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Old Feb 22, 2007, 04:44 PM // 16:44   #1
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Default Soul Reaping - Energy management for Necros

Hi,

I think everyone have seen the Metagame which turns on spike Ritu, Necro ....

I want to present here a way, or better 3 ways to change the Soul Reaping - Energy management of a Necro :

1. Do it yourself

Only the Necro who kill someone received the Soul Reaping - Energy
Same only his own Spirits, Minions give him Energy.

2. Like XP when you kill a Monster :

Max Level of a Minion 25-26 (Elite Flesh Golem)
Let´s take lvl 25 as max lvl

Ok an example :

Necro with 10 in Soul Reaping

Max Level 25 to gain 10 Energy, means when a Level 25 Minion die, you receive 10 energy,
when a Level 20 Char/Minion die, you receive 20/25 x 10 = 8 energy
when a Level 10 Spirit/Minion/Char die, you receive 10/25 x 10 = 4 energy
when a Level 5 Spirit/Minion/Char die, you receive 5/25 x 10 = 2 energy

1 is the minimum energy you receive and your Soul Reaping level the maximum.

Means Equation : (lvl die / 25) x lvl sr (soul reaping)

Of Course half for Pets, Spirits.


3. Divide the Energy with the number of Necros in a Team.

means equation as following : (1/ nb necro) x lvl sr (soul reaping)

Example :

Necro with 10 in Soul Reaping

Team with 1 Necro : (1/1) x 10 = 10 energy / death
Team with 2 Necros : (1/2) x 10 = 5 energy / death
Team 6 Necros : (1/6) x 10 = 2 energy / death
Team 8 Necros : (1/8) x 10 = 1 energy / death

and as in point 2 : 1 is the minimum energy you receive and your Soul Reaping level the maximum.
Of Course half for Pets, Spirits.


I don´t think that adjust the skills will bring something...
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Old Feb 22, 2007, 05:04 PM // 17:04   #2
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I think that the suggestion from before to make SR give regen is much better than any of those. I think that any of your suggestion makes SR into a really bad attribute line while most would like to keep it decent when not abused, just made in a way that isn't abusable.

If you didn't see the previous suggestion, it's something along the lines of:

Whenever a non-spirit creature dies, you gain +1..3..4 pips of energy regen for 10s, or 3 pips of energy regen for x seconds (x being points in SR).

I'd add to this personally that when a minion under your control dies you gain 1E for every 2 points in SR to keep MMs viable without rebalancing all their skill costs, etc. which would likely be more complicated and might lead to other sort of abuses that weren't foreseen.

My suggestion for SR to keep it decent in PvP and still functional for PvE MM would then be:

Soul Reaping

Whenever a non-summoned creature dies, you gain +0..3..4 pips of energy regen for 10 seconds. If a summoned creature under your control dies, you gain 1E for every 2 points in Soul Reaping.
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Old Feb 22, 2007, 05:04 PM // 17:04   #3
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I'm pretty sure that myself and many other necros in the game would stop playing if any of the above suggestions come into action ~


EDIT: Patccmoi's post jumped in just ahead of mine....but yeh, energy regen would work for me (eventually). Just dismissing the OP's suggestions somewhat -_-"

Last edited by Shadow Slave; Feb 22, 2007 at 05:29 PM // 17:29..
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Old Feb 22, 2007, 05:14 PM // 17:14   #4
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qq more then, Ensign wins at game mechanics.
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Old Feb 22, 2007, 05:15 PM // 17:15   #5
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Quote:
Originally Posted by Shadow Slave
I'm pretty sure that myself and many other necros in the game would stop playing if any of the above suggestions come into action ~
No they won't. They'll adapt, just like they adapted to the minion cap et cetera.
I'm pretty sure anyone who cares and knows about game balance would cheer if the above suggestions come into action.
Energy Regen is by far the best option.
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Old Feb 23, 2007, 07:57 AM // 07:57   #6
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Honestly, this will make soul reaping amazingly bad.
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Old Feb 23, 2007, 03:04 PM // 15:04   #7
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I think Suggestion #3 would be reasonable. Most teams won't have more than 1 necro, so this wouldn't affect them at all. It would only affect teams that exploit SR by having 5-6 necros and a spirit spammer.

