Idea Rework - Danger Time

Idea Rework - Danger Time

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Why not change this trait for something a more damage conditions exclusive on mesmer? something like trait of necromancer “Terror” or “Deathly Chill”, the +30% probability of critic is only for build berserker, or full dps, but is not used by to damage conditions, it need a trait that supports transform a “condition” on builds damage of conditions, in pve would very usable.

Danger Time

Slow deals damage, it deals additional damage while the foe are activating a skill or is attacking.

Damage (While the foe are activating any skill or is attacking): 350
Damage (While the foe no are activating any skill or is not attacking): 150

Damage Calculate (0.3 * Condition Damage) + 350
33% less of damage if target was not activating any skill or attacking.

Transform “Slow” on a conditions damage, would be very special and a hybrid between dps and control, so much for berserker or damage conditions, addition, “Slow” is short-lived, offset by the damage in a few seconds, as “Fear” of the necromancer.

Idea Rework - Danger Time

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Posted by: nearlight.3064

nearlight.3064

This actually isn’t a bad idea. The main issue with the current crit substitution of danger time is that you need crits to fuel lost time, and if you run a soldiers or crusaders build that wants to use danger time for crit substitution, it won’t work because you need crits to get slow before you can consistently crit. Also both of the other two traits in the tier are generally stronger.

I’d remove the conditional damage ratio though and have it tick per second so it’s not too similar to torment or confusion, especially so it doesn’t feel too situationally strong. But yeah it’d be a cool idea, and if deathly chill can revive condi necro with gusto then I’d see a trait like this would have a similar benefit to build diversity.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

Idea Rework - Danger Time

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Posted by: Silverkey.2078

Silverkey.2078

I agree with nearlight that danger time + lost time favors already high crit chance. I am currently running a crusader build using this

http://en.gw2skills.net/editor/?vhAQNAseRncfClphtfCmfCEgiFcjyMDylRqMAWtfpuVn1dF-TJBHABAcKAaZ/hsLDMwTAAA

and I have to dedicate so much to get this crit chance:

  • I start my fights with a blank F3 to get fury
  • I have to use well of action
  • sigil of intelligence to get a few guaranteed crits
  • I usually wait for my iAvenger for my burst

and at the end, my reward for the GM is 2s of slow.

So I really like the design and I don’t want it to be changed as the OP suggests. I think danger time is just fine, but lost time needs to be made more reliable for low-crit chance builds. Whenever you block/evade an attack the enemy is slowed for 2s with 2s ICD per target?

(edited by Silverkey.2078)

Idea Rework - Danger Time

in Mesmer

Posted by: Amadeus.5687

Amadeus.5687

How about; Remove the part that deal extra dmg when they use a skill. Instead replace it with something like:
“Whenever you interrupt a foe, increase the duration off your condition on the enemy by 2 seconds”
Or something along these lines, to keep the idea of interrupting in it?