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Necro is still missing a minor group buff passive

  • Urzigurumash
    Urzigurumash
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    MATH_COW wrote: »
    vitality could be a good idea or mending

    Vitality and Mending just seem antithetical to the business of a Necromancer.

    Depends how you look at things. Necromancy MENDS the burden of Mortality, and offers VITALITY to those who've suffered this burden's final demand.

    @Aldoss has the most interesting solution here, Rapid Rot confers a new Minor Buff to DoT Damage Done. Or @Theist_VII 's idea, the inverse, making Disdain Harm into a new Minor Buff.
    Edited by Urzigurumash on 1 November 2024 20:18
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Turtle_Bot
    Turtle_Bot
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    Theist_VII wrote: »
    If I could go back and re-write the group passives into all defensive ones, further balancing the classes…
    • Dragonknight - Minor Resolve
    • Templar - Minor Mending
    • Nightblade - Minor Expedition
    • Sorcerer - Minor Evasion
    • Warden - Minor Vitality
    • Necromancer - Minor Toughness
    • Arcanist - Minor Protection

    I would also rename Toughness into something more thoughtful, and then I would move the ward increase to Protection from Vitality while reverting the value of Healing Received to it’s higher point.

    I would switch NB and sorc buffs, NB is all about evading enemies (typically via stealth), sorc is all about out-speeding/being more mobile than enemies. Otherwise, it's an interesting idea for some options for classes to provide unique defensive buffs.

    As for unique offensive buffs, something like:
    • Dragonknight - Minor Berserk
    • Templar - Minor Courage
    • Nightblade - Minor Force
    • Sorcerer - Minor Prophecy/Savagery (i.e. hybrid crit chance named buff)
    • Warden - Minor Brittle
    • Necromancer - Minor Vulnerability
    • Arcanist - Minor Sorcery/Brutality (i.e. hybrid weapon/spell damage named buff)

    Of course, to make this work, prophecy/savagery and brutality/sorcery would have to be combined into single buffs for crit chance and raw damage respectively (i.e. finish hybridization), but they would help each class bring something unique to groups that fits their respective/existing themes/designs.
  • Theist_VII
    Theist_VII
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    Turtle_Bot wrote: »
    Theist_VII wrote: »
    If I could go back and re-write the group passives into all defensive ones, further balancing the classes…
    • Dragonknight - Minor Resolve
    • Templar - Minor Mending
    • Nightblade - Minor Expedition
    • Sorcerer - Minor Evasion
    • Warden - Minor Vitality
    • Necromancer - Minor Toughness
    • Arcanist - Minor Protection

    I would also rename Toughness into something more thoughtful, and then I would move the ward increase to Protection from Vitality while reverting the value of Healing Received to it’s higher point.

    I would switch NB and sorc buffs, NB is all about evading enemies (typically via stealth), sorc is all about out-speeding/being more mobile than enemies. Otherwise, it's an interesting idea for some options for classes to provide unique defensive buffs.

    As for unique offensive buffs, something like:
    • Dragonknight - Minor Berserk
    • Templar - Minor Courage
    • Nightblade - Minor Force
    • Sorcerer - Minor Prophecy/Savagery (i.e. hybrid crit chance named buff)
    • Warden - Minor Brittle
    • Necromancer - Minor Vulnerability
    • Arcanist - Minor Sorcery/Brutality (i.e. hybrid weapon/spell damage named buff)

    Of course, to make this work, prophecy/savagery and brutality/sorcery would have to be combined into single buffs for crit chance and raw damage respectively (i.e. finish hybridization), but they would help each class bring something unique to groups that fits their respective/existing themes/designs.

    Why I believe defensive Minor Buffs would work best, is that they don’t pigeonhole group comps. Instead, they provide benefits that help but remain unnecessary, where Minor Courage would put a Templar in every group.
    Edited by Theist_VII on 2 November 2024 15:51
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