Feedback:User/Eclipse143/Necromancer Skill Suggestions

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I would like to introduce some suggesstions to some elite skills I think are rediculous in overpowered and underpowered ways.

Blood Magic[edit]

Vampiric Spirit Vampiric Spirit . 5 Energy1 Activation time8 Recharge time -Elite Enchantment Spell. For 10 seconds, whenever target ally uses a spell that targets a foe, that ally steals up to 0...12...15 Health from that foe. You have 5...9...10 Health Regeneration.

=Reduce casting time to 1 second, replaced the original effect with a new one. Originally 2 second casting time, steal -5...34...41 Health from target foe.

Blood Drinker Blood Drinker . 5 Energy1 Activation time10 Recharge time -Spell. Steals 20...56...65 Health. You begin Bleeding for 10 seconds if your health is above 50%.

=Reduced casting time to 1 second, increased recharge time to 10 seconds. Originally 2 second casting time, 8 second recharge time.

Dark Fury Dark Fury . 10%Sacrifice 5 Energy½ Activation time5 Recharge time -Enchantment Spell. Target ally's attacks steal up to 5...17...20 health.

=Reduced Health Sacrifice percentage to 10%, reduced casting time to 1/2 of a second, replaced old funtion to completely new funtion. Originally 17% health sacrifice, 3/4 second casting time, old funtion: Enchants all party member whos attacks give them 1 strike of adrenaline.

Curses[edit]

Corrupt Enchantment Corrupt Enchantment . 10 Energy¼ Activation time10 Recharge time -Elite Hex Spell. Remove one enchantment from target foe. Removal effect: 1...7...8 Health degeneration for 1...13...16 seconds.

=Increased Energy Cost to 10, Reduced casting time to 1/4, 1+1 second for every rank in curses. Originally 5 energy cost, 3/4 casting time, degeneration for 10 seconds.

Order of Apostasy Order of Apostasy . 15 Energy2 Activation time -Elite Enchantment Spell. Enchants all party members (5 seconds). These party members remove one enchantment when they deal physical damage. Removal effect: For each Monk Enchantment removed, you lose 10...6...5 energy.

=Reduced energy cost to 15, you lose energy for each monk enchantment removed. Originally 25 energy cost, you lose health for each monk enchantment removed.

Pain of Disenchantment Pain of Disenchantment . 10 Energy1 Activation time10 Recharge time -Elite Spell. Target foe loses 1...2...2 enchantment[s]. Removal effect: that foe and all adjacent foes lose 10...82...100 Health.

=Reduced recharge time to 10, Reduced enchantment removal to 1...2...2. Originally 15 second recharge, 1...3...3 enchantments removed.

Plague Signet Plague Signet . 1 Activation time4 Recharge time -Elite Signet. Transfers all conditions with 100...180...200% of their remaining durations from yourself to target foe. Target foe suffers 5...21...25 damage for each condition transferred.

=Added the additional damage funtion Originally there was no damage being dealt.

Signet of Suffering Signet of Suffering . ½ Activation time10 Recharge time -Elite Signet. Deals 5...29...35 damage (maximum 140) for each condition or hex on target foe.

=Reduced casting time to 1/2 of a second, reduced recharge time to 10 seconds, additional damage for each condition on target foe. Originally 2 second casting time, 20 second recharge, damage taken relies on how many hexes and hexes only.

Death Magic[edit]

Jagged Bones Jagged Bones . 5 Energy¼ Activation time10 Recharge time -Elite enchantment spell. Enchant target undead servant and -0...2...2 additional servant[s] adjacent to target undead servant with Jagged Bones. Whenever an undead servant dies while enchanted with Jagged Bones, it is replaced with a Jagged Horror which inflicts Bleeding with each of its attacks.

=Reduced casting time to 1/4 of a second, reduced recharge time to 10 seconds, added the additional enchanting of multiple minions. Originally 1 second casting time, 15 second recharge time, only one minion can be enchanted at a time.

Vile Miasma Vile Miasma . 5 Energy1 Activation time8 Recharge time -Spell. Deals -10...45...54 cold damage to target foe. If target foe was suffering from a condition, that foe is hexed with Vile Miasma and suffers -1...3...4 health degeneration for 10 seconds.

=Reduced energy cost to 5, reduced recharge time to 8 seconds. Originally 10 energy cost, 15 second recharge.

Please Check out my article on minion spawning changes[edit]

http://wiki.guildwars.com/wiki/Feedback:User/Eclipse143/GW_Minion_Servant_Changes