Necromancer running skill

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A
Americas Monk
Ascalonian Squire
#1
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
#2
/signed, this would be a cool skill to try out...
jrk247
jrk247
Desert Nomad
#3
/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
#4
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
#5
/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
#6
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.
M
Morganas
Wilds Pathfinder
#7
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.
n
nugzta
Krytan Explorer
#8
Yay running skill for necro, whats next?

Ressurect skill for ranger? Attack skill for elementalist?

/notsign
Thom Bangalter
Thom Bangalter
Grindin'
#9
Ok, I got it.

For 3 seconds, you move 50% faster.

5 energy/8 recharge

*Requires assassin secondary

C WHUT I DID THAR?
a
arzamond
Ascalonian Squire
#10
necro is my favorite, but....

bad idea!!!!
agree with nugzta.
S
Silent Dark
Pre-Searing Cadet
#11
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
#12
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
#13
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
#14
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
#15
theres already a running skill for mm's....it's called "fall back!", unless they nerfed it.
A
Antheus
Forge Runner
#16
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.
A
Ace2001
Frost Gate Guardian
#17
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
#18
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
Z
Zahr Dalsk
Grotto Attendant
#19
/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
#20
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!