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  1. #21
    GWOnline.Net Member BrotherGrimm's Avatar
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    Quote Originally Posted by sorudo View Post
    SR is already pretty weak, nerving it even more only makes the necro the ele without the amount of energy.
    I have to agree that this opinion tosses all your credibility about any subject dealing with balance, buffing or nerfing out the window. SR is STILL a tad overpowered and you seem to be the only sane person to not realize it.

    EDIT: I hate when I read thru an old thread and see something I just have to comment on and Necro it up from 6 months ago....well, at least it's the right board....

  2. #22
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    CHIPS's Avatar
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    I said this before, but here it is again. Blood Magic is weak b/c it is TOO EASY to use.

    For example Vampirc Gaze. It doesn't do anything except that 60 damage every 8 seconds. Obviously it is weak and useless.

    What is the benefit? Well it is VERY EASY to use. You don't need any skills whatsoever. There is no tactics involved. It is easier to use than Flare because, with Flare, at least you have to target mages (weaker armor) for more damage.

    Vampirc Gaze? Go ahead and cast it on that level 60 boss with 300 armor rating, it still hurts for 60 damage. NO SKILLS NEEDED WHATSOEVER. Of course this skill have to suck! It is not much different than a warrior auto-attacking, and hence it isn't abt better.

    The same thing goes for many other Blood Magic skills.

    However this goes AGAINST the whole idea of Necromancer. That is high risk, high reward. Necromancer should be outright the hardest mage class to play in the game (second only to assassins). None of their skills should be easy to use.

    So my suggestion is to increase the risk and difficulty of these skills. Make them hard to use, but make them useful.
    Last edited by CHIPS; 22-06-2011 at 02:22.

  3. #23
    GWOnline.Net Member Aoi Enishi's Avatar
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    One should also not forget that in part, the reason why necromancer skills in general are weaker than say, mesmer skills in general, is that Soul Reaping is so imba that Necros can basically spam any skill on recharge, which in conjunction with the fact that a large amount of necro skills ignore armor, means that they have to be, comparatively, weak. This is not to mention the buffing of the mesmer skills (Esurge LOL) being bad for gameplay in general.

    If anything, Soul Reaping should have its energy return cut in half, leaving a gap in power that could partly be compensated by making more elites acessible to normal gameplay. However, if starting anywhere, it should not be blood magic, as many other elites are in much more need of a change (Depriavity Anyone?)

  4. #24
    GWOnline.Net Member Aoi Enishi's Avatar
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    Change Ideas:

    Depriavity:
    10sec recharge. 1sec cast. 1e cost. 10% HP sacrifice.
    For 2..4 seconds, target foe move 90% slower and cannot gain adrenaline. That foe has -0..4 energy and health degeneration.

    A spike stopper or spike pusher, depending on use. Almost neglectable damage and energy drain, but stops a monk with low energy from healing unless swapping to high energy set. Its basically a ranged, removable and slightly prolonged KD, with minor energy denial and dmg.

    Order of undeath:
    1sec cast, 15s recharge, 15e cost.
    For 10 seconds your minions move 50% faster. Target foe and adjent foes are hexed with order of undeath for 30 seconds. Whenever a target hexed with order of undeath dies you sacrifice 10% health and a level 1..14 Bone horror that you control is summoned at that foes location.

    Faster minions less dependent on corpse leaving foes.

    Icy Veins:
    1/4sec cast, 5 sec recharge, 5e cost.
    Target foe and nearby foes are struck for 5..50 cold damage. Target foe and nearby foes are hexed with icy veins for 10..30 seconds. Whenever a foe hexed with icy veins are struck by cold damage while using a skill that foe is interrupted and you sacrifice 2% health. Whenever a foe hexed with Icy Veins dies, nearby foes are struck for 5..50 cold damage.

    Alot of interrupt that is more consistent than Panic especially in a coordinated team, but also alot more costly than panic in terms of health sacrifice (25 foes = dead after 2 rupts). More effective shutdown against small groups than panic. Basically the elite shivers of dread.
    Last edited by Aoi Enishi; 22-06-2011 at 10:45.

  5. #25
    GWOnline.Net Member Simply Kedde's Avatar
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    Combine that version of IV with Panic. For lulz.

  6. #26
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    I will give an example. Demonic Flesh currently is useless and doesn't do what it was supposed to do.

    Doing 20 damage to nearby foes when you use skills? How does that represent its original purpose in any way?

    And its new purpose is totally useless. No physical attacker can use skills fast enough to make this worth the 12 investment in blood magic. A warrior is better off investing into strength. A dervish's scythe is a "natural" demonic flesh. And if you are a mage spamming flare, you shouldn't let mob near you in the first place. Never even mind having multiple mobs around you since the original target isn't even hit by this.

    Demonic Flesh is SUPPOSED to change you into a demon. It is supposed to be scary. However when your screw up with it you screw up big. It is like those deal with the devils in stories. It seems you are gaining, but you are actually screwed in the end. This is the direction Demonic Flesh should aim for.

    It can be changed to the following for PvE:

    For 60 seconds:

    Your maximum energy is reduced by 20. You take double damage from any holy damage you suffers. And if this enchantment ends prematurely, you loses all but 0...60...80 health and suffers from crippled and weakness for 5 seconds. If this enchantment lasts its full duration, you loses all but 0...120...160 health instead.

    You gain 0...12...16 levels. Your health is increase by 0...240...320 and your armor increase by 0...12...16. All your weapon masteries are increased by 2 and you gain +0...6...8% armor penetration with all your attacks. (only pick 2 of these)

    This skill is hard to use since it is easily removed and that when that happens there are huge problems. So you would need to take a few cover enchantments. Your maximum energy is reduced by 20, so energy will be a problem.

    The bonus is now you becomes level 36, to match those overpowered level 40 mobs. You also gain the health and armor needed to survive without Protective Spirit. Your attacks also hits harder.

    Should also change you into this skin.

    Spoiler
    Last edited by CHIPS; 23-06-2011 at 10:10.

  7. #27
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    Demonic Flash was probably changed to add something to touchers. As such, it actually has some value. Not much, but it's still much better than more than half the skills in blood.

    Lets not mess around with OoU. It's probably the best necro PvE-elite.

    And lets not suggest any more eternity-long lasting hexes for necros. Last thing we need is more skills that can be used completely randomly because they have such a long lasting effect that they'll be useful at some point. I'd prefer some precision skills.

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