Apr 07, 2005, 01:08 AM // 01:08
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#21
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Frost Gate Guardian
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Quote:
Originally Posted by HotSnack
That's still only 10 energy per death
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30 for everyone else in your team.
Quote:
Originally Posted by HotSnack
That's all well and good, except that Vengeance has a 60 sec cool down, and I'd rather have a team mate fully rezzed, as opposed to one that will drop out in 30 secs or when the enemy decides to remove the enchantment.
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Actually vengeance has a 30 sec cooldown cuz you know we're gonna get quickening zephyr with the type of energy we're talking about. Much of the time it's better to cast veng on a guy, stick a perm spellbreaker on him (3 seconds off time if you work it right), let him spend his energy like crazy then go out with a nova. Rinse-repeat since a max energy no dp res is really really good. You don't really need a real res - just use divine intervention or keep spamming veng
I'd rather spend 10 attribute lvls for unlimited energy than waste my elite and half my build like ether renewal forces you to.
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Apr 07, 2005, 03:01 AM // 03:01
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#22
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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A team full of necros brilliant. Until they face a team full of mesmers.
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Apr 07, 2005, 04:14 AM // 04:14
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#23
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Ascalonian Squire
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Ok, so maybe soul reaping can be useful with some highly complex and coordinated, but probably inefficient, set-up.
However that doesn't change the fact that it's simply too situational compared to ALL the other primary attributes.
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Apr 07, 2005, 04:41 AM // 04:41
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#25
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Lion's Arch Merchant
Join Date: Mar 2005
Location: TX
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i understand what tuon is saying, but it would require a whole team of necros, or multiple necros on a team to get the benefits... but this is a team based game, maybe hes just thinking on a higher level than us, no need to bash his teambuild
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Apr 07, 2005, 05:01 AM // 05:01
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#26
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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Or he's thinking mesmers can't do squatt.
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Apr 07, 2005, 06:10 AM // 06:10
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#27
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Death From Above
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Ah, Soul Reaping. Does it still compare poorly to every other primary attribute? Yes, I'd say so. It's far too situation and imbalanced in its effect. Compared to the Elementalist who'll always gain that Energy Storage bonus no matter what or that Monk who'll always have that Divine Favor bonus when they cast, it shifts too widely along a spectrum from pitiful to absurdly good depending on the circumstances. Unfortunately, though, those situations where it's very good are the situations where it's least going to benefit you. Yeah, you can roll up the energy in PvE but that happens only after you start killing things. You need to get that ball rolling to start off with and as you can only store so much energy at a time, if you're facing a lot of opponents your efforts are wasted. It's worse in PvP because once there are a large enough number of deaths to make it anything near worthwhile the significant portions of a battle have passed. Either your team has steamrolled the other side and you've got a lot of energy to play with to "win more" or you've been steamrolled and you've got a lot of energy to spend on a last ditch effort. It does nothing to help you get to that point and that's where the problem lies.
Is there a valid case to be made for playing a primary Necromancer? Well, the armor I suppose, which is probably the best caster armor around, but not much beyond that, I think, as even with runes a Necromancer doesn't really want to max out their attributes, much like a Mesmer. Really, while it's a profession that has somethings to recommend it (But then, not so much. Curses is full of bulky, inefficient spells and is overly narrow. Blood is for BiP and...BiP because there's precious little else there. Idealy it'd be a line to heal and defend yourself while harming the enemy but in practice that's really not the case. And Death is Death. Alright in PvE, horrid in PvP. And it's not just minions - which are the only thing floating this line - it's all the other skills, too. What should be something like an Elementalist's skill line is a rather pale imitation.), it's a profession you don't want as a primary under most circumstances.
Quote:
Originally Posted by Chaos Engine
Just an idea, Soul Reaping could act as a passive (always on) lifetap. Every time a necro damages a foe, either by using a physical attack or a spell, he would gain a low percentage of HPs (let's say half of his SR attribute) or Energy. This would definitely change a necromancer's role though.
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That would definitely change a Necromancer around. Probably too drastically, though, especially at this stage of development. I've long favored the idea of changing Soul Reaping from delivering just straight energy to providing for more energy regeneration. The effect is much the same - the Necromancer gets more energy when things are dying - but basing it on regeneration which has a natural cap of 10 pips allows you to balance it a bit better. Say, for example, you would gain 4 pips of regeneration whenver anything died for an amount of time equal to one second per rank in Soul Reaping. Or that when something died, you'd double your Necromancer's regeneration. At SR 12 you'd have that boost last for 12 seconds and gain, over that amount of time, 16 energy. A bit better than what you'd gain now, although spread out over a period of time rather than all at once so you have to discount it as it's energy over time rather than useable energy upfront. However, the real benefit here is what happens when something *else* dies. Under the current system you'd get 12 energy then 12 again. Meaning that you can rake in energy hand over fist. Here, though, what would happen would be like stacking a buff or a condition, you'd just overwrite the duraiton. When that second creature died you wouldn't gain a new boost of 4 pips of regen for 12 seconds, you'd extend your regeneration timer for another 12 seconds. This means that you'd get far less benefit from multiple creatures dying yet greater benefit when you keep up a steady stream of deaths.
