https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
((Changes I propose!))
IMPORTANT: Wells are no longer just circles on the ground, each one changes the environment, this makes it harder to tell what to avoid, but easier too.
Animation changes!
1 Well of Corruption makes the area look dead. (like scepter 2.)
2 Well of Blood creates a spring that shoots blood all over.
3 Well of Darkness shrouds the area in darkness.
4 Well of Power makes the area look like spirit energy (glowing green.)
5 Well of Suffering distorts the area a little, making chaotic energy.
6 Focused Rituals trait makes little skeleton hands come out of the ground each second for a piece, looking like they are grabbing things. (much like scepter 2.)
Statistical changes!
Well of Corruption (Cooldown: 30s, Utility Slot.)
Target area pulses, converting boons on foes into conditions.
Pulse: 1 s
Duration: 10 s
Radius: 240
Combo Field: Dark
Well of Blood (Cooldown: 30s, Healing Slot.)
Conjure a well of blood to heal allies.
Initial self heal: 5,240 (1.0)?
Duration: 10 s
Healing: 304 (0.8)?
Combo Field: Water
Well of Darkness (Cooldown: 30s, Utility Slot.)
Target area pulses, blinding foes with each pulse.
Duration: 10 s
Radius: 240
Blind: 3 s
Pulse: 1 s
Combo Field: Dark
Well of Power (Cooldown: 30s, Utility Slot.)
Target area pulses, converting conditions on allies into boons.
Duration: 10 s
Radius: 240
Pulse: 1 s
Combo Field: Dark
Well of Suffering (Cooldown: 40s, Elite Slot.)
Target area pulses, stealing boons from your foes and giving it to the Necromancer.
Duration: 10 s
Radius: 240
Pulse: 1 s
Combo Field: Ethereal
Trait changes!
Curses
Focused Rituals – Well skills use ground targeting (Range: 1200) and deal damage every time they pulse. (200 damage per pulse.)
Death Magic
Ritual of Protection – Wells also grant 1s of protection every time they pulse. (You must be standing in the well.)
Blood Magic.
Vampiric Rituals – Wells also siphon health and endurance every time they pulse.
Ritual Mastery – Wells recharge 20% faster. Wells last longer. (5s.)
(edited by Daecollo.9578)
Eh siphoning needs to be better if you ask me.
Eh siphoning needs to be better if you ask me.
Yeah, and wells need to last WAY longer…
Wells can’t last much longer. One more pulse increases a well’s effectiveness by 20%, which is a huge buff to utility skills that already pretty good.
Life Siphoning needs to scale with Healing Power on all traits including the Pulsing one, and if any buff comes to wells it should be in the form of traits so people who build around wells benefit more then people who trait wells for utility zerg damage.
Maybe a change to ‘Vampiric Rituals’ to increase well durations by 20% would be an effective buff IMO.
Wells are absolutely fine.
I think wells are fine, but I wouldn’t complain if the cooldown was reduced a bit.
Wells are absolutely fine.
yeah compared to other necro abilities they are fine.
compared to other classes aoe abilities they fall a bit short especially in wvw
Wells are some of our strongest skills and can be traited for shorter cool-down for higher dps. They also synergize with Epidemic, create fields, and can be traited to add Protect and Chill, and Power is one of precious few utilities that add boons.
Frankly, there are other areas of the Necromancer profession that need tuning, first.
Wells are some of our strongest skills and can be traited for shorter cool-down for higher dps. They also synergize with Epidemic, create fields, and can be traited to add Protect and Chill, and Power is one of precious few utilities that add boons.
Frankly, there are other areas of the Necromancer profession that need tuning, first.
thanks for being so frank with us but I think everyone posting in this thread is aware of all those things you posted.
are we not allowed to talk about wells until said tuning is done or something?
Wells are already arguably some of our strongest skills. At most, they need slight changes in CDs, damage, or other number changes. Duration is not a good way to change them.
I changed the top to my idea!
