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Old Mar 06, 2008, 08:28 PM // 20:28   #1
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Default what do you think of the necro skill updates?

Necromancer

* Foul Feast: decreased casting time to .25 seconds; this skill has been moved to the Soul Reaping attribute; changed functionality to: "All conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 0..45 Health and 0..3 Energy."
* Enfeebling Blood: decreased Energy cost to 1, decreased casting time to 1 second; increased recharge to 8 seconds.
* Enfeeble: decreased casting time to .25 seconds; increased duration to 10..30 seconds.
* Plague Signet: changed functionality to: "Transfer all negative conditions with their remaining durations lengthened by 100..200% from yourself to target foe."
* Strip Enchantment: functionality changed to: "Remove 1..2 enchantments from target foe. If an enchantment is removed, you steal 5..65 Health."
* Weaken Armor: decreased casting time to 1 second; this skill now affects all adjacent foes.
* Plague Sending: decreased Energy cost to 1.
* Wail of Doom: decreased Energy cost to 1; decreased recharge to 10 seconds; decreased duration to 1..4 seconds; changed skill type to hex; changed functionality to: "For 0..4 second[s], all of target foe's attributes are set to 0."
* Rip Enchantment: functionality changed to: "Remove 1 enchantment from target foe and that foe suffers from Bleeding for 5..25 seconds."
* Vampiric Swarm: decreased casting time to 2 seconds; decreased recharge time to 8 seconds.
* Deathly Swarm: decreased casting time to 2 seconds; increased recharge time to 6 seconds.
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Old Mar 06, 2008, 08:48 PM // 20:48   #2
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Wail of Doom is going to be very awesome. i plan on seeing some necros back in high-end PvP - hello Foul Feast, you will make an excellent replacement for Draw. Also, E-Blood BUFFED? Izzy <3 necros. and that's not even the tip of the iceberg with these changes. i'm waiting for the "Balancing afterupdate" like tomorrow.
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Old Mar 06, 2008, 09:00 PM // 21:00   #3
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necro 1

[card]wail of doom[/card][card]arcane echo[/card][card]arcane mimicry[/card] rest optional (cover hexes please)

necro 2

[card]wail of doom[/card][card]arcane echo[/card][card]arcane mimicry[/card] rest optional (cover hexes please)

= leet monk shutdown anyone? lol

now we gotta wait for guru to update their skill card thingys :S

Last edited by Oblivious Moose; Mar 06, 2008 at 09:02 PM // 21:02..
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Old Mar 06, 2008, 09:05 PM // 21:05   #4
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I'm really happy witht the update to Weaken Armor and Enfeebling Blood, they are both now.. pretty good. And Wail Of Doom is going to be great.

Quote:
Originally Posted by Fuzzy Taco
i'm waiting for the "Balancing afterupdate" like tomorrow.
I bet itl happen.. itl be a shame though... ='(.
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Old Mar 06, 2008, 10:05 PM // 22:05   #5
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I posted this EXACT suggestion for Weaken Armor on Izzy's talk page yesterday.
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Old Mar 06, 2008, 10:12 PM // 22:12   #6
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Quote:
Originally Posted by Carinae Dragonblood
I posted this EXACT suggestion for Weaken Armor on Izzy's talk page yesterday.
Then I have u tot hank for making a bad skill decent ;p. woot.
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Old Mar 06, 2008, 10:27 PM // 22:27   #7
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lol group of warriors @ 60 AL taking elemental dmg, epic win anyone?
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Old Mar 06, 2008, 10:40 PM // 22:40   #8
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Lots to like there... especially Weaken Armor.

It's nice to see those 3 sec casting times get reduced. Too bad Rotting Flesh wasn't included.
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Old Mar 07, 2008, 12:10 AM // 00:10   #9
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Would Barbs and Weaken Armor be redundant on the same skill bar?

[skill]assassin's promise[/skill] [skill]mark of pain[/skill] [skill]enfeebling blood[/skill] [skill]barbs[/skill] [skill]weaken armor[/skill] [skill]price of failure[/skill] [skill]insidious parasite[/skill] rez

I rarely need [skill=text]signet of lost souls[/skill] anyway.