Obviously, the numbers need some tweaking and shifting to make it truly workable but the underlying idea is to reduce the situational imbalance in SR's power and give it a slight nudge upwards overall. Necros will gain more energy in a different way than other professions - they'll be less vulnerable to, say, Malaise or other degeneration - but unless they're not spending any energy to begin with there won't be much "wasted" energy.
__________________
In my day, we didn't have virtual reality. If a one-eyed razorback barbarian warrior was chasing you with an ax, you just had to hope you could outrun him.
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Apr 07, 2005, 01:43 PM // 13:43
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#29
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Lion's Arch Merchant
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Quote:
Originally Posted by Sausaletus Rex
The effect is much the same - the Necromancer gets more energy when things are dying - but basing it on regeneration which has a natural cap of 10 pips allows you to balance it a bit better.
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I really like the idea of a steady regen boost over the current energy dump. Though this may just as well be because you reminded me of alcohol absorption rates (but hey, I guess Necros get giddy from Soul Reaping anyway).
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Apr 07, 2005, 02:01 PM // 14:01
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#30
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Pre-Searing Cadet
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Soul Reaping... I'm not sure how good it is either. But I've read about different groups doing stuff with it; one character was a N/Mo who could heal, so when the team started either winning or losing, he'd start healing because people would be dying and he'd have extra energy.
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Apr 07, 2005, 08:31 PM // 20:31
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#32
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Academy Page
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Just a thought, but maybe in addition to the energy it gives you, soul reaping could decrease the percent of life you lose when you do a sacrifice spell.
Like, if you cast order of the vampire and instead of losing 17% of your health, you only lose 10 or 11% because you have a 12 in soul reaping.
Not really fleshed out, but I hope you guys get the gist of what I'm saying.
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Apr 07, 2005, 11:48 PM // 23:48
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#33
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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I can see that happening, good idea bad monkey!
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Apr 08, 2005, 12:45 AM // 00:45
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#34
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Frost Gate Guardian
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Quote:
Originally Posted by Chaos Engine
Soul Reaping is similar to the Shadow Priest's Lifetap talent in WoW, it "keeps you going". This advantage however, is somewhat overshadowed by the innate boost to regeneration out of combat.
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energy doesn't regen any more out of battle
Quote:
Originally Posted by Sausaletus Rex
Ah, Soul Reaping. Does it still compare poorly to every other primary attribute? Yes, I'd say so. It's far too situation and imbalanced in its effect. Compared to the Elementalist who'll always gain that Energy Storage bonus no matter what ....
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lol energy storage is horribly front loaded. If you have one summoner in your team, 1 death = 10 pts into energy storage.
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Apr 08, 2005, 12:52 AM // 00:52
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#35
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Academy Page
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Quote:
Originally Posted by Xellos
I can see that happening, good idea bad monkey!
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Thanks, though I'm surprised no one else posted it first so it could be shot down already
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Apr 08, 2005, 02:14 AM // 02:14
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#36
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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Quote:
Originally Posted by Tuon
energy doesn't regen any more out of battlelol energy storage is horribly front loaded. If you have one summoner in your team, 1 death = 10 pts into energy storage.
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Tuon, have you played GvG by any chance?
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Apr 08, 2005, 02:49 AM // 02:49
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#37
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Banned
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I would stop flaming tuon about soul reaping. He does have a point on how you can manipulate the battlefield to your advantage. Get mass nature rituals/pets/summons and you could easily work up corpses more mana for the win.
Soul reaping could use a few more links to it. And i DO like the mana regen idea. I would also like to see spirits to drop corpses to res from.
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Apr 08, 2005, 02:53 AM // 02:53
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#38
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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Umm, the way Tuon says it, you basically need 8 necros, and need a whole lot of skills from each of them. The offense and defense seems lacking. Infinite mana could be obtained, but probably at the cost of you getting spammed by backfire and any other spell they can think of.
When you think about it, 8 necros, what do they have to keep themselves alive with 11/10/10 setup with soulreaping/death magic? Blood might be the only thing, and even then it's a weak type of defense, it relies purely on life transfer I guess. Half the time your spamming up summons to regenerate your mana.
Think about it, can a team of 8 necro/rangers or whatever that mass summons really even live that long from focus fire? Their probably going to die before their summons do.
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Apr 10, 2005, 11:39 PM // 23:39
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#39
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Ascalonian Squire
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So, everything is fine since the attribute can be 'exploited' in extremely rare situations, when you have a gimped team full of NE's and rangers wasting half of their skill bars with spirits? Ridiculous. At the very least, some [useful] primary linked skills are needed.
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Apr 11, 2005, 12:14 AM // 00:14
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#40
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Ascalonian Squire
Join Date: Apr 2005
Location: AR, U.S.A.
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I dont like soul reaping.... But is it useful? Yep it sure is. I dont use it anymore, but believe me it does help out with en management. I would say its useful, but it could be even more useful.
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