(edited by Daecollo.9578)
I changed the top to my idea!
Apart from some combo fields I don’t see any changes at all.
I changed the top to my idea!
Apart from some combo fields I don’t see any changes at all.
Look at the top.
I removed the damage from wells, gave them all a unikittenfect, made them last longer with a shorter recharge. Wells will really change the fight and make a “Support” Necromancer.
(edited by Daecollo.9578)
I changed the top to my idea!
Apart from some combo fields I don’t see any changes at all.
Look at the top.
I removed the damage from wells, gave them all a unikittenfect, made them last longer with a shorter recharge. Wells will really change the fight and make a “Support” Necromancer.
Those durations are ludicrous and the damage was about the only thing that made things like Well of Suffering good.
Well of Blood is already arguably our best heal, and the issue isn’t that it doesn’t scale well with healing, but that Life Siphon doesn’t scale at all.
As has been said before, well’s are already some of our best utility skills. They’re absolutely fine and I use absolutely every one of them between all my builds. The only build I have that DOESN’T use a well is my tanky controlmancer.
I changed the top to my idea!
Apart from some combo fields I don’t see any changes at all.
Look at the top.
I removed the damage from wells, gave them all a unikittenfect, made them last longer with a shorter recharge. Wells will really change the fight and make a “Support” Necromancer.Those durations are ludicrous and the damage was about the only thing that made things like Well of Suffering good.
Well of Blood is already arguably our best heal, and the issue isn’t that it doesn’t scale well with healing, but that Life Siphon doesn’t scale at all.
As has been said before, well’s are already some of our best utility skills. They’re absolutely fine and I use absolutely every one of them between all my builds. The only build I have that DOESN’T use a well is my tanky controlmancer.
Well of Suffering would be an elite skill that steals boons. (This allows the Wellomancer to have all 5 slots.)
The new trait allows all wells to do damage, not as much as “Well of Suffering.” did, but a lot.
The idea is to turn Necromancer into more “On-demand” support where they can lay down a well when they need to and recreate the map.
(edited by Daecollo.9578)
I changed the top to my idea!
Apart from some combo fields I don’t see any changes at all.
Look at the top.
I removed the damage from wells, gave them all a unikittenfect, made them last longer with a shorter recharge. Wells will really change the fight and make a “Support” Necromancer.Those durations are ludicrous and the damage was about the only thing that made things like Well of Suffering good.
Well of Blood is already arguably our best heal, and the issue isn’t that it doesn’t scale well with healing, but that Life Siphon doesn’t scale at all.
As has been said before, well’s are already some of our best utility skills. They’re absolutely fine and I use absolutely every one of them between all my builds. The only build I have that DOESN’T use a well is my tanky controlmancer.Well of Suffering would be an elite skill that steals boons. (This allows the Wellomancer to have all 5 slots.)
The new trait allows all wells to do damage, not as much as “Well of Suffering.” did, but a lot.
The idea is to turn Necromancer into more “On-demand” support where they can lay down a well when they need to and recreate the map.
They are already an on-demand support that removes conditions from the entire team, has the best vulnerability and weakness stacking in the game, and is overall just really tanky. The absolute only reason I ever use Well of Suffering is when I am doing open world pvp, because it does insane amounts of damage to heart mobs. And if you are trying to run five wells then you are already screwing something up. The max you should really be running is three, including Well of Blood.
I sort of resent the Well of Suffering change, since I like the straightforward “I do damage” nature of the current WoS. It also creates a conflict of purpose with Well of Corruption.
I suspect dropping the recharges to 30 seconds, increasing the duration to 10, and including a trait that allows those numbers to be further augmented (24s recharge, 12s duration at least) is too much. As it is, wells are very much about making a pivotal moment in play, rather than having high uptime on their effects. That’s a piece of their design I’d like to keep.
I like Well of Blood as a water field. It would help secure Well of Blood’s place as a group support heal, much like the Ranger’s Healing Spring.
