Talk:Necromancer
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DOOOOOOOD Elemental minions?[edit]
There's a thunderstorm here right now, and I was thinkin "Oh man, if a zombie got hit by lightning, it'd be like lightning zombie and shit!". Then I got thinking it'd be pretty badass if minions, when walking through elemental walls(Fire and lightning, all we've seen so far) or other similar effects, would take on that element. Flaming minions, electric minions, etc. I don't think we've seen any evidence for it, but one can hope.--Gerroh 00:38, 30 May 2011 (UTC)
- i remember in one demo they said that if a minion walks through a poison well (or any pet for that matter) it would have poison attacks. I dont remember the video however. --The preceding unsigned comment was added by 74.140.47.76 (talk).
- Me gusta. - 02:20, 30 May 2011 (UTC)
- Ever think maybe that's one of the ways professions can combine skills? Elementalists' mastery of the 4 elements + a Necromancer's minions... Static Field can charge them electrically? Flame Wall (etc) can make burning minions that causing burning on melee and when taking melee? They did say that professions mix well in many, creative ways... (~.^) ~~ Kiomadoushi 02:26, 30 May 2011 (UTC)
- Me gusta. - 02:20, 30 May 2011 (UTC)
- Lightning-charged creepers? –~=Ϛρѧякγ (τѧιк) ←♥– 01:20, 2 June 2011 (UTC)
- Sounds like more animation. but that would look awesome, no? --Xu Davella 09:04, 2 June 2011 (UTC)
- Would scare the shit out of me to be attacked by a lightning creeper. --ஸ Kyoshi 12:48, 2 June 2011 (UTC)
- If an ele hits a pig with lightning, I hope it'll become a Zombie Pigman for the necro... --AdventurerPotatoe - 15:19, 2 June 2011 (UTC)
- Would scare the shit out of me to be attacked by a lightning creeper. --ஸ Kyoshi 12:48, 2 June 2011 (UTC)
- Sounds like more animation. but that would look awesome, no? --Xu Davella 09:04, 2 June 2011 (UTC)
- Lightning-charged creepers? –~=Ϛρѧякγ (τѧιк) ←♥– 01:20, 2 June 2011 (UTC)
Marks & Wells[edit]
While Mark (skill type) offers a description that appears to differentiate the two, I view it as being in conflict with the description offered for the various known mark-type skills.
Has anyone that's played Necromancers noticed a practical difference between the two skill-types, other than what traits, etc., affect them? A F K When Needed 22:33, 3 July 2011 (UTC)
- Marks are throw-down effects (you don't have to place them around you directly, and they stay there); Wells affect the area around you (so you can only have 1). That's the big difference. ~~ Kiomadoushi 22:41, 3 July 2011 (UTC)
From what I gather from the descriptions is that Marks function the same way as traps, in that they are activated by an enemy walking into their range (but can be activated prematurely by using the skill button again) and wells are instantaneous and i believe activate around ur current position. Dont quote me on the last part :) —The preceding unsigned comment was added by Squyres (talk • contribs).