Last edited by Trvth Jvstice; Mar 07, 2008 at 12:13 AM // 00:13..
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Old Mar 07, 2008, 12:37 PM // 12:37   #10
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Quote:
Originally Posted by Trvth Jvstice
Would Barbs and Weaken Armor be redundant on the same skill bar?

[skill]assassin's promise[/skill] [skill]mark of pain[/skill] [skill]enfeebling blood[/skill] [skill]barbs[/skill] [skill]weaken armor[/skill] [skill]price of failure[/skill] [skill]insidious parasite[/skill] rez

I rarely need [skill=text]signet of lost souls[/skill] anyway.
Why use Assasins Promise? Imo it's not really needed. Also in NM PvE you dont really need a rez, so you could switch that with Signet Of Lost Souls if you want. Also... Reckless Haste is better than Price Of Failure in NM.

But yeh, Barbs + Weaken Armor are a hell of a combo now. And with the 1 sec cast time to Enfeebling Blood, necros are getting a hella lot more powerful.
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Old Mar 07, 2008, 01:25 PM // 13:25   #11
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With AP as elite you do not need any further energy management. Weaken Armor is now good in that it will strain any condition removal to its maximum with both Enfeebling and WA on the bar.

You do need Rigor Mortis on that bar if you are going to tackle any harder content. Price of Failure is weak; use either Reckless Haste if teaming with an SS, or Shadow of Fear/Meekness if not.

Oh, and Insidious Parasite is the chicken-option

By the way, I don't see where it's stated this discussion is NM-only.
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Old Mar 07, 2008, 05:38 PM // 17:38   #12
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Quite sexy.
Enfeebling Blood + Wail of Doom is now leet. Epic. No, more than that!
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Old Mar 07, 2008, 05:41 PM // 17:41   #13
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Orgasmic. Mutually.
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Old Mar 07, 2008, 06:19 PM // 18:19   #14
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I wonder if Touch Rangers will use Plague Sending now. 10% + 1 energy to remove cripple and cripple the source + more people at range.

Foul Feast: Oh, a really supportive skill. Makes for some interesting combos, also looks as if Isaiah Cartwright wants to see some more Necros in pvp.

Wail of Doom: Let's wait and see if it is really that dangerous in pvp. Not so much use in PvE, it is also affected by the boss half hex duration stuff.

Plague Signet: Draw Conditions plus this looks interesting, but I doubt this is going to make a difference neither in pvp nor pve.

Enfeebling Blood was already good, now it is also cheap to cast...^^

Strip Enchantment: Maybe it makes already existing bloodspike teams better, but i doubt people will use a blood necro as enchantment remover in pvp now, nor will i use this in pve.

Rip enchantment: nice. nothing less, nothing more.

vamp swarm + deadly swarm: better for starting necros, still see no need or advantage to use both at all.

Weaken Armor: I still find Enfeebling Blood more useful in pve, and the condition is just crap in pvp. but still a nice buff, gives people a real option to cause mass cracked armor. i just wonder why i would need this condition at all. maybe someone has an idea.
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Old Mar 07, 2008, 08:27 PM // 20:27   #15
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nerf foul feast I say. Just have 1 necro with it and you don't worry about conditions anymore.

Buff to enfeeblig blood is beyond me, I know the purpose is to make necros viable in pvp but this was already a good skill.

Rip enchantement: are you kidding? cheap, fast casting, spammable,
degenning enchant removal.

Weaken armor: Ok you have cracked armor which is nice for body blow's bonus triggering but nothing more, i'd rather take a less situationnal skill.

Plague signet: is still an elite plague sending/plague touch, not worth it. lengthening conditions is only nice on daze, the rest gets removed really fast.
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Old Mar 07, 2008, 10:49 PM // 22:49   #16
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Quote:
Originally Posted by Turbobusa
nerf foul feast I say. Just have 1 necro with it and you don't worry about conditions anymore.

Buff to enfeeblig blood is beyond me, I know the purpose is to make necros viable in pvp but this was already a good skill.

Rip enchantement: are you kidding? cheap, fast casting, spammable,
degenning enchant removal.

Weaken armor: Ok you have cracked armor which is nice for body blow's bonus triggering but nothing more, i'd rather take a less situationnal skill.