I really like the change to Ritual of Protection. It rewards allies keeping the fight inside your wells, or at least staying in the wells themselves. With your new durations it would be overpowered (20 seconds of protection applied over 10 seconds, per well is 100% uptime with any two wells) but the idea of it pulsing protection for allies instead of a one-shot application is great.
Vampiric Rituals now draining endurance for the Necro just makes me think “Oh. That’s what Necromancers should do in their endurance / dodge trait line” and has huge potential.
(edited by Softspoken.2410)
I nerfed the protection to 1s, and “Longer Durations” is 5s from 10s.
The two wells both get rid of boons, but both different ways. They both destroy bunkers, however one of them is up a lot faster. One of them is for when you need to bunker yourself while fighting a bunker, the other is when you need to destroy a bunker.
My Idea for wells is to make them three things.
Aggressive!
Keeps Pressure!
Support Support Support!
The idea is to make a Wellomancer “ALWAYS” able to have atleast 2 wells up at any given time, this just makes them amazing for applying pressure as well as group support.
(edited by Daecollo.9578)
I nerfed the protection to 1s, and “Longer Durations” is 5s from 10s.
The two wells both get rid of boons, but both different ways. They both destroy bunkers, however one of them is up a lot faster. One of them is for when you need to bunker yourself while fighting a bunker, the other is when you need to destroy a bunker.
The 1s protection / pulse seems more fitting, even to the current wells now that I think about it. (Current trait provides 3s but the freedom to leave after, new version would give 5-6s of it, which is more, but requires the player to stay within the area) Edit- Well of Blood lasts 10 seconds… It would probably have to be an exception and not apply protection for the full duration or something.
I still don’t think you should add longer durations as a trait if you’re going to make the base duration be 10s. You’re creeping up over the 50% uptime ratio, and that will require the wells to be less directly impactful to make up for their extended presence, rather than their current impact for a shorter duration.
I see the differences between the two skills, but they’re still far too similar in my opinion. And giving the option of stacking two skills to deny boons in an AoE with over 80% uptime is too much, and won’t go away while you can simultaneously have two skills that do such a similar thing.
Edit:
My Idea for wells is to make them three things.
Aggressive!
Keeps Pressure!
Support Support Support!The idea is to make a Wellomancer “ALWAYS” able to have atleast 2 wells up at any given time, this just makes them amazing for applying pressure as well as group support.
I just straight up don’t agree with the idea of having 2 wells up constantly. Even a guaranteed 1 well at all times just seems iffy: I love the way that wells can be strategic turnarounds, and making them have that long of a lifetime means that would have to change.
Basically, I can’t justify allowing them to be aggressive and constant pressure, and I’d rather take the aggressive they currently are. I just think it’s more fun.
(edited by Softspoken.2410)
Siphon life scaling with healing power will give necro so much more to play with.
Also i would like to see on a trait siphon life be able to siphon stamina to necro something similar.
D/x would become very very interesting.More than it is.
I nerfed the protection to 1s, and “Longer Durations” is 5s from 10s.
The two wells both get rid of boons, but both different ways. They both destroy bunkers, however one of them is up a lot faster. One of them is for when you need to bunker yourself while fighting a bunker, the other is when you need to destroy a bunker.The 1s protection / pulse seems more fitting, even to the current wells now that I think about it. (Current trait provides 3s but the freedom to leave after, new version would give 5-6s of it, which is more, but requires the player to stay within the area)
I still don’t think you should add longer durations as a trait if you’re going to make the base duration be 10s. You’re creeping up over the 50% uptime ratio, and that will require the wells to be less directly impactful to make up for their extended presence, rather than their current impact for a shorter duration.
I see the differences between the two skills, but they’re still far too similar in my opinion. And giving the option of stacking two skills to deny boons in an AoE with over 80% uptime is too much, and won’t go away while you can simultaneously have two skills that do such a similar thing.
https://forum-en.gw2archive.eu/forum/professions/necromancer/This-video-is-disheartening/first
Necromancers deserve good utility like other classes have, they are a joke for support compared to most classes. Necromancers need to be Feared.