- I think the purpose of marks is that you activate them when the time is right, such as when there's multiple enemies in the area of one, or to "burst combo" opponents with damage and many conditions. Mediggo 07:34, 13 October 2011 (UTC)
IP weapon description rewrite[edit]
I prefer the IP's change to the weapons. It follows the same style as the other pages. --Xu Davella 12:25, 5 July 2011 (UTC)
- Just as a note, I don't know if 'style' is really the crux of the issue here: there's a consistent style because the same ip had gone through all of the pages and updated them accordingly. In my opinion, it's more a content-tinged question of 'do we want more basic and utilitarian descriptions' or 'deeper but possibly more subjective and flavorful descriptions'. Redshift 14:30, 5 July 2011 (UTC)
- I don't think this is the page to write that a focus is used to spike enemies. That's quite a bit of speculation given the game isn't even out yet. However, a very basic "is used to cast long range AoE spells" type of desrciption is a bit boring. Remove some of the speculative/interpretative stuff from his desciptions, but leave the nicer language, imo Thering 16:40, 5 July 2011 (UTC)
New trait line[edit]
Based on the images from this article here it seems as though we've got another trait line called Minion Master. Can we add this to the wiki or should we get something more solid? --Xu Davella 14:04, 25 July 2011 (UTC)
- Please buy researching skills. :D --Xu Davella 14:07, 25 July 2011 (UTC)
About the trait lines, why is it said that both lines can't be used at the same time ? I haven't found any source or anything about that. It seems to me it works the exact same way as the Ele or Engi's lines — they use the same place on the trait interface, but that doesn't mean you can't use all of them, right ? -Alarielle- 13:26, 30 July 2011 (UTC)
Fear[edit]
Due to the recent update of the Warrior shout, Fear Me!, which causes it to induce Fear, should the Necromancer page be changed to correct the old assertion that Fear is a Necromancer only Condition, despite the fact that the official site still makes this assertion? -Azroth 184.153.73.123 22:51, 22 August 2011 (UTC)
- It should. I don't know how to phrase it without removing the section though. - 00:19, 23 August 2011 (UTC)
Death shroud ability[edit]
Ive got two questions about this Death Shroud ability. Will this life force decrease over time, like warriors "mana" in WoW? Also, if I quickly switch to Death Shroud and (for example) do that teleport spell quickly and then end Death Shroud, will the skill I used have its cooldown while Im in my real corpse? Lhimez 07:00, 15 October 2011 (UTC)
- First, no. It won't decrease automatically, at least for what we see in the demo. Second, yes, your skills will continue to cooldown when you enter Death Shroud. Glastium | talk 07:55, 15 October 2011 (UTC)
- Life force only decreases when you are in death shroud, as it functions as a timer and special "health bar (only for death shroud)." As for WoW, I have a faint idea, and the GW2 warrior has adrenaline with the same concept; it degenerates when not attacking and/or being out of combat. All your skills, regardless of forms entered or environmental weapons picked up, should be recharging in real-time. If a death shroud skill has a recharge time of 8 seconds then it will recharge in the 8 seconds after it has been used (even if you exit your form before it is fully recharged). Equally, a normal state skill of 15 seconds recharge will be recharged 15 seconds later, even if you enter death shroud (or another form) in the mean time. - Infinite - talk 11:40, 15 October 2011 (UTC)
As a former WoW player life force works more like demonic fury. You build it up then burn it in a magic form, with both a timer and extra spells. To be pedantic, it does differ in that Life Force is lost with damage.
Death Shroud heals and buffs? I don't think so.[edit]
The description under the "Abilities" section states:
- Necromancers gain life force when enemies and allies die near them, and can use that life force to go into the Death Shroud. This drains life force slowly but gives access to an alternate set of skills which can be used to heal or buff allies.
Based on the known Death Shroud skills, there's no evidence that any of them provide healing or buffs to allies. All four skills of Death Shroud (not including End Death Shroud) are either offensive or, at most, provide additional life force for the Necro alone (which is of no healing or buffing benefit to allies).
There is some evidence with the revamped trait system that the Blood Magic minor trait Deathly Invigoration will provide an area heal when leaving Death Shroud. However, this is not intrinsic to Death Shroud itself; this only works if the Necro in question specifically traits Deathly Invigoration. Also, leaving Death Shroud to achieve an area heal is hardly the same as having healing and buff skills that are part of the Death Shroud skill bar.
Lastly, the official Necro page itself states nothing about Death Shroud healing or buffing allies. Granted, that page hasn't been updated recently as it contains information known to be outdated. Even so, there's nothing in the official source nor from any videos or interviews I've seen to support the assertion that Death Shroud permits a Necro to heal and buff allies. Anyone have evidence to the contrary? If not, perhaps this should be removed from the Necro page. Guild Wars 3 perhaps 18:02, 1 March 2012 (UTC)
Skill Animations and Images[edit]
I have found these two weapon/skill/ability guides if anybody is interested. They are both pretty similar, but including both since since more seems more talkative and I know some may not like that. They are quite recent as well. Even if not useful for the knowledge, since most of that is here, you can brush up on skill animations and by observation, find things you didn't know about otherwise as well:
GW2: Necromancer, All Weapon Skills & Abilities.
