Necromancer running skill
Americas Monk
Coming straight from a Minion Master. I would love to see an increased movement speed skill (like a sprint, or dodge) for the necromancer. They are always in the back raising minions and fall behind the pack, which also means they arent of any use in the next battle. A skill that lets ONLY you and your minions run 25% or 33% faster for about 10 seconds. Stick the skill in soul reaping so it won't be abused by other professions. Here's my example.
"(title)"
Attribute: Soul Reaping
Energy: 5 Activation: 1/2second Recharge: 15 seconds.
Description: You and any minions you control move 33% faster for the next 4...11 seconds.
Just an idea. I think many will like this idea.
"(title)"
Attribute: Soul Reaping
Energy: 5 Activation: 1/2second Recharge: 15 seconds.
Description: You and any minions you control move 33% faster for the next 4...11 seconds.
Just an idea. I think many will like this idea.
pnumm
/signed, this would be a cool skill to try out...
jrk247
/signed for a running skill.
...but if it's under soul reaping it would give you an energy bonus as well so make it like storm chaser or something where everytime you take physical damage you get +1-3 energy.
...but if it's under soul reaping it would give you an energy bonus as well so make it like storm chaser or something where everytime you take physical damage you get +1-3 energy.
Evilsod
I suggested a necro running skill a long time ago.
Fitting in with there usual method of spellcasting, it would sacrifice life for a lengthly 33% faster move speed. Although with the new Flame Djinn's Haste... which is a perma running skill at 33% with no drawback, i think we need somet better.
Fitting in with there usual method of spellcasting, it would sacrifice life for a lengthly 33% faster move speed. Although with the new Flame Djinn's Haste... which is a perma running skill at 33% with no drawback, i think we need somet better.
Glints Bane
/Signed
...But it needs more cost, like a HP Sac or a longer recharge, so it wouldn't be abused by necros.
...But it needs more cost, like a HP Sac or a longer recharge, so it wouldn't be abused by necros.
Kool Pajamas
How about something like
Destroy target ally minion, you and allied minions run 33% faster for x seconds.
or
Exploit nearest corpse and you move 33% faster for x seconds.
Destroy target ally minion, you and allied minions run 33% faster for x seconds.
or
Exploit nearest corpse and you move 33% faster for x seconds.
Morganas
Horrible idea. Speed boosts are extremely powerful in guild wars, and giving any class a speed boost is an extreme buff.
There are reasons monks, necs, and mesmers (illusion of haste doesn't count) don't have speed buffs. For necs:
-Minion masters would become extremely difficult to counter, since the nec himself only has to stay alive while minions do the work.
-They would become horribly overpowered skirmishers. Hexes are damn hard for one or two skirmishers to counter, and lack of survivability and long cast times are the only things keeping necs from owning hard in that regard. Illusion mesmers can already do this by using a secondary, but then they suck at the flagstand to balance it out. A nec would do both well.
-To expand on the above, it would make those popular hex pressure nec heavy GvG builds uncounterable. As it stands, you can split against those sorts of builds. If necs had a speed boost under an attribute they already ran, beating them through a split becomes almost impossible.
-They could do all the above without worrying about diluting their build with secondary class attributes.
There are reasons monks, necs, and mesmers (illusion of haste doesn't count) don't have speed buffs. For necs:
-Minion masters would become extremely difficult to counter, since the nec himself only has to stay alive while minions do the work.
-They would become horribly overpowered skirmishers. Hexes are damn hard for one or two skirmishers to counter, and lack of survivability and long cast times are the only things keeping necs from owning hard in that regard. Illusion mesmers can already do this by using a secondary, but then they suck at the flagstand to balance it out. A nec would do both well.
-To expand on the above, it would make those popular hex pressure nec heavy GvG builds uncounterable. As it stands, you can split against those sorts of builds. If necs had a speed boost under an attribute they already ran, beating them through a split becomes almost impossible.
-They could do all the above without worrying about diluting their build with secondary class attributes.
nugzta
Yay running skill for necro, whats next?
Ressurect skill for ranger? Attack skill for elementalist?
/notsign
Ressurect skill for ranger? Attack skill for elementalist?
/notsign
Thom Bangalter
Ok, I got it.