Yes, it would have great boon denial, but many classes can just shove on boons as soon as you remove them and keep up there rotation.
AOE RETALIATION
With the ability to simply move out of the well, your not left with much choice.
It gives the Necromancer the ability to take things back!
(edited by Daecollo.9578)
https://forum-en.gw2archive.eu/forum/professions/necromancer/This-video-is-disheartening/first
Necromancers deserve good utility like other classes have, they are a joke for support compared to most classes. Necromancers need to be Feared.
Yes, it would have great boon denial, but many classes can just shove on boons as soon as you remove them and keep up there rotation.
AOE RETALIATION
With the ability to simply move out of the well, your not left with much choice.
It gives the Necromancer the ability to take things back!
Your delusions of grandeur (megalomania?) are showing.
For one thing, I still regard what you linked as a joke of a thread, crying out for one profession to be made more like another. Because profession identity is just terrible, I guess?
Necromancers could stand to get slightly better support capabilities: I don’t think making all wells be permanent uptime is the way to do it. Maybe if you wanted to increase the proportional uptime of Well of Power and Well of Blood alone?
Otherwise, I think there’s changes to be made for other Necro skills, like Plague Signet, to encourage group support. The game needs more clear ways to support other players besides healing and boons. Allied condition transfer could be one of them. As it is AoE condition cleansing is a bit too strong / easy, which is probably pushing the Necro out of that role more than anything, but a few more skills to facilitate that role would do wonders as well.
Also AoE Retaliation out of nowhere, woah. Honestly I’d like the Necromancer to have slightly stronger self-based retaliation (It’s already quite good, probably on par with Guardians), but I want them to limit retaliation availability a little further so that they can boost its damage. (I recall hearing a few dev comments about how they want it to be more ‘reactive’ rather than ‘keep this up all the time’.)
Allied retaliation can stick with the Mesmers and the Guardians, in my opinion.
Keeping allies in wells is part of the job, either for you or your team. Immobilize, chill, stuns, even cripple can help. There’s a lot of counter-play on both sides there, which strikes me as a good thing.
Heh, I think I’m more just talking about whatever I want now than focusing on the thread. I should probably stop for a bit.
(edited by Softspoken.2410)
I mean, people were talking “Why all the boon management” Mostly because of things like AOE retaliation.
I mean, people were talking “Why all the boon management” Mostly because of things like AOE retaliation.
Oh, I see. I think Well of Corruption alone would be more than excellent punishment for that (assuming it can get to the retaliation, and not just get stuck on a reapplied regeneration or something…) but I am a sucker for confusion.
Really your Well of Suffering would just give an extremely long stack of Retaliation on yourself, which isn’t all that special in my opinion.
Alright really taking a break now later.
just makes them amazing for applying pressure as well as group support.
They already do this. I see you keep saying this would make them better at it, but you haven’t provided any real argument as to why wells need to be buffed in the first place. The entire point of the class is to out sustain an enemy while you slowly kill them. This is why they haven’t got any real burst damage.
And in terms of group support in spvp, they aren’t really the class for it. Works fine in pve, but not in pvp, and I really don’t think they intended for them to do that anyways.
(edited by Cayllara.1564)
just makes them amazing for applying pressure as well as group support.
They already do this. I see you keep saying this would make them better at it, but you haven’t provided any real argument as to why wells need to be buffed in the first place. The entire point of the class is to out sustain an enemy while you slowly kill them. This is why they haven’t got any real burst damage.
And in terms of group support in spvp, they aren’t really the class for it. Works fine in pve, but not in pvp, and I really don’t think they intended for them to do that anyways.
@
They already do this. I see you keep saying this would make them better at it, but you haven’t provided any real argument as to why wells need to be buffed in the first place.
