
- Wither: Has been changed into a hex with a duration of 8 seconds and a recharge of 15 seconds. It still is a combination of health degeneration and energy degeneration but now hexes foes adjacent to the target as well. When the hexed foes use a spell that spell fails and it steals health and energy from these foes. As end effect it inflicts daze condition for a short duration. With the increase in power it's cost has been increased as well and now has a health sacrifice. And this elite is the last in the list of skills that gives the necromancer some caster hate.
My first objective of Death Magic is to give minion masters better and more diverse minions and to give them a more specific role each and improve them at that role rather than them just a wall of rotting flesh to deal damage and to tank.
- Bone Horrors are now better at tanking since each hit they take will cause weakness to the attacker reducing the damage they take from attackers.
- Bone Minions inflict disease to adjacent foes when they die making them ideal for sacrifice skills.
- Bone Fiends are now unblockable with their attacks which improves their offensive capabilities.
- Shambling Horror has not been changed and Jagged Horror also has not been changed.
- Vampiric Horror now steals life for itself instead of healing it's owner making it a strong offensive minion.
- Flesh Golem now hit 2 more foes adjacent to the target like the scythe does and has a scaling limit of up to 5.
For the non elite minions the level has been increased by 3 but to balance them out the attack power, defense and health they have may need to be adjusted. I also improved the skills that support your minions.
- Blood of the Master: Has it's healing increased and it's recharge also slightly increased.
- Taste of Death: I made some slight changes to it. Instead of stealing health from a minion it now destroys one of your minion and you are healed instead. As an added effect it also gives energy since creating and maintaining minions can be quite costly.
- Feast for the Dead: I changed it into a skill that transfers all conditions from an ally to one of your minions and destroys the minion and heals your other minions. This offers an alternative to the Foul Feast/Infuse Conditions combo.
- Aura of the Lich: I replaced it's Death Magic increase with an effect that has great synergy with Malign Intervention. This change allows you to easily maintain a maximum amount of Bone Horror with proper energy management. The drawback is that you will lose energy whenever a foe hexed with your Death Magic spells dies and if you have too many hexes up Soul Reaping won't be able to compensate the loss.
- Order of Undeath: Now heals your minions and negates their natural health degeneration, it also let's your minions attack 33% faster for it's duration. Although it may be reduced in terms of offensive power it increases the duration of your minions significantly making it a better match for the other minion master elites. Since the Death Magic increase of AotL is a popular ability to increase your minion cap I moved it to Order of Undeath.
- Jagged Bones: I ended up changing it into the version on the talk page. Being able to create 3 Jagged Horrors instead of just 1 when the enchanted minions dies makes it an ideal elite for minion bombing, sacrificing your minions for Taste of Death, Putrid Flesh or for Feast for the Dead. I'm sure this simple change it will make minion bombing much more fun and effective.
- Death Nova: The only change I made for it is for PvE where it has a reduced casting time of 1 to make it a bit easier to enchant minions for minion bombing. It's added PvP version remains unchanged.
- Putrid Explosion: I changed it into a skill that allows you to destroy one of your minions and deal damage to foes adjacent to the destroyed minion. The damage it deals is based around the remaining health the destroyed minion had. This function makes it much more ideal for minion bombing in combination with Bone Minions and Death Nova than Putrid Flesh currently does.
The Verata skills also have been adjusted but most of them still keep their intended role.
- Verata's Aura: Other than it's ability to take control over hostile minions it's function has been changed entirely. It now is an enchantment that reduces the damage your minions take making them more resilient. It also offers +1 health regeneration for each minion you control allowing Blood of the Master to be used more often increasing the lifespan of your minions even further. It's damage reduction effect also has good synergy with Dark Bond to make the minion master more durable when taking in damage. It's regeneration, if having enough minions, can outheal the incoming damage, which Mystic Regeneration or Healing Breeze are currently often used for.
- Verata's Gaze now deals damage to a foe and heals your minions when it deals damage, when used against hostile minions either with a master or masterless it will become yours instead of dealing damage. This gives the minions master a skill that enables it to deal damage while maintaining it's minions instead of only having the limited option of stealing a masterless minion.