If they followed this suggestion, they could even increase the energy return per death to make SR more useful to a necro in a normal team, while also making it weaker in gimmicky teams.
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Old Feb 23, 2007, 03:16 PM // 15:16   #8
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All 3 suggestions would mean a complete (and by complete I mean damage and Energywise) rebalance of EVERY single Necromancer skill, safe from signets and unlinked skills maybe. All of the OP's suggestions would kill necros.
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Old Feb 23, 2007, 04:00 PM // 16:00   #9
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Quote:
Originally Posted by skillsbas8
Honestly, this will make soul reaping amazingly bad.
No it wouldn't. Do the math. x seconds of +3 regen is exactly the same as +x energy.
The only thing it would fix is abuse through a way of quick successing deaths (a.k.a. jagged bones)
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Old Feb 23, 2007, 05:21 PM // 17:21   #10
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Quote:
Originally Posted by SirJackassIII
All 3 suggestions would mean a complete (and by complete I mean damage and Energywise) rebalance of EVERY single Necromancer skill, safe from signets and unlinked skills maybe. All of the OP's suggestions would kill necros.
Maybe you'd like to back that up with some kind of explanation. How many (non-gimmick) teams used more than 1 necro? That said, Suggestion #3 doesn't even affect teams with 1 necro.
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Old Feb 23, 2007, 07:17 PM // 19:17   #11
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Quote:
Originally Posted by Effigy
Maybe you'd like to back that up with some kind of explanation. How many (non-gimmick) teams used more than 1 necro? That said, Suggestion #3 doesn't even affect teams with 1 necro.
Suggestion #1: uncontrolable. Like kill count isn't working now, that suggestion won't work in overall teams.
Suggestion #2: Less EN overall from Soul Reaping for no reason at all. Unless you failed to notice Necros have very few spells costing less than 10 EN, Necros will have serious problems with their energy. Gaining less EN from SR means that the EN cost of skills need to be adressed to make them usefull. Rearranging EN also means rearranging damage, recharge, cast, etc to be on par with other comparable skills.
Suggestion #3: 1 Necro indeed means no effect. However, this makes all-necro teams useless, and any team using more than 1. You may as well add a limit of 1 Necro per team in the entire game. While HA is mostly either full necro or no necro team (GvG mostly 0-1), other areas do benefit from 2 Necros in the team. PvE (Oh yeah, that other game mode) often has teams with 2 Necros due to the synergy between MM and SS Necros. Anet didn't add a limit when all Paragon teams ran around in HA or change the primary (often suggested nerf would be to not have LeaderS trigger of other paragons in the team). This suggestion is taking it further by having a team with 2 Necros making both worthless due to energy issues. So yeah, I consider this a bad idea as well.
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Old Feb 23, 2007, 08:08 PM // 20:08   #12
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I'm not even worried about the first 2 suggestions, as I agree that they wouldn't work. The third, though, I think is viable.

All necro teams generally are a gimmick, as in blood spike or hexway. These are specifically the kind of teams that need to be dealt with.

PvE necros rarely have energy problems due to the high number of deaths occurring. Even with 2 necros in a team, they should rarely run out of energy. Right now, necros have crazy energy returns from SR in PvE.

The more I think about it though, Ensign's idea to use energy regen rather than energy gain is probably the best route. It doesn't actually nerf necros but it still neuters the necro gimmick teams.
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Old Feb 23, 2007, 09:10 PM // 21:10   #13
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http://www.guildwarsguru.com/forum/s...php?t=10108247
Everyone with an opinion on Soul Reaping please read that. In particular some of Ensign's opinions on the issue.
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Old Feb 23, 2007, 11:33 PM // 23:33   #14
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The first two suggestions are bad because it would turn SR into a crappy attribute and/or the changes are unnecessarily messy and complicated.

The 3rd suggestion I'm not crazy about but isnt too bad....still it's not the best idea I've seen. As others have said, energy regen for SR is the best idea so far.
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