They do apply pressure, but there durations are so short, most zergs or even small groups just ignore them, they honestly need longer durations. They need buffed because they are honestly underpowered, temporary combo fields that don’t really change the fight.
@
The entire point of the class is to out sustain an enemy while you slowly kill them. This is why they haven’t got any real burst damage.
That is why its low damage per pulse… endurance and life stealing… IT IS SUSTAIN…
@
And in terms of group support in spvp, they aren’t really the class for it. Works fine in pve, but not in pvp, and I really don’t think they intended for them to do that anyways.
Every class should have some way to do every role, this isn’t other games with a role for each class, there are skills you can pick and traits and Wells are our support, so excuse me for asking for support buffs.
(edited by Daecollo.9578)
omfg @ Daecollo,
This is what we need, although i think spectral skills need buffing aswell (wtf spec armour????!!)
I’ve tried many builds in wvw, i roam solo or in small groups, I’ve tried a full set of cleric with support wells, the healing is decent if people STAY IN THE WELLS but in a fighting environment who is gonna limit themselves to standing in a well, honestly I think corruption should stay as 5 seconds but remove 2 boons with every pulse. it’s just too easy for someone to side step out.
But all in all I love your suggestions, after playing WoW for a few years and then coming to gw2 where a trinity doesn’t exist but then finding that other classes can put out super healing + aoe damage while i kitten in the wind with my poor utility then you quickly realise why there’s not alot of necromancers around.
…Quick note to everyone in the thread.
Wells of Suffering and Corruption last more than 5 seconds and pulse more than 5 times.
The tooltip was broken since release up to the April 30 patch.
And the tootips without traiting focused rituals are still wrong.
(edited by Kiriakulos.1690)
just tested in game, they both last 5 seconds so idk wtf your talking about
just tested in game, they both last 5 seconds so idk wtf your talking about
Trait the skill, read the tootip, note the 7x multiplier on well of suffering and use a watch to measure the time, they never lasted 5 seconds.
I think that Wells cooldowns are just too high.
I’d chop off at least 5 seconds off the recharges of Well of Suffering and Well of Corruption.
10 second off Well of Darkness.
As for Well of Power I’m not sure if I’d alter it or not.
It’s quite powerful when used at the right time and as a Well designed for support you won’t miss it unless someone pulls you out of it early, in which case kudos to them.
Possibly split Wells for PvE and PvP and and reduce their cooldowns even more in PvE.
It makes little sense to me that in PvE Epidemic has a 15 Sec recharge while Well of Suffering has 45 sec.
15s vs 30s would be more in line in my opinion.
just tested in game, they both last 5 seconds so idk wtf your talking about
Trait the skill, read the tootip, note the 7x multiplier on well of suffering and use a watch to measure the time, they never lasted 5 seconds.
Well of Suffering’s tooltip is an error its meant to be 6x multiplier like Well of Corruption.
All wells pulse instantly on cast and then once per second for 5 seconds (or 10 for Blood) after.
just tested in game, they both last 5 seconds so idk wtf your talking about
Trait the skill, read the tootip, note the 7x multiplier on well of suffering and use a watch to measure the time, they never lasted 5 seconds.
Well of Suffering’s tooltip is an error its meant to be 6x multiplier like Well of Corruption.
All wells pulse instantly on cast and then once per second for 5 seconds (or 10 for Blood) after.
no, well of suffering really pulses 7 times.
just count it.
Most of your changes are ludicrously strong. Never going to happen, and there is no way that the well changes themselves are warranted.
That said, I like the ritual of protection, the idea of stealing endurance, and changing Blood to a water field. I’m not sure I’d have wells steal the endurance, but I still like the idea in general.
I didn’t expect them to change everything to my ideas, I just would like some of them. Even if they just changed half it would make the game more dynamic, we need new builds.
This wouldn’t add any diversity to builds, it would just buff builds that use these abilities or make wells more commonly used in already established builds.