Plague signet: is still an elite plague sending/plague touch, not worth it. lengthening conditions is only nice on daze, the rest gets removed really fast.
I've seen Best Before[apr] running a Foul Feast / Plague Signet Necromancer in conjunction with a Headbutt Sword Warrior, a little off-topic, buuuut...
Enfeeble is really used more in PvP because it's so strong for spike stopping at 1/4 cast...
With the buff atleast, but I think Wail of Doom was buffed a little too much.
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Old Mar 07, 2008, 10:52 PM // 22:52   #17
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Wail of Doom and Weaken Armor are very good now. Like a lot!
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Old Mar 08, 2008, 06:47 AM // 06:47   #18
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Quote:
Originally Posted by tyla salanari
I've seen Best Before[apr] running a Foul Feast / Plague Signet Necromancer in conjunction with a Headbutt Sword Warrior, a little off-topic, buuuut...
Enfeeble is really used more in PvP because it's so strong for spike stopping at 1/4 cast...
With the buff atleast, but I think Wail of Doom was buffed a little too much.
O.o how come you now favor Enfeeble over Enfeebling Blood in PvP. Didnt you and I have an argument about those very 2 skills for about... 7 posts or so...?

I guess you see the errors of your wars ;p. Enfeeble ftw.
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Old Mar 08, 2008, 09:43 AM // 09:43   #19
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On wail of doom, I do'nt know. Spamming it randomly will not do mush more than diversion, so I see it more as a spike skill. With foul feast the necro could even draw blind from a warrior before eviscerate. I don't think wail of doom is that overpowered. Strong nonetheless.

Enfeeble is a nice active damage reduction, though it doesn't stop +damage skills.

On the [apr] note, I've read this combo somewhere but I find the use limited to TA, where with 2 headbutt warriors you get 2 caster shutdown. With WoD that's 3, plus the necro for a potential melee damage reduction. Otherwise in bigger party size arenas you'll have someone to draw daze from the monks.
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Old Mar 08, 2008, 09:43 AM // 09:43   #20
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Quote:
Originally Posted by dicecube
Necromancer
1: Foul Feast: decreased casting time to .25 seconds; this skill has been moved to the Soul Reaping attribute; changed functionality to: "All conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 0..45 Health and 0..3 Energy."
2: Enfeebling Blood: decreased Energy cost to 1, decreased casting time to 1 second; increased recharge to 8 seconds.
3: Enfeeble: decreased casting time to .25 seconds; increased duration to 10..30 seconds.
4: Plague Signet: changed functionality to: "Transfer all negative conditions with their remaining durations lengthened by 100..200% from yourself to target foe."
5: Strip Enchantment: functionality changed to: "Remove 1..2 enchantments from target foe. If an enchantment is removed, you steal 5..65 Health."
6:Weaken Armor: decreased casting time to 1 second; this skill now affects all adjacent foes.
7:Plague Sending: decreased Energy cost to 1.
8:Wail of Doom: decreased Energy cost to 1; decreased recharge to 10 seconds; decreased duration to 1..4 seconds; changed skill type to hex; changed functionality to: "For 0..4 second[s], all of target foe's attributes are set to 0."
9: Rip Enchantment: functionality changed to: "Remove 1 enchantment from target foe and that foe suffers from Bleeding for 5..25 seconds."
10: Vampiric Swarm: decreased casting time to 2 seconds; decreased recharge time to 8 seconds.
11: Deathly Swarm: decreased casting time to 2 seconds; increased recharge time to 6 seconds.
1: I was surprised to see this. It's Draw conditions for necros. Might have to slap this on a hero.
2: I always hated the 2sec casttime so this is nice. 1e means you can put it on x/N's with a low rank in curses.
3: Might be worth bringin in pvp now.
4: I heard it's bein used in some pvp. Still not worth it for pve though.
5: Blood magic is slowly on it's way to being viable in pvp if they keep this up. I'm hopin Mark of Subversion also gets a buff. Lower recharge on it could help bring blood into pvp.
6: Nice change. Barbs is good for phys classes, Weaken armor helps both phys and ele's...it's a decent skill I guess. Still though, I rarely use ele's in pve so probably won't be usin it.
7: Always thought the energy cost was bad. This is a good change.
8: It's really good now, but I think it might not last very long.
9: Kinda cool. Anyone can easily and cheaply disenchant now.
10: Still bad. Lower the cost and maybe. Even then, might still be bad.
11: Also still bad. They should give it an extra effect or rework the skill.
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