For 3 seconds, you move 50% faster.
5 energy/8 recharge
*Requires assassin secondary
C WHUT I DID THAR?
For 3 seconds, you move 50% faster.
5 energy/8 recharge
*Requires assassin secondary
C WHUT I DID THAR?
arzamond
necro is my favorite, but....
bad idea!!!!
agree with nugzta.
bad idea!!!!
agree with nugzta.
Silent Dark
Furious Souls
Type: Skill
Cost: 10 mana
Time: 1/4
Recharge: 15
For 3...11 seconds you move 25% faster. For every second you are running, sacrafice 3% health. After 3...11 seconds if the player is running Furious Souls is refreshed.
Type: Skill
Cost: 10 mana
Time: 1/4
Recharge: 15
For 3...11 seconds you move 25% faster. For every second you are running, sacrafice 3% health. After 3...11 seconds if the player is running Furious Souls is refreshed.
MagmaRed
Quote:
Originally Posted by Americas Monk
They are always in the back raising minions and fall behind the pack, which also means they arent of any use in the next battle.
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If its you, raise minions and heal them faster, or talk to your team to let them know you move slow, and ask them to wait for you.
I don't see any need for this in PvE, and I only see abuse for it in PvP. Take an Air Ele with you, and ask them to use Windborne Speed.
Arya Littlefinger
Quote:
Originally Posted by Thom Bangalter
Ok, I got it.
For 3 seconds, you move 50% faster. 5 energy/8 recharge *Requires assassin secondary C WHUT I DID THAR? |
/notsigned
Deadlyjunk
Quote:
Originally Posted by Thom Bangalter
Ok, I got it.
For 3 seconds, you move 50% faster. 5 energy/8 recharge *Requires assassin secondary C WHUT I DID THAR? |
Sorry, necros are not runners. Deal with it.
street peddler
theres already a running skill for mm's....it's called "fall back!", unless they nerfed it.
Antheus
MMs are powerful already. The trade-off is in minions who aren't as responsive. So their inherent balance comes from being slow.
Improving on agility of 11 things is a pretty powerful thing. Imagine 10 wammos charging at you at 33% speed boost.
If you find yourself lagging behind the team as MM, then you are redundant in the first place. Might as well drop the MM and do something that support faster paced combat. Or have a team that considers slower paced combat.
Improving on agility of 11 things is a pretty powerful thing. Imagine 10 wammos charging at you at 33% speed boost.
If you find yourself lagging behind the team as MM, then you are redundant in the first place. Might as well drop the MM and do something that support faster paced combat. Or have a team that considers slower paced combat.
Ace2001
Quote:
Originally Posted by street peddler
theres already a running skill for mm's....it's called "fall back!", unless they nerfed it.
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street peddler
Quote:
Originally Posted by Ace2001
You're thinking of the wrong class. I just checked wiki.guildwars.com and according to them, "Fall Back!" is a skill used by Paragon, so unless MM's are supposed to have /P as a secondary, then they can't use that skill.
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Zahr Dalsk
/signed
Those of you who think Minion Masters don't need this have clearly not had a lot of experience playing as a Minion Master or have but were terrible at it.
Always falling behind the group. It's really annoying for both the group and the MM.
Those of you who think Minion Masters don't need this have clearly not had a lot of experience playing as a Minion Master or have but were terrible at it.
Always falling behind the group. It's really annoying for both the group and the MM.
Woop Shotty
Invite a Para, and ask him to bring "Fall Back!" Next, people will be suggesting Cyclone Axe dupe tied to a monk attribute line to make solo quicker.
You're coming forward with what you believe is the plight of the average MM and you don't want to encourage others to use necromancer as a secondary thinking it would get abused? We're all much better off with ranger secondary or dervish, than necro secondary for a single run skill. There's already ele for your single skill running!
Quote:
Originally Posted by Americas Monk
Stick the skill in soul reaping so it won't be abused by other professions.
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HawkofStorms
Quote:
Originally Posted by street peddler
thank you captain obvious
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moko
so nobody noticed the thread necro so far?
Darkobra
Quote:
Originally Posted by nugzta
Yay running skill for necro, whats next?
