[14:23] <@Elidroth> OK.. so Necros.. time to step up to the plate!
[14:23] <@Elidroth> ok
[14:23] <Morulak> - Hastened Pestilent Paralysis
[14:23] <Morulak> currently at 60 sec agreed to add one more rank awhile ago
[14:24] <@Elidroth> ok
[14:24] <Morulak> - Embrace the Decay: increased counters cured possible addition of 'dispel detrimental'
[14:25] <@Elidroth> ok
[14:25] <Morulak> staying with that one
[14:25] <Morulak> - Hastened Embrace the Decay: recast time reduced. Currently 5 minute.
[14:26] <@Elidroth> ok
[14:26] <Necrotizer> Any possibility of bringing down the timer even further on Death Bloom? I have Death Bloom, Death Blossom, and Blood Magic, and the complaint in groups is no one enjoys how often I must med.
[14:26] <Morulak> - Hastened Convergence: recast time reduced. Currently 5 minute
[14:27] <Morulak> Spell version of Convergence is 30 sec so some room to work with without encroaching on the spell
[14:28] <@Elidroth> Death Bloom is not changing
[14:28] <@Elidroth> Hastened Convergence can work
[14:28] <Morulak> thanks
[14:29] <Morulak> Corruption Resist added to DMF to bring back its lev and resist bonus back and not something people block or remove.
[14:29] <@Elidroth> Necros win the Elidroth Lottery.. By that I mean I'm taking pain meds to deal with a toothace.. lol
[14:29] <Morulak> !!!
[14:29] <@Elidroth> toothache even
[14:29] <Berserker01> pain meds to deal with necros lol
[14:29] <Shennron> Yay for relief
[14:30] <Hayz> score one for pain meds!
[14:30] <weirdo> only for the toothache? or for the necros too? :)
[14:30] <@Elidroth> Did DMF ever get an upgrade on the spells side? I don't remember
[14:30] <Loratex> Can I have some I have to.go to dentist next week
[14:30] * strongbus /join
[14:31] <Morulak> We got perfected group and single.
[14:31] <Azrael> DMF has been pretty much the same for a long time...it's value used to be in the long duration + poison resist, but now most classes have perfected lev, and resists are capped
[14:31] <Morulak> Spell version is still just pr but everyone is already capped on that so tends to be no real benefit
[14:31] <@Elidroth> I'll discuss it with Aristo
[14:31] <Azrael> we just wanted a small amount of corruption resist so it's somewhat unique again
[14:31] <Morulak> thanks
[14:32] <Morulak> since someone already brought up mana regen issues for groupers.
[14:32] <Morulak> - Hastened Bloodmagic: more ranks.
[14:32] <Morulak> Currently 18 minute reuse
[14:33] <@Elidroth> I don't really want that one to be any faster
[14:33] <Shennron> afk a sec
[14:33] <Morulak> Just figured since that was the most painful to use it was a good way to get us back some.
[14:33] <Azrael> How about an extended blood magic, 1-3 ticks longer?
[14:34] <@Elidroth> I'm ok with Blood Magic how it is right now
[14:34] <Morulak> ok
[14:34] <Morulak> - Death blossom changed from the ooc requirement to something similar to Bucolic Gambit requirements. When death blossom is cast it puts a 60 sec buff on us that if the requirements for the recourse buff are met it then procs death blossom. Something like 3 swift dot casts in the next 60 seconds will then successfully allow death blossom to proc. SInce raiders don't use swift dots it basically is the same desired deterrent
[14:34] <Morulak> bad of ooc limit.
[14:35] <Morulak> OUt of combat, sorry
[14:36] <@Elidroth> Death Blossom is usable in combat
[14:36] <zilten> thing with ooc timer is alot of times it doesnt register right away that we are fast medding
[14:36] <Azrael> Bloom is, blossom is not
[14:36] <@Elidroth> I'm looking at the spell right now
[14:36] <@Elidroth> Usable in combat is checked
[14:36] <zilten> maybe it should be, but it doesnt let us
[14:37] <zilten> Death bloom is while in combat, blossom only when out of combat
[14:37] <Morulak> blossom requires out of combat buff to click it
[14:37] <Beimeith> Spell ID 41071 (if that helps)
[14:37] <Azrael> death blossom requires ooc regen + 1 to 2 ticks for server to sync before its clickable
[14:37] <Corvis> blossom was added because of the bloom decrease
[14:37] <Morulak> which is usually 30 seconds of no aggro, no debuffs like mark or enchanter debuffs on you
[14:37] <@Elidroth> ah yeah.. ok I see the flag now
[14:39] <Azrael> A followup question on embrace the decay - when increasing the counters, is it possible to add a small amount of curse cure? Something low like 20 counters, so it still requires proper curing classes for current content, but would give us a little leeway in older content
[14:40] <@Elidroth> I'll consider it
[14:40] <Morulak> Death Blossom or for Embrace?