- Verata's Sacrifice heals your minions for a large amount but destroys them when it ends, when they are destroyed all foes adjacent to them take damage equal to 50% of their remaining health which is capped. This makes it ideal for minion bombing and gives it strong synergy with Bone Minions, more so when they are enchantment with Death Nova. Also to make use of your dying minions.
For PvP the minion spells have gained a different function. The minion spells in PvP don't require a corpse to exploit but sommun a minion at your location instead. The amount of minions you can have is also capped to the amount stated on the skill that summons them. Multiple utility skills have also been changed to support this new minion play style. The reason I made such a change is because in most PvP formats you don't have enough time to properly build up minions due to a lack of corpses or short matches.
- Bone Horror: No changes to the minion's ability, the minion amount is capped at 1.
- Bone Fiend: No changes to the minion's ability, the minion amount is capped at 1.
- Bone Minions: The minions now inflict poison instead of disease when they die, the minion amount is capped at 2.
- Flesh Golem: Has Stun on Critical Hit instead of Sweeping Strikes, the minion amount is capped at 1.
- Vampiric Horror: No changes to the minion's ability, the minion amount is capped at 1.
- Shambling Horror: Changed significantly, it no longer creates a Jagged Horror when it dies and cripples foes with it's attacks. the minion amount is capped at 1.
- Jagged Bones: Also changed significantly, it summons 3 Jagged Horrors who's ability remains the same. The minion amount is capped at 3.
- Aura of the Lich: No longer summons Bone Horrors but increases the cap of the amount of minions you can have of each minion skill. A good skill to have in matches the last long and allow you to summon multiple minions. It also lets you survive a match much easier since it acts as Divine Intervention, it steals health from a minion you control when your health reaches 0 preventing death as long as you control minions. When you have no minions left it heals you instead and ends.
- Order of Undeath: I gave it the function it had for a month in 2008 before it was reverted. It creates a single powerful minion that is ideal for the short PvP matches.
- Malign Intervention: The PvP version retains it's healing reduction of 20% but no longer creates a Bone Horror when the hexed foe died. Instead it let all of the minions you control attack the hexed foe. Since minions have the dumbest AI of GW and attack at random, this change allows you to coordinate an attack against a foe for proper pressure or a spike. If the hexed foe dies Malign Intervention recharges instantly.
- Taste of Death: For PvP it retains it's function of stealing health from a minion.
- Verata's Aura: I changed it into an enchantment that gives you energy whenever you summon a minion. The health regeneration for each minion you have remains. It no longer makes hostile minions bound to you.
- Verata's Gaze: I changed it into a spell that instantly destroys a hostile minion and all other hostile minion of the same type. As an added effect it deals damage to all foes around the destroyed minions. This skill has been designed to acts as a counter for minions in PvP.
- Verata's Sacrifice: I changed it into a spell that reduces the activation time of the next minion you summon by 75% against a health sacrifice cost. This allows you to summon your minions much easier and reduce the change of your minion spells being interrupted.
The second objective is to improve the damage skills. To improve them I focused on them being able to inflict conditions (most notable disease) rather than just damage skills. I also want to improve the AoE damage of Death Magic to make it more effective. The following skills have been changed for these jobs. Take note that it is not my intention to make it superior to the damage of the Elementalist (which is a bit outdated in it's skills).
- Rotting Flesh: I decreased it's cost and activation time and slightly increased it's recharge time to make it eaiser for the necromancer to infict disease.
- Fetid Ground: Has been changed in it's function almost entirely. It now deals damage over time and inflicts disease instead of poison. It's cost, activation time and recharge all have been increased to compensate it's increase in damage. This change gives Death Magic a good nuking skill and a skill to inflict disease to multiple foes at once.
- Putrid Flesh: With the changes to Putrid Explosion I made Putrid Flesh into a skill that explodes a corpse and deals damage and inflicts disease to foes near it. By it's name this makes it a much more effective ability than Putrid Explosion.