Ressurect skill for ranger? Attack skill for elementalist? /notsign |
Mike_version2
Quote:
Originally Posted by Ace2001
You're thinking of the wrong class. I just checked wiki.guildwars.com and according to them, "Fall Back!" is a skill used by Paragon, so unless MM's are supposed to have /P as a secondary, then they can't use that skill.
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/notsigned
Thom is already the thread winar anyway
edit: didn't see the thread rez, gg -_-
Nevin
Master's Haste: 5, 1/2, 15
Enchantment Spell. You and your undead minions run 1...3% faster for every undead minion under your control.
Under Death Magic, There you go. Gets better with more minions, can't be abused by other professions, makes more sense.
Enchantment Spell. You and your undead minions run 1...3% faster for every undead minion under your control.
Under Death Magic, There you go. Gets better with more minions, can't be abused by other professions, makes more sense.
GD Defender
The Quick and the Dead.
Gogogo.
Gogogo.
BlackSephir
Light of Deldrimor.
For 5s you spot rezzed threads
For 5s you spot rezzed threads
Skyy High
Quote:
Originally Posted by Ace2001
You're thinking of the wrong class. I just checked wiki.guildwars.com and according to them, "Fall Back!" is a skill used by Paragon, so unless MM's are supposed to have /P as a secondary, then they can't use that skill.
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And as long as you're using /p secondary, you can bring leader's comfort to help with the BotM saccing.
Woop Shotty
8 Adr Strikes, 0e, 1/4c, 0r
Elite Glyph
Sacrifice 100% health. You and your undead minions fall dead, 33% faster than normal. This skill is disabled for 120 seconds.
Let's see. Now your necromancer can go faster with your minions, and can mimic all of the running classes (almost all, I think para is the only one I missed)!
Elite Glyph
Sacrifice 100% health. You and your undead minions fall dead, 33% faster than normal. This skill is disabled for 120 seconds.
Let's see. Now your necromancer can go faster with your minions, and can mimic all of the running classes (almost all, I think para is the only one I missed)!
MithranArkanere
Necromancers and monks do not run. They gigle, jigle and dance around, but do not run. There are 'party' run skills for Warriors and paragons. They use those.
Div
Quote:
Originally Posted by Mokone
so nobody noticed the thread necro so far?
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Faer
Learn to keep up. Olias and MoW can do it, why can't you? Still need a boost? Use your secondary. Heal Area is not necessary, contrary to popular belief.
Those of you who think Minion Masters do need this have clearly not had a lot of experience playing as a Minion Master, or have but were terrible at it.
c wut i did thar?
It is better to raise an idea than to completely restate it for no purpose other than creating clutter.
Quote:
Originally Posted by Zahr Dalsk
Those of you who think Minion Masters don't need this have clearly not had a lot of experience playing as a Minion Master or have but were terrible at it.
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c wut i did thar?
Quote:
Originally Posted by Mokone
so nobody noticed the thread necro so far?
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Hawkeye
Quote:
Originally Posted by Silent Dark
Furious Souls
Type: Skill Cost: 10 mana Time: 1/4 Recharge: 15 For 3...11 seconds you move 25% faster. For every second you are running, sacrafice 3% health. After 3...11 seconds if the player is running Furious Souls is refreshed. |
I wouldn't mind if they had a run skill for necromancers, but it would have to have a major side effect.
Unruly Undead (10 energy, 1 sec cast, 45 recharge) - For 5 plus the number of points placed in Death Magic, you and your minions run 33% faster. For every two seconds in which you are running, you and your minions gain -1 health degeneration.
So that means, if you spend 10 seconds running, you and all your minions will have a -5 health degeneration on you. You can do it, but at a big cost. That would keep it from being abused. If the speed gain is important enough (for example to catch up to a battle that your team has already engaged in), this skill could be used. Otherwise, being behind the group as a MM wouldn't even warrant any bad consequences other than making your team wait a little more.
CHunterX
Quote:
Originally Posted by Nevin
Master's Haste: 5, 1/2, 15
Enchantment Spell. You and your undead minions run 1...3% faster for every undead minion under your control. Under Death Magic, There you go. Gets better with more minions, can't be abused by other professions, makes more sense. |