[14:40] <Morulak> The death blossom change would go a long way for groupers but still prevent raiders from using it which is what you guys seemed to want.
[14:41] <Necrotizer> Making Death Blossom be usable in combat would help me as a group geared player.
[14:43] <@Elidroth> Death Blossom is staying the way it is
[14:43] <Morulak> ok
[14:43] <Morulak> - Swift Lingering: adds 6 sec to duration of swift dots. Currently 12 sec base and 24 sec recast
[14:44] <Morulak> probably an ask aristo
[14:44] <@Elidroth> You won't get anywhere on that one.. Swift DoTs are the way they are for a reason
[14:45] <Morulak> ok, basically wanted a way to increase group dps without impacting raid
[14:45] <Morulak> - Quickening of Death: additional ranks. No update since UF.
[14:47] <@Elidroth> I really don't want Pet Flurry chance going any higher than it is right now
[14:48] <Morulak> ok
[14:48] <Morulak> - Death's Wrath: additional ranks.
[14:49] <weirdo> with the plan for mobs to have more hp, but not do as much damage next exp, wont group necros naturally do more damage?
[14:49] <@Elidroth> I can give a couple more ranks of Death's Wrath
[14:50] <Morulak> - Lingering Death: one more rank.
[14:51] <@Elidroth> No.
[14:52] <Morulak> damn you pain meds kick in already!!
[14:52] <@Elidroth> Necros complain every time I even suggest that
[14:52] <zilten> it was a popular request now
[14:52] <Morulak> Basically already at the cap as far as stacking its more for solo and mana eff
[14:52] <Morulak> moving on
[14:53] <Morulak> - Hand of Death: additional ranks boosting the min and max effect. Currently 30% to 120%.
[14:53] <@Elidroth> I might do 1 rank of Hand of Death
[14:54] <Morulak> Ok, one other thing to point out about that is currently its level capped so that would need to adjusted to 105.
[14:54] <Shennron> Or higher for future expansions
[14:54] <Morulak> Next few requests go back to swift dots and grouping.
[14:55] <@Elidroth> yeah
[14:55] <Morulak> - Hand of Death* modified to work on swift dots for groupers. Death's Grip the recourse effect has "4: Limit Min Duration: 24s" would need to be "4: Limit Min Duration: 12s"
[14:56] <Morulak> Basically would like to get away from being so divided for upgrades to core class AA lines.
[14:56] <@Elidroth> That's intentional
[14:57] <Morulak> Kinda kills groupers
[14:57] <@Elidroth> it is intentionally NOT working on Swift DoTs
[14:57] <Morulak> normal group dps they are behind even with swift dots. when it comes time to burn since swifts cant be modifed they have to stop and remem all normal dots to burn with
[14:57] <Morulak> ok
[14:58] <Morulak> would you consider changing funeral pyre to work for swift dots then? same premise but much lower mod to it
[14:58] <Azrael> note that funeral pyre also increases mana cost, so it would be a cost/benefit decision for a grouper, since swifts are already mana intensive, but it gives them a viable option
[14:58] <Azrael> quite a long recast on FP too
[15:00] <@Elidroth> Look.. the things that exclude Swift DOTs do so for a reason. I am not going to change that.
[15:00] <Morulak> ok
[15:00] <Morulak> - Cascade of Decay: additional ranks increase the dot strength and boosted range of 200', 9 out of 10 times you get the out of range message when it procs.
[15:01] <illa> most item and spell procs were boosted to 300 range to avoid that
[15:01] <@Elidroth> Yeah that makes sense
[15:01] <@Elidroth> I'll bump up the range for sure
[15:01] <Morulak> thanks
[15:01] <Azrael> Thanks eli thats a big one for us
[15:02] <@Elidroth> I'll test out the DOT.. not promising any changes there.
