User:Rising Dusk/Necromancer Suggestions
General | Necromancer Suggestions | Monk Suggestions | Extra |
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The Role of a NecromancerI feel that a Necromancer has a distinct role as a quasi-support/quasi-pressure caster class. It's not quite the Elementalist when it comes to damage output, nor is it quite the Mesmer with pressure hexes, but it's a comfortable mix of both. The Necromancer also boasts several interesting spell types and functionalities, such as the exploitation of corpses, the creation of minions, and sacrificing life, which all play into how a Necromancer works and feels. How a class feels is critical to the class's well-being, and every suggestion and change made should keep the role and feel of the class in mind. Below, I provide my insight into the different facets of a Necromancer and why they're important. The minions are a key component of a Necromancer's functioning. They are the army, the meat shield, the lifeblood of expendable tanking in a PvE environment (and to a far lesser extent in PvP). All of these skills exploit corpses to create minions, with the exception of Aura of the Lich, which creates a minion out of the abyss (and then exploits other corpses). While the Mesmer shares of the Necromancer's enemy pressure, the Mesmer does so in a different way by directly impeding an enemy's ability to function. The Necromancer goes for a more subtle approach, tending to simply wither away the enemy with killer hexes that inevitably break an enemy. This can be seen in the numerous degeneration-based hexes in Curses and Blood Magic, like Faintheartedness, Life Siphon, Life Transfer, Corrupt Enchantment, and so forth. It's important to note that in the Necromancer's expansive repertoire, there are no interrupts and no knockdowns. This is important to keep in mind for differentiating the Mesmer and the Curses Necromancer. Furthermore, the Necromancer tends to inflict more conditions on opponents than the Mesmer across the board in its application of pressure. Life stealing is the subject of much contention in the Guild Wars community, most notably in PvP for blood spike. Life stealing bypasses all forms of armor and most protection skills, and heals the Necromancer for the amount of life stolen from the enemy. This serves dual roles on the Necromancer as a means of added survivability and damage dealing. Life stealing comes in many forms, but is mostly from click-shoot target skills like Vampiric Gaze and Angorodon's Gaze; some area of effect life stealing skills exist, most notably Unholy Feast, Ravenous Gaze, and Vampiric Swarm.
Ignoring Soul Reaping as a Necromancer would be nothing other than a travesty. The Necromancer's primary attribute, which restores energy when something dies around the Necromancer, is one of the best in the game for energy management. It's a shame that this mechanic no longer applies to Ritualist spirits, since at least when it did there was a good synergy between the classes. Regardless, this is key for a Necromancer, and gives access to skills such as Signet of Lost Souls, Foul Feast, and Angorodon's Gaze for energy and life sustenance. Oftentimes, people think that sacrificing is simply a way to allow the Necromancer to cast more powerful skills without having them cost exorbitant sums of energy. While this is true, sacrificing life is as much an interactive element of the Necromancer as it is a drawback for very powerful skill usage. Take Masochism (PvP) for example, where suddenly sacrificing life is a means to sustain energy. Dark Aura is another good example of the interactive element of sacrificing life, as it turns your sacrifice into AoE damage to the enemy. It is a 'utility' that Necromancer's should take advantage of, and altogether it just feels awesome to use. Skill SuggestionsThe following suggestions are skills for a Necromancer as I think they should be. I've carefully thought about the interactive elements of each edit I'm proposing, though I by no means claim to have them perfectly balanced, especially for the PvP environment. If anything, the balance is loose and you should look more at 'how' the skills function as opposed to their exact numbers. I've also taken special care to make sure that these skill functionality changes match the role of the Necromancer as I've described above. Blood Magic
5 1 25 - Elite Enchantment Spell. For 5 seconds and 3 seconds longer for every rank of Soul Reaping, your Necromancer skills cost 1...5...6 less energy. You suffer from Bleeding (10 seconds.) when you use a Necromancer skill.
17% 1 ¼ 30 - Enchantment Spell. (8 seconds.) You have +1...8...10 life regeneration. Renewal: Whenever you sacrifice life.
5 2 - Elite Enchantment Spell. Enchants all party members (5 seconds.) These party members steal 3...13...16 Health with each physical damage attack.
5 2 5 - Elite Enchantment Spell. Enchants all party members (5 seconds.) These party members steal 3...13...16 Health with each physical damage attack. Party members under another Necromancer enchantment are not affected.
25 ¼ 45 - Elite Enchantment Spell. For 5 seconds and 3 seconds longer for every rank of Soul Reaping, whenever you steal life, you steal 10...22...25% more.
25 2 45 - Elite Enchantment Spell. For 5 seconds and 3 seconds longer for every rank of Soul Reaping, whenever you steal life, you steal 5...17...20% more.
Death Magic
33% 1 ¼ 45 - Spell. (45 seconds.) All of your minions are destroyed. Your spells that exploit corpses cast 10...42...50% faster and recharge instantly. Lasts for as many spells as minions destroyed.
Curses
10% 1 ¾ 15 - Elite Hex Spell. (1...3...4 seconds.) Target foe has -1...7...8 Health degeneration and gains no benefit from healing.
10 1 12 - Elite Hex Spell. (6...12...14 seconds.) Whenever an enchantment ends on target foe, target and all nearby foes take 10...66...80 damage.
10 2 12 - Elite Hex Spell. (6...12...14 seconds.) Whenever an enchantment ends on target foe, it takes 10...66...80 damage. Ends after 1...3...4 enchantments end on target.
1 ¼ 7 - Spell. Sacrifice 30...12...8% life. Removes 1 enchantment.
1 10 - Elite Signet. Steals 5...21...25 life for each hex on target foe.
2 10 - Elite Signet. Steals 5...21...25 life (maximum 75) for each hex on target foe.
10 2 7 - Elite Hex Spell. (20 seconds.) Whenever target foe casts a spell, that foe sacrifices 5...13...15% life.
Soul Reaping
5 1 5 - Elite Hex Spell. (5...17...20 seconds.) Target and adjacent foes have -1...3...3 Health degeneration and die if their Health would drop under 1...12...15% and they are not a boss.
5 2 5 - Elite Hex Spell. (5...17...20 seconds.) Causes -1...3...3 Health degeneration. If target foe's Health would drop under 1...12...15%, it dies.
33% ¼ - Signet. Ressurects target party member at 5...41...50% life and 0...24...30% energy.
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