[Necromancer] Spite - Parasitic contagion
It is probably in spite because they dont want condimancer to get it and dhuumfire at the same time.
Muchcacho has point also 5% percent is not that big if you think about it it’s only 50 hp/1000 damage.
It is probably in spite because they dont want condimancer to get it and dhuumfire at the same time.
Exactly this. Dhuumfire – even in the nerfed form – would be a huge boon to this trait. Easiest way to do something about that? Make them mutually exclusive.
I guess they will be keeping Dhuumfire as a grandmaster trait, though I still feel it is really weak, and does not represent a grandmaster trait. I wish they would move this trait to curses. It does not belong in the spite line. Spite line needs a trait that helps out power builds in my opinion. Only one grandmaster trait for spite powerbuilds and that is the increase in damage when target is below 50% hps
1000 damage/s on a condi build is really weak. we can easyly keep on a 2k/s pressure on single target and epidemy grant us this on up to 5 target… that’s already a 500hp/s .
30/30/x/x/x condibuild are already kings and with this trait they still will. As for “dhummfire” they should just get rid of this cr… anyway nobody will take it with this new trait.
agreed, condimancer/terrormancer is already strong, putting a potent healing ability inside their spec is just stupid, it belongs in the blood tree,
if they want healing make them trade damage for it like power necros.
that is the opinion of a PvPer,
but just think about how goldy this will be in pve,
when a world boss/champion is stacked with conditions and a necro uses Epidemic the necro causes all of those conditions (usually every condition in the game, with max stacks) on 5 other targets, just imagine the healing…
Its one of several GM traits in this update that are “in the wrong line” specifically so you can double dip: one ability of that sort from the usual line + one of the new grandmasters
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
1000 damage/s on a condi build is really weak. we can easyly keep on a 2k/s pressure on single target and epidemy grant us this on up to 5 target… that’s already a 500hp/s .
Which requires a lot of effort from the necro to maintain in addition to requiring 5 enemies that are capable of hitting the necro. Even against a single target, 500hps won’t keep you alive on its own, and unlike Warriors, necros can’t avoid damage for extended periods of time to heal up as the necro’s method of doing that blocks all healing.
It is not going to break game balance. Please think about what these optimal conditions actually mean before you cry about balancing around them.
And Spite is not the “Power line.” It is the “Power and Condition Duration” line. Dhuumfire is currently the only trait in the tree that even used condition damage. Parasitic Contagion will be a second. Each of those traits fulfills different roles for a condition necro (more damage vs. more sustain). There is very little they could have put in for Power builds that would be picked over Close To Death.
(edited by Drarnor Kunoram.5180)
1000 damage/s on a condi build is really weak. we can easyly keep on a 2k/s pressure on single target and epidemy grant us this on up to 5 target… that’s already a 500hp/s .
Which requires a lot of effort from the necro to maintain in addition to requiring 5 enemies that are capable of hitting the necro. Even against a single target, 500hps won’t keep you alive on its own, and unlike Warriors, necros can’t avoid damage for extended periods of time to heal up as the necro’s method of doing that blocks all healing.
It is not going to break game balance. Please think about what these optimal conditions actually mean before you cry about balancing around them.
And Spite is not the “Power line.” It is the “Power and Condition Duration” line. Dhuumfire is currently the only trait in the tree that even used condition damage. Parasitic Contagion will be a second. Each of those traits fulfills different roles for a condition necro (more damage vs. more sustain). There is very little they could have put in for Power builds that would be picked over Close To Death.
You are making yourself the devil advocate here.
Nobody said that Spite was the “power line” here. And of course it’s not, It’s also the “condition duration line”. But, Necromancer don’t need “sustain” in an offensive line. That’s what I was saying. That’s what you should have red. My problem with this trait in this line is that you don’t trade anything for an high sustain. And yes It’s a strong sustain. 2k/s condi damage mean what? 12 blood stack and 1 poison without might stack? we can easily add torment and fear.
I know that it’s the "condition duration line " and I want it to be used as a “condition duration line” but this trait line should be used to promote non damaging condition not to OP condi damage build.
What will happen after this release? First we will see unkillable condi necro. People will cry : Nerf OP necro. Then dev will brainstorm and with the fact in mind that they can’t possibly admit that they did somthing wrong (like with Dhummfire) they will nerf the things around that make Parasitic Contagion OP. So… they will cut our bleed source, reduce our overall condition duration… etc. That’s what they did for Dhummfire and that’s obviously what will happen in the few next month.
So what’s my concern?
- My concern is that they could create tons of trait that would have fit this trait line.
- My concern is that this trait is a slap in the face of “vampiric” which is nerf to the ground because “nobody should gain a great sustain from damages”. (not to mention that you will be able to trait for both vampiric and parasitic contagion without any high investment in Blood magic).
- My concern is that Powermancer are still underwellming against condimancer and this trait will enhance even more the gap between these 2 specialisations (not to mention that Powermancer will take a blow from the new mechanism : “ferocity”)
- My concern is that we are supposed to mitigate our lack of mobility by crippling our foe’s mobility and that the only way to do that is by the use of non damaging condition. Thing that we should see in the so called “condition duration line”.
- My last concern is that this is so obviously OP for condimancers that we will be nerfed on this only fact.
We need in this trait line a trait that actually help both condimancer and powermancer not something that will let us fall in the eternal nerfbat hell.
In wvw this trait will be broken.
My comment on it being the Power/Condition Duration line was more in response to Gryph.
However, I highly doubt that the amount will cause any sorts of issues, even in PvP. 2kcdps returns a whopping…100hps. That will make a difference in sustain, but not a massive one, and as soon as they cleanse, it’s gone. You will have to build it up again.
Call me crazy but I thought conditionmancers needed more ways to build life force, not siphons. Seems like a completely missed opportunity to me, seeing that powermancers won’t really benefit from this trait.
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I’ve been thinking and I think the placement of the trait is good because parasitic contagion doesn’t scale wih healing power only condition damage or duration. Also the unkillable necromancer with only 100hps/person?
People who are complaining that defensive traits does not fit in offensive trait lines. It is not as uncommon as you think. The easiest example is mug for the thief another example is focus mastery of the guardian, the new grandmaster of the elementalist is also a defensive one. The list goes longer.
Call me crazy but I thought conditionmancers needed more ways to build life force, not siphons. Seems like a completely missed opportunity to me, seeing that powermancers won’t really benefit from this trait.
Either one, really. Condition necros generate enough life force to deal with bursts, but sustained damage is a huge problem for them, which is a problem considering it’s supposed to be an attrition style. Given the lack of incentive to staying in death shroud for condition necros (and ANet doesn’t seem to want to give us that incentive), the preferred form of sustain is regaining actual health.
And why do Powermancers need to benefit from it? I don’t follow the reasoning there.