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Some necro changes to suit multiple playstyles

brandsnipe
brandsnipe
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1. Flame skull and both morphs have their speed increased and will have other necromancer abilities cast count toward the 3rd skull. Ricochet skull's damage increase will be lowered to 30% due to it being AoE.
2. Hungry scythe uses you're highest resource pool and no longer has a HoT, but increases the damage done to enemies under 50% health by 60% and enemies under 25% healthy by 120%.
3. Summoners armor now increases the duration of necro's summoned abilities by 20-25%. Beckoning armor now has pulled enemies damage reduced by 5% and movement speed reduced by 30%.
4. Rework grave grasp. Empowering grasp grants you and allies minor expidition and minor resolve. Ghostly embrace turns into a single target stun.
5. Blighted BB now uses you're highest resource pool. Give blighted the increase in damage modifier that stalking had.
6. Skeletal mage and morphs use you're highest resource pool and provide major brutality/sorcery while slotted. Arcanists summons 2 with the duration increased to 24-30 seconds. Archer's duration is decreased to 8-10 seconds with each damage tick increasing by 50%.
7. Boneyard increases radius to 12m and duration to 20 seconds. Enemies that enter the radius receive the DoT effect for 10 seconds, the damage increased by a consumed corpse is now 15-20%, down from 30% due to it applying a sticky DoT. Avid boneyard spawns a corpse every 4 seconds and unnerving boneyard's major breach sticks to enemies that leave the radius.
8. Mystic siphon now inflicts enemies that touch the tether with a 6 second DoT and minor vuln for 6 seconds. Detonating siphon now just detonates 2-3 corpses around you.
9. Remove minor defile from render flesh and morphs
10. Reanimate and morphs now increase resurrection speed, while slotted, by 50%

These are some changes to be made that would keep the old playstyle of necro as well as push the DoT playstyle or you could run a summoners build. I think there still would need to be changes but some of these push the class in the right direction. A lot of these ideas is what i have found across the forums and i just compiled together. Please add more ideas below or comment why an idea above is mot a good one.
Edited by brandsnipe on February 15, 2024 5:52PM

Some necro changes to suit multiple playstyles 10 votes

Yes i like these changes
70% 7 votes
I like some of these changes
30% 3 votes
I don't like these changes
0% 0 votes
  • IncultaWolf
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    If skulls feared on the 3'rd cast, it would fix the issue of necro having no on demand stun, and would make the ability fun to use
  • CameraBeardThePirate
    CameraBeardThePirate
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    brandsnipe wrote: »
    3. Summoners armor now increases the duration of necro's summoned abilities by 20-25%.... Arcanists summons 2 with the duration increased to 24-30 seconds.

    People need to stop with suggestions similar to this. Higher duration summons ruins corpse gameplay - you can only create a corpse once the ability's duration is halfway over - that's partly why Intensive Mender remains so strong even after the nerf to its healing power as it's more or less an on-demand corpse.
    Edited by CameraBeardThePirate on February 15, 2024 5:56PM
  • brandsnipe
    brandsnipe
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    brandsnipe wrote: »
    3. Summoners armor now increases the duration of necro's summoned abilities by 20-25%.... Arcanists summons 2 with the duration increased to 24-30 seconds.

    People need to stop with suggestions similar to this. Higher duration summons ruins corpse gameplay - you can only create a corpse once the ability's duration is halfway over - that's partly why Intensive Mender remains so strong even after the nerf to its healing power as it's more or less an on-demand corpse.

    I understsnd your point on corpses and specifically in PvP, i've found that intensive mender's upkeep to be tedious and i'd use it more for when i was getting bursted down, not to generate a corpse. I started using guardian on my magcro more cause the 10% mitigation goes further IMO. A lot of my fights go as, me being on the defensive, cast resist flesh, vigor and guardian. FB BB and flame clench knockback, and take the offensive. My guardian is still up for another 10 seconds. And theres no shortage of corpses in PvE. The increased duration to sketal mage allows players to build more towards a petcro. But i also gave an idea to avid boneyard to fix the corpse summon problem.
    Edited by brandsnipe on February 15, 2024 6:56PM
  • brandsnipe
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    If skulls feared on the 3'rd cast, it would fix the issue of necro having no on demand stun, and would make the ability fun to use

    Yeah i agree. As of now i use flame clench as a knockback paired with BB. Sometimes i use totem for fear, its come in handy when im being pressured.
  • Hottytotz
    Hottytotz
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    brandsnipe wrote: »
    3. Summoners armor now increases the duration of necro's summoned abilities by 20-25%.... Arcanists summons 2 with the duration increased to 24-30 seconds.

    People need to stop with suggestions similar to this. Higher duration summons ruins corpse gameplay - you can only create a corpse once the ability's duration is halfway over - that's partly why Intensive Mender remains so strong even after the nerf to its healing power as it's more or less an on-demand corpse.

    Acting like corpse gameplay is deep and interesting because there are more corpses is what needs to stop. Mechanic is ***. Corpses should be a resource that when generated you get a count of that you can spend. The end.
  • CameraBeardThePirate
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    Hottytotz wrote: »
    brandsnipe wrote: »
    3. Summoners armor now increases the duration of necro's summoned abilities by 20-25%.... Arcanists summons 2 with the duration increased to 24-30 seconds.

    People need to stop with suggestions similar to this. Higher duration summons ruins corpse gameplay - you can only create a corpse once the ability's duration is halfway over - that's partly why Intensive Mender remains so strong even after the nerf to its healing power as it's more or less an on-demand corpse.

    Acting like corpse gameplay is deep and interesting because there are more corpses is what needs to stop. Mechanic is ***. Corpses should be a resource that when generated you get a count of that you can spend. The end.

    I never said it was deep or interesting - I said making corpse generating abilities generate corpses less frequently is a bad idea.
  • brandsnipe
    brandsnipe
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    Hottytotz wrote: »
    brandsnipe wrote: »
    3. Summoners armor now increases the duration of necro's summoned abilities by 20-25%.... Arcanists summons 2 with the duration increased to 24-30 seconds.

    People need to stop with suggestions similar to this. Higher duration summons ruins corpse gameplay - you can only create a corpse once the ability's duration is halfway over - that's partly why Intensive Mender remains so strong even after the nerf to its healing power as it's more or less an on-demand corpse.

    Acting like corpse gameplay is deep and interesting because there are more corpses is what needs to stop. Mechanic is ***. Corpses should be a resource that when generated you get a count of that you can spend. The end.

    I never said it was deep or interesting - I said making corpse generating abilities generate corpses less frequently is a bad idea.

    So having all of these short duration corpse producing abilities that will require constant recast is better? Why not just have a morph of boneyard be a larger radius and produce corpses over the duration? That paired with blighted and armor is enough, even in PvP
  • ceruulean
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    Boneyard generator corpses is a good idea, it makes sense and if they had the blasbone summon animation, it would look spooky
  • JerBearESO
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    brandsnipe wrote: »
    3. Summoners armor now increases the duration of necro's summoned abilities by 20-25%.... Arcanists summons 2 with the duration increased to 24-30 seconds.

    People need to stop with suggestions similar to this. Higher duration summons ruins corpse gameplay - you can only create a corpse once the ability's duration is halfway over - that's partly why Intensive Mender remains so strong even after the nerf to its healing power as it's more or less an on-demand corpse.

    That's solved by the morphs. 2 corpses every half of 25-30 seconds is OK, and one every half of 10 seconds is also OK.
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