A way to balance necromancer´s burn
This sounds like one of those ideas you scribble down while your half drunk at a bar on a napkin.
Never turns out well.
Remove the burning. Replace it with 3s torment, 1s ICD. Swap the trait’s place with that of Terror. Make Terror fueled by Power instead of Condition Damage.
There. I have just fixed the Necro, removed the QQ, but kept stuff viable. Go me.
Remove the burning. Replace it with 3s torment, 1s ICD. Swap the trait’s place with that of Terror. Make Terror fueled by Power instead of Condition Damage.
There. I have just fixed the Necro, removed the QQ, but kept stuff viable. Go me.
No. What?…
You want to turn a condition, terror, and make it scale with power? A trait that is in a condition-based tree? A condition whose damage has been already reduced by 17%? A condition whose damage was NEVER complained about until the necromancer buffs?
I don’t think you put very much thought into this. Back to the drawing board!
Terror isn’t a condition. Fear is a condition. If it switched places with Dhuumfire, it would no longer be in the condition damage tree. The primary intent of that is to make power necromancer builds viable, while taking away the damage stunlock from the condition pressure build.
But thanks for misunderstanding.
Instead of condition-spamlocking, you want power-spamlocking?
4 Seconds while channeling an undisturbed life transfer, with zerker-gear are hardly dealing less dmg then burn+bleed+terror.
I would prefer they get rid of burning all together and give us a disengage instead.
Power damage doesn’t need a boost for necros overall. The change to DS #1, tainted shackles, lower cd to wells, and LF regen has put power in a very good spot overall. Its all I play anymore. And there is no balancing it, only removing it.
I don’t like OP’s idea for Dhumfire. That is how Incindiary Powder used to be but it was lame b/c you could never cleanse the burning. It has no counter at that point. The biggest complaint about both these traits (And presumably Burning Precision if condition elementalists ever become a thing) is that there is just nothing you can do to avoid the damage. You dodge an attack, the ICD doesn’t fire, and you will eat it on the next attack.
I propose picking one these options:
-tie the proc to a specific attack with its own cooldown – maybe something like the 3rd weapon skill on one handed weapons,
-when you remove a boon you apply burning (for necro). Maybe for engineer it could be “apply burning when you knockback/stun/knockdown a foe.”
-creating an icon (and ideally an animation – maybe the character’s hands light on fire) that signifies the next attack inflicts burning. If the attack is blocked/blinded/evaded/obstructed whatever, the proc is consumed.
Champion Illusionist
Stormbluff Isle
I know about engineers pre nerf incendiary powder, but there is a small diference betwen condi necromancers and engineers
Engineers spam grenades and bombs that hit multiple times (and some of this skills inflict burning by themselves so its not the only trait what made burning almost imposible to clenease)
Necromancers attacks (especifically the ones tied to condition damage such staff or scepter / dagger) are much much slower, so it will be much harder
Also incendiary powder pre nerf was 33% chanse of 2 seconds on a 3 secsonds internal cooldown or something like that (is that or 3 on a 5 internal cooldown i cant remember correctly) so it was stronger that 1 second on 33% chance (at least for single tragets)