[15:02] <Morulak> Lots of feedback requiring the group dps aspect. What kind of things would be on the table to help make Necros more relevant to grouping?
[15:03] <@Elidroth> Necro usefulness is groups is sadly our fault mostly
[15:03] <@Elidroth> we made group fights too short
[15:03] <Morulak> requiring = regarding
[15:03] <@Elidroth> I'll talk with Aristo about that some more, but we're not going to make sweeping changes to the class
[15:03] <zilten> anything you can think of/would be willing to add to help the grouping one?
[15:03] <zilten> ok, thank you
[15:04] <Necrotizer> The complaint I get, besides I take too long to med, is mobs die too quick for me to be useful in a group.
[15:05] <Morulak> going to move on
[15:05] <Morulak> - Hastened Dying Grasp: 2 more ranks. Currently 27 minute reuse.
[15:07] <@Elidroth> That's doable
[15:07] <Morulak> - Dying Grasp: additional ranks boosting power.
[15:07] <@Elidroth> Also possible, though I'll have to test out the numbers to get it where I'd want it
[15:07] <Morulak> ok
[15:08] <Morulak> - Self Sacrifice: Takes 25% of our hps and heals our pet with it (or some portion if thats to much) while also providing a 5 hit limit rune spell/melee buff on pet. Fast cast, 10 minute reuse.
[15:08] <Loratex> I have an.interesting aa idea
[15:08] <Loratex> Can work for al classes but ill let them choose which stat/abikity
[15:09] <@Elidroth> That's rather OP Morulak.. hehe
[15:10] <Morulak> if the pet buff is no go would you consider maybe a mana return to group instead for the sacrifice? making sure the mana didnt hit the necro
[15:10] <Loratex> How about a passive aa that increases all dot dmg in possibly the slot 3 section that is increased by a .0percrnt of our int
[15:10] <@Elidroth> Can't do that Loratex.. don't have a way to hook to your INT values
[15:10] <@Elidroth> Necros want to be mana batteries?
[15:11] <Morulak> no we wanted the pet heal tbh lol
[15:11] <Morulak> but the self sacrifice helps us use Hand of Death since Lifeburn is dead to you
[15:11] <Loratex> Like0.1 / .02 / 0.3 (ranks)
[15:11] <Loratex> I am on a tablet so wok with me
[15:12] <Hayz> wok... now I'm hungry
[15:13] <Azrael> Would be also okay with the self sacrifice being kind of a long cooldown hp transfer to target...similar to our pact of shadow line of spells, use our hp to emergency heal target (or restricted to pet is okay too), we seem to lack abilities that consume our hp, which previously has been a staple of the class
[15:14] <@Elidroth> Self Sacrifice can work, but I'll have to really play with the numbers to make it right
[15:14] <@Elidroth> 25% of your HP for a 5 hit invuln is kinda nutty
[15:14] <Morulak> ok
[15:14] <Morulak> even the pet heal would work with the recent changes, no rune aspect
[15:14] <Azrael> yeah, exactly
[15:15] <Morulak> - Frenzy the Dead: additional ranks increasing power of buff.
[15:16] <Azrael> important part about self sacrifice is really that it consumes a significant portion of our hp to do something... heal target, heal pet, recourse mana, adjust as necessary. 10 min or so CD
[15:17] <@Elidroth> Yes but.. that HP is meaningless if you're not in combat yourself..
[15:17] <@Elidroth> you'll heal that back without ever really being in danger
[15:17] <Morulak> we use it to proc Hand of Death mid combat
[15:17] <Azrael> yeah, it would be for use in combat
[15:18] <@Elidroth> I don't really want to upgrade Frenzy the Dead right now..
[15:18] <Azrael> for example, as a pet heal, it would be a backup replenish companion...which we would click if our pet is near death, obviously at great risk to ourself if it takes a huge chunk of our hp out too
[15:18] <Morulak> would you consider - Extended Frenzy: mutliple ranks to add additional time to "Frenzy the Dead" AA duration. Currently its 60 second duration.
[15:19] <Shennron> Any changes to pet dps will help in the group game.
[15:19] <@Elidroth> Yeah.. I'm not sure how many ranks.. but I'll do that