Necromancer running skill

Americas Monk

Ascalonian Squire

Join Date: May 2006

wisconsin

Dagons Of Darkness

Mo/Me

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.

pnumm

pnumm

Banned

Join Date: Oct 2006

Crystal Overlook!

[CPSU]

Rt/R

/signed, this would be a cool skill to try out...

jrk247

jrk247

Desert Nomad

Join Date: Mar 2006

Twenty Gold For Mountain Troll [Tusk]

/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.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

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.

Glints Bane

Glints Bane

Krytan Explorer

Join Date: Jan 2006

Where I sleep

The Almond Brothers [Bros]

N/

/Signed

...But it needs more cost, like a HP Sac or a longer recharge, so it wouldn't be abused by necros.

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

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.

Morganas

Wilds Pathfinder

Join Date: May 2005

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.

nugzta

Krytan Explorer

Join Date: Nov 2005

Yay running skill for necro, whats next?

Ressurect skill for ranger? Attack skill for elementalist?

/notsign

Thom Bangalter

Thom Bangalter

Grindin'

Join Date: Dec 2005

MO

E/Mo

Ok, I got it.

For 3 seconds, you move 50% faster.

5 energy/8 recharge

*Requires assassin secondary

C WHUT I DID THAR?

arzamond

Ascalonian Squire

Join Date: Feb 2007

Batavia

The Order of Baa [Baa]

R/

necro is my favorite, but....

bad idea!!!!
agree with nugzta.

Silent Dark

Pre-Searing Cadet

Join Date: Oct 2007

In the desert.

Servants of the Silent Dark

N/D

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.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

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.
If its a hero, you have flags and skill disables to make them move when/where you want.
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

Arya Littlefinger

Ascalonian Squire

Join Date: May 2007

Shatners New Order of Borealis

Mo/

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?
That made me lol.

/notsigned

Deadlyjunk

Deadlyjunk

Banned

Join Date: Nov 2005

Fisherman's Haven

Endangered Species List [List]

W/E

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?
Threadowned. Close please, oh and /notsigned btw.

Sorry, necros are not runners. Deal with it.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

theres already a running skill for mm's....it's called "fall back!", unless they nerfed it.

Antheus

Forge Runner

Join Date: Jan 2006

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.

Ace2001

Frost Gate Guardian

Join Date: Apr 2007

D/W

Quote:
Originally Posted by street peddler
theres already a running skill for mm's....it's called "fall back!", unless they nerfed it.
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.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

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.
thank you captain obvious

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

/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.

Woop Shotty

Woop Shotty

Wilds Pathfinder

Join Date: Oct 2006

Ruthless Mafia [RM]

Mo/

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.

Quote:
Originally Posted by Americas Monk
Stick the skill in soul reaping so it won't be abused by other professions.
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!

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Quote:
Originally Posted by street peddler
thank you captain obvious
Lol. I know. Some people... /notsigned

moko

moko

??uo??o??

Join Date: May 2006

so nobody noticed the thread necro so far?

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

Quote:
Originally Posted by nugzta
Yay running skill for necro, whats next?

Ressurect skill for ranger? Attack skill for elementalist?

/notsign
You didn't really think through the examples, did you?

Mike_version2

Mike_version2

Krytan Explorer

Join Date: May 2006

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.
WOW REALLY?

/notsigned

Thom is already the thread winar anyway

edit: didn't see the thread rez, gg -_-

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

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.

GD Defender

GD Defender

Frost Gate Guardian

Join Date: Sep 2006

A/

The Quick and the Dead.

Gogogo.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Light of Deldrimor.
For 5s you spot rezzed threads

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

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.
Take 3 levels out of soul reaping, put them in command. Voila, a run and minion heal at the same time.

And as long as you're using /p secondary, you can bring leader's comfort to help with the BotM saccing.

Woop Shotty

Woop Shotty

Wilds Pathfinder

Join Date: Oct 2006

Ruthless Mafia [RM]

Mo/

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)!

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

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

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

Quote:
Originally Posted by Mokone
so nobody noticed the thread necro so far?
So observant! Mokone for prez!

Faer

Faer

La-Li-Lu-Le-Lo

Join Date: Feb 2006

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.
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.
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?
Quote:
Originally Posted by Mokone
so nobody noticed the thread necro so far?
It is better to raise an idea than to completely restate it for no purpose other than creating clutter.

Hawkeye

Lion's Arch Merchant

Join Date: Dec 2005

Imperial Guards (TIGI)

Mo/

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.
That's an elite right there. I can already see 'Blood Renewal' 'Furious Souls' combo working well for me. That's a permanent 25% faster run boost if used correctly.

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

CHunterX

Wilds Pathfinder

Join Date: Sep 2005

Washington

W/E

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.
/signedRED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO