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Necromancer - Signet Rework


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#1 Ruufio

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Posted 10 November 2012 - 11:14 PM

The Necromancer is one of the few classes with all of its utility skills being useful in one way or another - except signets. They are awful in their current state as are their associated traits and the traits/builds that are associated with those.

These are my solutions:

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Signet Mastery - Current
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Issues: A ridiculously weak trait in its current state. Even with lowered cooldowns on signets, the signets are still weak because their effects are a joke. And to make things worse, the two signet traits are separated so you'd have to waste two traits for wasted utility slots on signets.

Signet Mastery - Solution
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Benefits
• Isn't overpowered and maintains reason to still choose other first tier traits.
• Combining the two signet traits into the first tier creates an opening for a brand new trait in the second tier.
• Signets become a viable build which increases build variety.

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Conditional Might - NEW!
Major synergy enhancement with Plague Signet and corruption! Keep reading!
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Example: You have 10s vulnerability, 5s burning and 5s bleeding on you; You will gain 1 stack of might every second for one second that vulnerability is on you, 1 stack of might every second for one second that burning is on you and 1 stack of might every second for one second that bleeding is on you.

Basically, 11 total conditions in the game = 11 Might stacks possible with this trait if you have 11 conditions on you. But keeping 11 conditions on you may be suicide - very stategic.

Benefits
Replaces the current useless Signet Power trait that no one would ever use.
• A brand new trait which isn't overpowered and maintains reason to still choose other second tier traits.
• More build variety for players who like Might stacking.
• More build variety for players who like risk vs reward.
• More build variety for players who like playing with conditions.
• Corruption skills can possibly grant you Might when inflicting yourself with conditions.
• Plague Signet becomes the biggest risk vs reward skill in the game if you choose this trait with it; Keep the transferred conditions on you for a Might spike, heal with the transferred conditions on you, send the conditions back to your opponent or do you turn the conditions into boons with Well of Power?

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Signet of the Locust - Current
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Issues: The passive effect doesn't stack with other movement abilities and is very weak anyway. The active is also a weak effect. This Signet doesn't fit it any build because it has no synergy with anything at all and has a high cooldown to boot.

Signet of the Locust - Solution
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Benefits
Players looking for a movement speed increase now have two viable options to choose between with the suggested changes: Quickening Thirst and Signet of the Locust.
• Nearly instant AOE Blind.
• If traited with Chilling Darkness you can cause an AOE Chill.
• The Signet of the Locust changes and Quickening Thirst changes increase build variety by making Warhorn a more viable build because you don't necessarily have to build Dagger/Dagger with Chilling Darkness with multiple Blinds and can maintain Swiftness with Warhorn while still having an AOE Blind and possibly AOE Chill available by using Warhorn and Signet of the Locusts Blind instead of the off-hand Dagger blind.
• With the suggested Signet Mastery trait change the cooldown would be 48 seconds and would grant 3 stacks of Might for 10 seconds.

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Quickening Thirst - Current
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Issues: Pigeon-holes players into playing Dagger/Dagger and is a fairly weak trait. The current utility Signet of the Locust is just as bad of an alternative.

Quickening Thirst - Solution
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Benefits
• Isn't overpowered and maintains reason to still choose other second tier traits.
• A simple change that doesn't pigeon-hole players into playing Dagger/Dagger.
Players looking for a movement speed increase now have two viable options to choose between with the suggested changes: Quickening Thirst and Signet of the Locust.
• The Signet of the Locust changes and Quickening Thirst changes increase build variety by making Warhorn a more viable build because you don't necessarily have to build Dagger/Dagger with Chilling Darkness with multiple Blinds and can maintain Swiftness with Warhorn while still having an AOE Blind and possibly AOE Chill available by using Warhorn and Signet of the Locusts Blind instead of the off-hand Dagger blind.

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Signet of Spite - Current
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Issues: 90 second cooldown lol. Even with the current Signet Mastery it is still 72 seconds cooldown, lol. The effect is far too weak and the cooldown is far too long. This is currently a very weak utility.

Signet of Spite - Solution
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Benefits
Cast time upped to 1 second from 3/4 of a second to justify its new effects.

• Cooldown reduced to 60 seconds from 90 seconds.
• Necromancers now have another Fear ability which in turn enhances Fear builds viability.
With the suggested Signet Mastery trait change the cooldown would be 48 seconds and would grant 3 stacks of Might for 10 seconds, which in turn increases the damage output that this signet applies.

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Signet of Undeath - Current
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Issues: The passive isn't good enough. 1% every 3 seconds and only while in combat? That's terrible.

Signet of Undeath - Solution
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Benefits
• This little change is all it needs. 2 seconds isn't overpowered and it makes enough of a difference to make the passive actually useful.




The amount of build variety and synergy these suggestions would bring, is huge. My favourite suggestion is the brand new trait I thought up combined with Plague Signet. :)

Edited by Ruufio, 10 November 2012 - 11:47 PM.


#2 Raagar Deathclaw

Raagar Deathclaw

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Posted 31 January 2013 - 07:57 PM

I like the ideas alot. My main is a necro and atm the only builds i consider using are scepter/dagg condiontion build for pve soloing and staff with wells in all the utilities. another viable build option could be fun and i'd enjoy exploring the new possibilities. Good work for sure

#3 ZCKS

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Posted 01 February 2013 - 10:47 AM

Good ideas.


Though I should note that the current version of signet mastery for necromancers is the same as the warrior & guardian version of the trait.

If necro's were to get this updated version it would likely require it to become a master level trait & guardians/warriors would likely want/expect (rightfully so) theirs to be updated as well.




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