This wouldn’t add any diversity to builds, it would just buff builds that use these abilities or make wells more commonly used in already established builds.
Buffing Wells would bring another style of necromancer into the fold that is a lot more useful to the party. It would BRING more diversity, wells are just way to weak for there opportunity cost, even in perfect sitations they just are not on-par with corruption.
Making utility Wells like Well of Darkness and Well of Power last longer makes them stronger. While making Wells of Suffering and Corruption do the same damage in fewer pulses makes them stronger. Unless you want the boon corruption from Corruption, in which case, longer durations are more beneficial. However, Wells of Suffering and Corruption already last a decently long amount of time. They just got buffed in this last patch, in fact. They pulse 7 times now. On a berserker Necro, my Well of Suffering tooltip indicates over 4k of damage over the entire Well’s duration, which is substantial. The only problem Wells have is that they lack mobility, however that can also be viewed as a strength because they can lock down points and force enemies to make a decision: sit inside it and potentially die, or avoid it entirely and lose an advantage over my opponent.
I think Wells are where they need to be. Your ideas are…mmm…disturbingly overpowered. 30s cooldowns? That’s REALLY short cooldowns. Especially for the Well of Darkness and Well of Power.
Ritual of Protection would be permanent protection, which no class to my knowledge can obtain. The extra damage on Focused Rituals is unnecessary. The endurance siphon is equally unnecessary and would imbalance the Necromancer class, making it overpowered. The Ritual Mastery is ludicrous. Reducing cooldowns from an already ridiculously low cooldown and increasing durations which are already ridiculously long? No thank you.
Making utility Wells like Well of Darkness and Well of Power last longer makes them stronger. While making Wells of Suffering and Corruption do the same damage in fewer pulses makes them stronger. Unless you want the boon corruption from Corruption, in which case, longer durations are more beneficial. However, Wells of Suffering and Corruption already last a decently long amount of time. They just got buffed in this last patch, in fact. They pulse 7 times now. On a berserker Necro, my Well of Suffering tooltip indicates over 4k of damage over the entire Well’s duration, which is substantial. The only problem Wells have is that they lack mobility, however that can also be viewed as a strength because they can lock down points and force enemies to make a decision: sit inside it and potentially die, or avoid it entirely and lose an advantage over my opponent.
I think Wells are where they need to be. Your ideas are…mmm…disturbingly overpowered. 30s cooldowns? That’s REALLY short cooldowns. Especially for the Well of Darkness and Well of Power.
Ritual of Protection would be permanent protection, which no class to my knowledge can obtain. The extra damage on Focused Rituals is unnecessary. The endurance siphon is equally unnecessary and would imbalance the Necromancer class, making it overpowered. The Ritual Mastery is ludicrous. Reducing cooldowns from an already ridiculously low cooldown and increasing durations which are already ridiculously long? No thank you.
Now I can agree it looks overpowered on “PAPER.” but in real combat nobody is just gonna stand still and let these hurt you, that is the real problem.
If they just sat in the fields of course it would be hilariously OP, but they are meant to punish people who stand on one spot.
With longer lasting fields you really put pressure on areas moreso then less, Although they deal a lot less damage, they are up longer so you can pigeon-hole people in spots and protect yourself by having a field around yourself too.
Its really not OP, its actually quite fun if you look at it from a control and support standpoint.
Less Damage – More Sustain – Better group/team play.
Buffing Wells would bring another style of necromancer into the fold that is a lot more useful to the party. It would BRING more diversity, wells are just way to weak for there opportunity cost, even in perfect sitations they just are not on-par with corruption.
Uh… no they aren’t. Wells are very common utility skills right now. Every single power necro in PvP brings WoS, there are a lot of well based builds (and even mini zergs of these builds) in WvW, and PvE wells are a very common support utility.