Guild Wars 2 Beta: Necromancer Weapon Skills (All) Previously Unsigned 20:11, 15 July 2012 (UTC)
I'm dissatisfied with the stub skill descriptions. I am going to add screenshots for each of the necromancer Weapon Skills. That necessarily means that there will be a lot of images of my character. I challenge you to make better screenshots just so we can have some diversity in visuals. --Josiah 16:11, 18 February 2013 (UTC)
- Before you do so, I would go discuss it first on Guild Wars 2 Wiki:General formatting.--Relyk ~ talk > 22:52, 18 February 2013 (UTC)
- There was a project on GWW to document skill animations with .gifs. We could potentially do that here. 22:56, 18 February 2013 (UTC)
- Guild Wars 2 Wiki:Projects/Skill animations, but it is dead.--Relyk ~ talk > 23:00, 18 February 2013 (UTC)
- There was a project on GWW to document skill animations with .gifs. We could potentially do that here. 22:56, 18 February 2013 (UTC)
New Traits/Specialisations[edit]
I was looking over my new traits today and I could not seem to find any fall damage reduction trait for the Necromancer any longer. Am I just blind or have they removed that? Winterbay (talk) 18:44, 25 June 2015 (UTC)
- Terrifying Descent (Curses): When you take falling damage, inflict fear for 1 second on nearby foes. Reduces fall damage by 50%. —Mora 18:47, 25 June 2015 (UTC)
"chinese necromancer icon"[edit]
I noticed that the new elite specialisation icon is labelled as being 'chinese' - should this not be renamed to 'canthan'? 90.249.89.88 18:37, 3 August 2021 (UTC)
- It is not an icon for the new End of Dragons specialization, it is indeed a Chinese version of the standard necromancer icon, as in China you are not allowed to portray skulls afaik. ~Sime 18:45, 3 August 2021 (UTC)
Skill type "icons"[edit]
re this. Imo those look off. At the very least they need a space between the training background and the text, but I would preferably remove them completely.
I would also be inclined to remove the big elite spec icons from the Shout/Punishment/Elixir types too, and put those as small icons beside the spec name at the end of the line. -Chieftain Alex 15:06, 26 September 2021 (UTC)
- Ops, forgot the space after the icon except on corruption. I think the icons are a good addition for new players, it makes it more apparent that those skill types are an important part of the profession. Before, they didn't look that important compared to the specs which did already have an icon.
- I agree that those big "tango" icons look off. The training icons would too because they are for training the spec, not the skills. I gave your suggestion a try, but I think I'd rather remove the "reaper only" parenthesis and put that info at the start because it's quite important, and shrink the tango icon. It was 20px before, I'll try 25px for now.
- I would very much like to keep the icons on "utility skill types", but I'm open to feedback for the "skills unique to elite specs" section. Warming Hearth (talk) 16:48, 26 September 2021 (UTC)
- I don't like using File:<profession> (overhead).png over File:<profession> icon.png as those completely neglect the professions colour scheme. The skill tables, navs, etc... pretty much everything profession related has its own colour scheme, hence we should introduce it as early as possible, namely in the profession page intro. To be honest the overhead looks boring too compared to the previously used profession icon.
- Icons should be meaningful by associating a term with an recognizeable image; however I'm not sure how the 660x680px skill training images could serve as icons. They were never intended to be icons, some of them simply contain too much information to be scaled down to e.g. 40x40. Compare File:Well training.jpg with necro well icon (taken from guildwars2.com/../necromancer), that's how in my opinion an understandable and associate-able icon looks like, unfortunately there are only a few of them, so they aren't an option.
- However, if you want to use them as an icon then take the following into account: an icon, due to being associated with a term, should never link to the file page but instead always to the term instead. That's what wiki users expect when clicking them, everything else is irritating.
- Good points, Tolkyria. What if we recolour the overhead icons to match the colour scheme? As for the place on the page, I don't have a strong opinion about starting the article with either the character creation icon or the recolour overhead icon, I simply chose the overhead for the start because I used the character creation icons for profession mechanics without icons, like ranger or engineer; and also because they are more common than the character creation icon. They are used in the hero panel, character select screen, party/squad UI, LFG, and in the story journal chapter "I'm <character name>". But then I didn't know where to put the character creation icon for professions with icons for their mechanic, like necro, so I put it in the header for the profession mechanic, but maybe it doesn't look too good there idk.