- Icy Veins: I moved it to Death Magic and made it a spell that deals cold damage and inflicts disease to a singe foe, acting as an elite Rotting Flesh. The hex effect remains the same.
- Virulence: I made the conditions it inflicts unconditional and added bleeding to the conditions it inflicts. It's range has been increased to adjacent and it's recharge reduced. These changes should make it elite worthy and much more playable than it currently is.
- Bitter Chill: I changed it into a skill that deals cold damage and inflicts bleeding condition to a foe. I changed the "Chill" nomenclature for the necromancer into spells that gain an additional effect when the target foe is diseased. When Bitter Chill targets a diseased foe all the conditions the target foe is suffering are spread the foes adjacent to the target for their remaining duration, like Epidemic. This allows you to spread around conditions much easier.
- Deathly Chill: It's function remaings roughly the same, dealing more damage when the condition is met but instead of dealing armor ignoring shadow damage to the target it now deals cold damage to the target and foes adjacent to the target if the targeted foe is diseased. This improves the AoE ability of Death Magic a bit.
- Toxic Chill: Still deals the same amount of cold damage but inflicts poison unconditionally. When it targets a diseased foe Toxic Chill hits adjacent foe and the remaining duration of the conditions the diseased foe is suffering are extended. This allows you to upkeep the duration of the conditions you and your team inflicted on your enemy and when combined with Bitter Chill put some great condition pressure on your enemies.
Since disease can also be transferred to your team when fighting other humans I also changed some skills to counter/prevent this from happening and make disease viable in PvP and other areas with human enemies.
- Deathly Swarm: I gave it the ability to remove disease from party members in earshot, keeping your party clean from the condition.
- Demonic Flesh: I moved it to Death Magic and made it a non-elite replacement for Tainted Flesh. It prevents allies from being diseased and gives allies an armor buff against diseased foes. As initial effect it removes disease and one additional condition from the ally you target. These changes make it a very effective enchantment to prevent disease make good use of the condition in a supportive way. Very useful for PvP and much better than the original Tained Flesh.
The changes to other offensive spells.
- Necrotic Traversal: I simply added armor ignoring damage to it to give it better offensive use. The rest of it's function still remains the same.
- Poison Heart: I moved it to Death Magic and changed it into a ranged spell that deals cold damage and inflicts poison to multiple foes. This makes it a good AoE spell and an effective way to spread poison to foes.
- Vile Miasma: I changed it into a spell that deals armor ignoring damage to adjacent foes. When it hits conditioned foes it's hex is aplied and deals damage every second over 10 seconds, instead of causing degeneration. This gives the necromancer a decent skill to inflict damage to high armored foes and one that differs from the other skills that mostly deal cold damage.
- Rising Bile: I reduced it's duration from 20 second to 10 seconds and gave it a health degeneration for it's duration, like Putrid Bile. The end effect remains the same, dealing damage for each second the hex was in effect. The total damage it deals still remains the same.
- Rip Enchantment: I moved it to Death Magic and left it's function unchanged. I moved it to a different attribute to spread out the enchantment removals the necromancer has a bit better, right now the vast majority is in Curses. It also replaces Well of Profanity as enchantment removal skill in Death Magic.
With that I also changed some utility skills in Death Magic.
- Contagion: I changed it into a hex spell that hexes the target and foes near the target. When a foe hexed with condition gains a condition other nearby foes gain the same condition for the same duration immediately spreading the condition your team inflicts over to all of your enemies. As a second effect whenever a foe hexed with Contagion inflicts a condition it suffers the same condition for the same duration. This function can punish condition heavy enemies very hard. See it as a combination of Panic and Fevered Dreams. This function is for PvE only, the PvP function remains unchanged to preserve the popular Contagion Bomber build.
- Consume Corpse: I increased it's healing and energy gain and it no longer teleports you to the location of the corpse you exploit. These changes should improve it's playability a lot better and it replaces the function of Soul Feast which I moved to Soul Reaping.
