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Gloomheart

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  1. I completely agree with the idea of Ancestral's Hand being auto-triggered. Additionally, I suggest that if the endangered ally is already close to the Shaman, where pulling them might not be necessary, the skill could substitute the pull effect with a disabling effect on the attacker. This could involve pushing the attacker a few squares away or temporarily disabling them for a few seconds. This modification would create a clear window for both the Shaman and the endangered ally to react. I hope this suggestion adds strength to the overall concept.
  2. Totally agree with you! It's clear that certain classes outshine others in healing. The community acknowledges these imbalances, and it seems some classes have more advanced healing skills, causing these differences.
  3. I'd like to propose an enhancement to the Necromancer's skill, Acid Rain, with the aim of offering additional ways to support the party. Currently, Acid Rain is often left at level 1 by most users, as it is primarily used as a utility skill due to the support-oriented builds of many players. In addition to its low damage output, the skill is hampered by the Necromancer's inherently low accuracy, making it less threatening. To address these deficiencies, I propose the addition of an area-of-effect (AoE) healing effect within the skill's target area. To maintain logical consistency, a condition could be implemented where only players under the Necromancer's Dark Power buff would be healed within the AoE, akin to the mechanics of the Poison Shield. This adjustment not only provides users with a positive outcome from the skill but also introduces a new skill build beyond the conventional ones, offering more options for those seeking a different approach. While there are various ways to enhance this skill, I believe this idea stands out as one of the better ones. I hope you find this suggestion worthy of consideration. Thanks.
  4. I've reached out to fellow Necromancer users, and we all seem to share a common concern. This brings me to another suggestion regarding the Necromancer skill, Dead Soldier. While Dead Soldier works effectively in PvE scenarios with numerous mobs to convert into summoned skeletons, it faces a challenge in isolated target events where the skill becomes unusable. This inconvenience has been somewhat tolerated by users. In PvP, despite the potential of having many player corpses around, Necromancers hesitate to use the skill. The summoned skeletons end up benefiting enemies with high lifesteal, posing a problem for users. To address this issue, I propose adding an extra debuff effect to Dead Soldier alongside its current summoning effect. To make it truly viable in PvP scenarios, consider incorporating a healing and lifesteal reduction for enemies in the vicinity of the Bone Totem. This adjustment could provide balance against opponents who heavily rely on lifesteal, offering Necromancers the opportunity to use the skill strategically. I believe this idea could introduce a new dimension to gameplay for Necromancers seeking alternatives to the usual strategies and builds. I hope you find this suggestion worth considering. Thanks.
  5. I've been playing the Necromancer class since 2017, and I've noticed consistent issues that other users have also mentioned. Firstly, let's discuss the shortcomings of Necromancer's Nightmares and Panic skills. In many situations, both skills seem ineffective and impractical. They cannot be used with Necromancer's poison-based attacks, creating a contradiction for users. Attacks from other sources can easily break these skills, limiting their usefulness. When it comes to controlling effects, both skills pale in comparison to those of other classes, such as Druid's Entangling Roots or Warlock's Dark Circle. I suggest a complete overhaul of Necromancer's controlling skills—consider something like skeleton hands emerging from the ground to immobilize and disarm targets, or perhaps a bone prison. To maintain the Necromancer theme, you could introduce negative effects like weakening or silence during the skill's duration. Next, let's address Mental Pit. It's crucial for this skill to have an area of effect (AOE) capability. Many other classes have AOE debuff skills that prove more useful than the single-target Mental Pit. Therefore, making Mental Pit an AOE skill would enhance its utility. While there are more issues and suggestions to discuss, these are the major problems we've been dealing with. Thank you.
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