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Reverse Ghost

Member Since 09 Aug 2012
Offline Last Active Apr 12 2014 10:48 AM

Topics I've Started

Necromancer Patch Notes 2/26/2013

28 February 2013 - 03:25 AM

Posted Image Necromancer (PvE Forums // PvP Forums // Skill Calc // Wiki Link)



Traits

Spite

Chill of Death: This trait now deals bonus damage for each boon that it removes. One boon removed deals 50% extra damage, two boons deals 100% extra, and three boons removed will grant an extra 150% damage to the ability.


Curses

Weakening Shroud: This trait now applies two stacks of bleeding to be consistent with the Enfeebling Blood weapon skill.


Death Magic

Flesh of the Master: This trait now properly affects Jagged Horrors.

Minion Master: This trait now affects Mark of Horror from the necromancer’s Lich Form.

Necromatic Corruption: This trait now functions with Bone Fiend, Shadow Fiend, Flesh Wurm, and Jagged Horror.

Protection of the Horde: This trait now functions with Jagged Horror minions.

Spiteful Vigor: This trait now functions with racial abilities Prayer to Dwayna and Healing Seed.


Blood Magic

Bloodthirst: This trait now functions with the Vampiric Rituals and Vampiric Master traits.


Soul Reaping

Mark of Revival: This trait now functions with the Greater Marks trait.




Weapon Skills

Axe

Rending Claws: Vulnerability application from this ability have been increased from 5 seconds to 7 seconds.

Ghastly Claws: Damage from this ability has been increased by ~10%.


Focus

Spinal Shivers: This ability now deals bonus damage for each boon that it removes. One boon removed deals 50% extra damage, two boons deals 100% extra, and three boons removed will grant an extra 150% damage to the ability.


Warhorn

Locust Swarm: The radius of this ability has been increased by ~16% and now has the range of a normal melee ability.




Utilities

Spectral Wall: This skill’s combo field will now appear where the wall is instead of on top of the necromancer.

Summon Blood Fiend: This minion’s healing effect has been increased by ~80%.

Well of Corruption: This skill’s icon is now the same whether or not the Focused Rituals trait is equipped.





Discuss! I'm really happy with these Axe and Focus changes in particular, as it is a weapon set that I really wanted to like but just seemed lackluster.

Lots of Death Magic buffs (bug fixes) that have been a long time coming.

Now if only we can get a fix for Greater Marks...

The Famous "Let's Play - Animal Crossing" by Chewbot

14 February 2013 - 10:05 PM

Posted Image


I just wanted to bring this to the attention of people who may not be aware of its existence. It is a truly wonderful piece of writing and I honestly never get tired of re-reading it. It's a Let's Play with a twist.

Now, this story does contain adult language and some pretty mature themes, so consider yourselves warned ahead of time.

http://lparchive.org...ssing/Update 1/

So there you go. Enjoy. You'll never think of Animal Crossing the same way again.

Axe vs Dagger for Power

01 February 2013 - 11:44 AM

So I am trying to work out what to use for my secondary set in my hybrid build: Axe or Dagger.

I've spent basically my whole time as a Necromancer using Scepter and Staff. So I come to you asking for a discussion on the pros and cons of each of these weapons.

From what I gather, Dagger does more damage (at least for the auto-attack) but you have to be in melee range. Axe stacks vulnerability and has a solid #2 skill.

What do you guys think? What's the better choice here? I'm leaning toward Axe right now because my build does not have defense, so I'd prefer to stay at range.


For the record, these would be paired with a Focus off-hand. I just can't see myself using the Warhorn. The cooldowns are preposterous and I don't really have room in my build to trait them.

Initiative Battery

30 January 2013 - 06:24 AM

In taking a brief sabbatical from my Necromancer work, I turned to the Thief. Now I have maybe an hour of Thief play total in this game, but I like to theorycraft in my spare time when I can't access the game, so that's what I've done now.

The idea is to get as much Initiative as possible and recharge it as fast as possible.

I've thrown together something in a character builder, but because my Thief is currently level 7 I cannot test much of it in game yet. The Mists can only provide so much information and are hardly indicative of "real-world" viability.

http://intothemists....7A4;328A;9;32Zp

So I come to the Thief experts. If you were going to try to make a build focusing on having as much Initiative as possible available at all times, what would you do? Is my above build close?

I'm sure I could drop one or two of those Signets, but I wouldn't be sure what to replace them with if I did.

Also, I didn't really put too much thought into the weapons yet, they're just placeholders that seemed to fit decently.

New Ascended prefixes and suffixes?

29 January 2013 - 08:32 AM

I'm really happy about the new acquisition method and the newly added prefixes and suffixes, but is there any word I may have missed about including Carrion or Rampager's to the list of trinkets? (Or an equivalent way to get those stats.)

Is it even safe to assume that, if there is no current mention, additional types of Ascended trinkets / gear will be added eventually?

I'd like to think that at some point all the prefixes and suffixes (as well as hopefully brand new ones) will be represented in the future. Just wondering if there exists a quote or something about it.