- Taste of Pain: I had quite a hard time coming up with a good function that suits it's name and I finally got one that should work quite well. It can now target both foes and allies alike and removes a condition from it's target, as removal effect it heals the user and gives energy. This function allows it to be used as self-heal and energy management for the user as well as a condition removal to keep your allies clean. With the many conditions the necromancer has it should not be any problem to make use of it as a self-heal and energy management.
- Withering Aura: Has been changed into a skill similar to Wither and steals health and energy from a total of 3 foes. It acts as a form of healing and energy managment altough it has a fairly high cost.
Well those are the changes to improve Death Magic's ability to deal damage and to give it's damage a better identity.
Soul Reaping & No Attribute
- Angorodon's Gaze: I changed the requirement for the energy gain, now requiring your foe to be suffering from a condition instead of yourself, to make it more playable and easier to achieve.
- Awaken the Blood: I moved it to Soul Reaping and changed it into a Blood Magic/Curses version of Masochism to improve it's playability.
- Cultist's Fervor: I moved it to Soul Reaping because you already need an investment into Soul Reaping to make use of this skill. Moving it to Soul Reaping also opens up the option for using it outside of Blood Magic to it's fullest. It's drawback has been changed into a health sacrifice instead of self-inflicting bleeding.
- Gaze of Contempt: I moved it to Soul Reaping and changed it into a spell that steals life, and like the other "Gaze" spells, if you target a foe suffering from a condition removes hexes from yourself. This makes it a good spell for the necromancer to keep him/herself clean from hostile hexes.
- Hexer's Vigor: I changed it into an enchantment that increases your maximum health and grants you damage reduction against hexed foes. I made these changes to give the necromancer a defensive skill, something it is currently lacking.
- Offering of Blood: I changed it into a skill that reduces the health sacrifice of your skills and gives energy whenever you sacrifice health. With these changes, health sacrifice skills will become much easier and less punishing to use, especially at a higher health. With the energy gain and the changes to Aura of the Lich for PvP, Masochism (PvP) can be removed.
- Plague Signet: I moved it to Soul Reaping to let it be used easier with Foul Feast. It's condition duration has been increased by 100% and it also has gained an AoE effect spreading it to multiple foes at once. It has also gained a second effect that allows you to remove all conditions from an ally to yourself instead of sending conditions on you to your foes. This offers good bar compression when it comes to removing conditions from your allies. Right now the combination of Plague Sending and Foul Feast is preferred not wasting an elite slot to transfer conditions. Making it both skills in one leaving an additional slot open for another skill should really improve the usability of this skill.
- I gave Reaper's Mark an aditional effect of a casting time reduction whenever the user of Reaper's Mark targets the hexed foe with a necromancer skill. This function can greatly support the hex spells from the Curses attribute wich have on average a fairly long casting time.
- Soul Feast: As I mentioned it at Consume Corpse I moves Soul Feast to Soul Reaping and gave it a different function. Soul Feast no longer requires a fresh corpse to exploit for the heal to trigger but heals unconditionally and removes conditions from yourself. For each condition it removed it heals for an additional amount. I made these changes to give the necromancer a core campaign healing skills, replacing Blood Renewal as the necromancer's self heal. With the move to Soul Reaping it can be used in any type of necromancer build, be it supportive with Blood Magic, hexing with Curses or inflicting conditions with Death Magic.
- Grenth's Balance: It's function has been changed significantly but still remains roughly the same. It now causes you to lose half your health and your foe loses an equal amount if it has more health than you do. If the targeted foe still has more health than you do you gain health (not heal) equal to the difference meaning that the health loss is mitigated and you do not end up losing more health than your enemy does, it also let's you know how much health your foe has left. Having no effect on foes with less health than the caster it cannot be used to instant spike a foe to death, although it is still an effective skill to start a spike with I admit so it may need a PvP version.
- Plague Touch: I moved it to No Attribute and set the amount of conditions it can transfer to 2. This change should allow it to see more play by necromancer secondaries, primarily the martial classes. For a transferring conditions it is currently being outplayed by Plague Sending and it will most likely not change for players who invest points into the necromancer's attributes. That's why I moved it to No Attribute, if the necromancer won't use it let the other professions use it instead.
Well that concludes my necromancer suggestion.