- For the time being, I'll recolour those overhead icons according to Guild Wars 2 Wiki:Color schemes because I fully agree with that. I think the training images are okay, but I agree with the link so I'll change that, and the image can be seen bigger on those pages so that's great. 55px does seem a bit too big for the spec icons, let's try 48px as you suggest, which makes them just as wide as the training pictures. Warming Hearth (talk) 16:59, 27 September 2021 (UTC)
- I'm sorry, but I currently cannot see why we should use the overhead icon or the recoloured overhead icon outside the gallery (as Kvothe said). For me it makes no sense to start with an icon that is never used again (so this probably speaks also against the previously used fancy icon, could be posted in a thumb right). The whole wiki uses tango icons, so to be consistent I think the intro should also start with the tango icon.
- Icon comparison: for me the last two are not really suited to start an article with
- I feel exactly the other way around. I don't understand why we use fan-made tango icons over the actual official icons. Also, bear in mind the icon that you used in your example was wrongly recoloured, I've already fixed it but it will take time for the wiki to wake up and display the latest version. I don't mind starting the article with the character creation icon or the other let's call it LFG icon , but I feel that we're overusing the fan-made tango icons.
- Warming Hearth (talk) 18:39, 27 September 2021 (UTC)
- Okay, that escalated pretty fast, questioning the current tango icon design itself and thus getting rid of what wiki users experienced the last nine years by replacing it with something new. This is definitely a community portal discussion. Otherwise, I can just repeat myself, consistent icon usage (whatever they look like), but do not introduce different icons that will just confuse wiki editors, icons have to be consistent. --Tolkyria (talk) 18:58, 27 September 2021 (UTC)
(Reset indent) I was merely positioning against Tolkyria's idea of starting the article with a big tango icon. If you look at warrior, which I haven't touched yet, you can see the tango icon is only used on the heading of the profession mechanic. It's perfectly fine there, and I wouldn't oppose to putting it there again for the already edited professions like mesmer. I also wouldn't mind starting with the character creation icon like we did before. What I would mind is using those tango icons in such spotlight places as if they were official, because they are not. Tango icons are perfectly fine for navigations and alike, but I don't think they would look good on big size at the start of these articles.
In summary, I don't mind starting these articles with or , either is fine. But a big fan-made tango icon like in such spotlight doesn't sit right with me.Warming Hearth (talk) 19:09, 27 September 2021 (UTC)
- I agree that the tango icon doesn't fit at the top. However I think creating our own recoloured icons doesn't really have any benefit over the tango icons.
- I've blanket applied the highres icons provided by Stephane to all profession articles immediately after the first concept art in the top-right, and removed the training backgrounds completely. I would be amenable to putting the highres icon first too.
- Kvothe - A dedicated section for the variety of icons found ingame would be a good idea -Chieftain Alex 20:25, 27 September 2021 (UTC)
- As my edit would just overrule another ones edit, not touching this, listing the inconsistencies between the 9 profession pages here:
- Different skill icon sizes, e.g. Shatter skills on Mesmer or Death Shroud on Necromancer versus Virtues on Guardian or Legendary Stances on Revenant.
- Different elite specialization sizes, e.g. "[[File:Reaper tango icon 200px.png|link=Reaper|25px]]" versus "{{dragonhunter}}" (20px).
- Different skills unique to elite specializations descriptions, e.g. "Reaper: Shout — [..]" versus "Traps — [..] (Dragonhunter elite specialization only)"
- Different trait line icon sizes, e.g. 48px versus 35px.
- Different trait line description capitalization, e.g. "— focuses on [..]" versus "— Focuses on".
- Different gallery paragraph headings.
- --Tolkyria (talk) 20:39, 27 September 2021 (UTC)
- As my edit would just overrule another ones edit, not touching this, listing the inconsistencies between the 9 profession pages here:
- Added some consistency..
- 40px skill icons for significant profession mechanics with a blank newline afterward to ensure spacing before the next icon.
- 20px tango icons for elite specs.
- Elite spec prefixes for skill types with a colon.
- Trait lines made 35px.
- Descriptions for trait lines with a capital letter.
- Gallery paragraphs normalised.
- -Chieftain Alex 08:33, 28 September 2021 (UTC)
- Added some consistency..