And you can say “no one is going to stand there”, but that isn’t true. PvE mobs are too stupid not to stand there, WvW zergs are arguably dumber than mobs (and even assuming they aren’t, such a permanent AoE denial would be ridiculous), and tPvP forces you to stand in a circle very close to the size of a well. You could permanently cover the point in wells.
Wells are very strong atm. One thing I would like to see is a slight cooldown reduction though. Not much just a little. So base 35 seconds on WoS and WoC and base 50 seconds on WoD and WoP.
Its really not OP, its actually quite fun if you look at it from a control and support standpoint.
How does it being fun refute that it is op? Also, nobody wants another 5sig class. I’m honestly kind of shocked anyone would think that was a good idea.
Its really not OP, its actually quite fun if you look at it from a control and support standpoint.
How does it being fun refute that it is op? Also, nobody wants another 5sig class. I’m honestly kind of shocked anyone would think that was a good idea.
Don’t understand how such things would make it like that, it would actually help the class a lot by giving it viable on demand support.
I kind of agree with most people here in that wells seem just fine. Granted, my experience is not extensive, but I have a lot of trouble putting together builds that aren’t just full of wells as they’re so useful. My only real complaint is that I can’t use them underwater. Seriously, what the hell do I choose instead? I end up putting spectral skills or signets in their place and feeling seriously kitten every time I dive in.
Maybe I’m confused about the purpose of wells, though. A lot is being said about support. I can see that for PvE. I basically stack up on wells and trait them whenever I go into a dungeon with people I’m not sure about. That said, it seems to keep everyone alive as is even when they’re playing foolishly.
But I look at them more from a roaming WvW perspective. In particular, Well of Corruption almost strikes me as a form of burst damage. I’ve dropped this on top of heavily buffed people and they’ve gone down incredibly fast.
Also, between Well of Power, Consume Conditions, and Death Shroud, I feel practically invulnerable to conditions. Again, my experience is not extensive and maybe my fondness is because I view wells as situational tools for my own purposes (rather than for supporting others), but they seem beyond fine. Maybe shorter cooldowns? I dunno.
I kind of agree with most people here in that wells seem just fine. Granted, my experience is not extensive, but I have a lot of trouble putting together builds that aren’t just full of wells as they’re so useful. My only real complaint is that I can’t use them underwater. Seriously, what the hell do I choose instead? I end up putting spectral skills or signets in their place and feeling seriously kitten every time I dive in.
Maybe I’m confused about the purpose of wells, though. A lot is being said about support. I can see that for PvE. I basically stack up on wells and trait them whenever I go into a dungeon with people I’m not sure about. That said, it seems to keep everyone alive as is even when they’re playing foolishly.
But I look at them more from a roaming WvW perspective. In particular, Well of Corruption almost strikes me as a form of burst damage. I’ve dropped this on top of heavily buffed people and they’ve gone down incredibly fast.
Also, between Well of Power, Consume Conditions, and Death Shroud, I feel practically invulnerable to conditions. Again, my experience is not extensive and maybe my fondness is because I view wells as situational tools for my own purposes (rather than for supporting others), but they seem beyond fine. Maybe shorter cooldowns? I dunno.
The problem is boons are up quickly but the wells all have long cool-downs and low opportunity cost, they just don’t last long enough.
My Necro is usually locked down and just dies because it doesn’t have much sustain or boons to keep myself up, or I’m pummeled by boon-filled guardians who just ignore all my conditions.
Only two things I’d like to change about wells:
1. Place well-related traits in a more coherent way (seriously, they are spread across 3 different traitlines…)
2. Focused Rituals on 1200 range.
That’s all.
What if you had to dodge to escape the well? It’s really easy to just walk out…
I love having 8 different skills that all put a circle on the ground. Its amazingly varied gameplay.
(edited by GankSinatra.2653)
I love having 8 different skills that all put a circle on the ground. Its amazingly varied gameplay.
I know, its also like having signets apparently, having 8 different circles you have to be strategic with and place on the ground to heal your allies to protect your enemies is a very passive gameplay and is almost like not doing anything!
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