So is this another "I only pvp" fix?
BA as it is now works great for a lot of pve situations, and it already creates a corps on expire. If it created a corpse on cast, would that be in addition to the one on expire or replace it? What would dictate that it couldn't then just be spam-cast to creat multiple corpses?
How about summoner armor gets reworked instead? I don’t see the point in it but I see the point of beckoning armor. I don’t understand why theres only beckoning armor rework threads.
CameraBeardThePirate wrote: »Instead of changing a skill that doesn't really need a change, how about we add one of the many things necro is lacking in their kit? Like either of the offensive buffs? Or an on demand stun (something that literally every other class has)? Or maybe a functional spammable, since skulls is laughably bad compared to the many other options from weapon skills/guild skills/world skills?
El_Borracho wrote: »I already have plenty of corpses to play with. Why would you redo a skill that works perfectly and is the only class-specific pull for necro tanks? Oh, I see. Because of PVP.
If you don't want some rando pulled towards you, don't use a skill that pulls randos towards you.
Many necromancer skills already create corpses. The other morph makes some of those skills cost less, most of them in fact. Honestly, it seems the other morph already helps in this area while the beckoning armor morph provides the class its only, and its unique pull option. As a tank, being able to just taunt distant enemies and draw them in overtime, and stepping into an aoe to draw in enemies without even having to look at them offers something no other class has. Removing that for redundancy doesn't feel all that worth it.
CameraBeardThePirate wrote: »Instead of changing a skill that doesn't really need a change, how about we add one of the many things necro is lacking in their kit? Like either of the offensive buffs? Or an on demand stun (something that literally every other class has)? Or maybe a functional spammable, since skulls is laughably bad compared to the many other options from weapon skills/guild skills/world skills?
because what you want is more difficult than what i am offering and accomplishes less for necromancer in the long run....
think of it this way... before you had a rarely useful and most definitely uncontrollable utility/armor skill... now you have a skill that actually provides you with a buff that other classes dont have.... which is what every class has and honestly one measly pull that doesnt even do damage isnt doing it for me as utility...
i thought scythe was pretty good at least that was what people were saying when i had asked for it to get buffed before....
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Instead of changing a skill that doesn't really need a change, how about we add one of the many things necro is lacking in their kit? Like either of the offensive buffs? Or an on demand stun (something that literally every other class has)? Or maybe a functional spammable, since skulls is laughably bad compared to the many other options from weapon skills/guild skills/world skills?
because what you want is more difficult than what i am offering and accomplishes less for necromancer in the long run....
think of it this way... before you had a rarely useful and most definitely uncontrollable utility/armor skill... now you have a skill that actually provides you with a buff that other classes dont have.... which is what every class has and honestly one measly pull that doesnt even do damage isnt doing it for me as utility...
i thought scythe was pretty good at least that was what people were saying when i had asked for it to get buffed before....
Except "Rarely useful" is entirely false. Beckoning armor is an excellent defensive tool against ranged glass cannons in PvP. Other people in this thread have also stated how useful Beckoning is in PvE scenarios. What necro actually needs are the things it is lacking when compared to other classes.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Instead of changing a skill that doesn't really need a change, how about we add one of the many things necro is lacking in their kit? Like either of the offensive buffs? Or an on demand stun (something that literally every other class has)? Or maybe a functional spammable, since skulls is laughably bad compared to the many other options from weapon skills/guild skills/world skills?
because what you want is more difficult than what i am offering and accomplishes less for necromancer in the long run....
think of it this way... before you had a rarely useful and most definitely uncontrollable utility/armor skill... now you have a skill that actually provides you with a buff that other classes dont have.... which is what every class has and honestly one measly pull that doesnt even do damage isnt doing it for me as utility...
i thought scythe was pretty good at least that was what people were saying when i had asked for it to get buffed before....
Except "Rarely useful" is entirely false. Beckoning armor is an excellent defensive tool against ranged glass cannons in PvP. Other people in this thread have also stated how useful Beckoning is in PvE scenarios. What necro actually needs are the things it is lacking when compared to other classes.
yes assuming it were a 1v1 scenario, but in group play there is no gaurantee that it would be them who is pulled thus making the skill useful only under certain conditions..... as a tank when your job is to take damage it would probably be better to pull enemies rather than to wait for them to pull themselves in this specific manner of speaking...
a beckoning armor change is not game-over for necro tanks...