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Wow, how the Necromancer changed from PAX West 2011!
A note on some of the skills:
-Ghost Armor, and Frozen Grasp seem to have been re-named to Spectral Armor and Spectral Grasp respectively.
-New Skills include:
[Elite] Flesh Golem
Charge (secondary skill for Flesh Golem)
Spectral Wall: Create a spectral wall that grants Protection to allies and inflicts Vulnerability to foes.
60r
Vulnerability (10s): -50 defense
Protection (5s): 33% damage reduction.
Combo Field: Ethereal
So a new Ethereal setter for cross profession skill combinations perhaps?
Signet of Spite: Passive - Improves power. Active - Inflict Bleed, Blind, Cripple, Poison, and Vulnerability on your foe.
Damage: 497
Blindness (6s): Next outgoing attack misses.
Bleeding (5s): -465 damage over time.
Cripple (5s): -50% speed
Poison (5s): -380 health, -33% reduce healing
Vulnerability (5s): -50 defense
Weakness (5s):L -50% endurance regen. 50% Fumble.
New fumble?
Signet of Undeath: Passive - Generates life force. Active - Revive nearby allies.
Signet of Undeath: Gain 3% Life Force every 3 seconds/ breaks stun
So a Group rez for Necromancers!
Signet of the Locust: Passive - Increases your movement speed. Active - Steal health from nearby enemies.
Damage: 299
Epidemic: Spread conditions on a target foe to all nearby foes.
nice to see this gem back from Me GW1 -> I think this may as well replaced or be a rename for a previous GW2 necromancer skill.
"Purged in death's shadows, Necromancy wails anew, Life that is breathless."
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Female Norn Necromancer Emotes.
"Purged in death's shadows, Necromancy wails anew, Life that is breathless."
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Somebody likes his anorexics.
The camera adds 10 pounds, in RL she would be really hot.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
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I am going to post this here as well, see if anyone else can give some clues; or correct me (which may very well be the case):
Speaking of traits, I am a bit curious...
The Necromancer skill from the GWOnline Necromancer Skills/Traits video shows Reaper's Mark to be traited with poison.
The new traits of the Necromancer's 5 trait lines does not have one trait that adds poison damage as it would show on the Reaper's Mark skill in the video. The only trait in the list gives such is only a chance of a poison cloud.
But it is not Poison cloud showing up as traited poison degeneration on Reaper's Mark; because Reaper's Mark gives: -1368 health, Poison Cloud is only: -684 health; and wouldn't it just say a percent chance of casting poison cloud rather than giving the damage?
What trait is giving such a number difference to Reaper's Mark? Now, it is true that putting points into a trait line has passive bonuses besides the regular leveling up and unlocking of traits. Curses would be the passive one for upping condition damage; which might explain the larger number on Reaper's Mark, but I am still curious because it says nothing about a poison cloud (the only poison giving trait).
I know there are a few traits involving weapons amongst the "5 Magic trait lines"... I am wondering if there is not a Weapon or Armor specific set of traits not played in this recent media beta play?
The traits were weapon based before (hopefully the wiki has a backup of the old for comparison somewhere), maybe more are coming?
Or maybe it has to do with the armor upgrades specifically, Crests for Necromancer (have not seen a video on them), but yet again... why would it say Reaper's Mark is traited? Unless it in the very end is just a mistake (its beta anyway).
"Purged in death's shadows, Necromancy wails anew, Life that is breathless."