Buff Scepter Autos
Frankly, I’ve been wondering about this: when they previewed the specialisation patch, they said Putrid Curse poison duration would be upped to 6". Even 6" would be a damage nerf, since poison does about half the damage it used to, so we’d need either double the duraiton or 2 stacks. But when June 23 rolled around, Putrid Curse was left at 4", it wasn’t even upped to 6!
Necro is dead we just have to accept and move on.
Necro is dead we just have to accept and move on.
No! Compared to Rev, Necro is god.
Rev is beta necro is three years old and still sucks and as far as I can tell it always will !
Rev is beta necro is three years old and still sucks and as far as I can tell it always will !
The problem is that the concept the rev is build on are not working. Rev is basically by design a 1v1 sponge. They will have to redesign the rev to make it work.
I actually am pretty happy with the scepter auto attack.
If I could change anything, I would add chill to the number 2 scepter grasping dead. This has good synergy with crippled also on #2, and would also work well with a condi-reaper.
I actually am pretty happy with the scepter auto attack.
If I could change anything, I would add chill to the number 2 scepter grasping dead. This has good synergy with crippled also on #2, and would also work well with a condi-reaper.
I think scepter auto attack is lacking something. The attack is a bit slow to only grants 1 bleed per swing, but we can live with it.
Maybe lowering the CD of scepter #2 to 8 seconds? I feel that Mark of blood should have 3 stacks and last hit of scepter #1 (poison) should have 2 stacks or higher duration.
I also feel that condition needs small tweaks.
The scepter auto attack is mostly fine imo, the problem with condi builds is our weak over-time pressure which should be tied to landing “bigger” abilities with relatively decent CDs and stack better bleed/poison/torment.
Id rather they add something to scepter 2 or 3 because i want to move away from how most necro builds seem to benefit heavily from simply autoattacking (power builds lifeblast for example) or are forced to do so (lifeforce building on staff).
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
The scepter auto attack is mostly fine imo, the problem with condi builds is our weak over-time pressure which should be tied to landing “bigger” abilities with relatively decent CDs and stack better bleed/poison/torment.
If having a pressure that rivals axe auto-attack is fine then yeah it’s fine.
The scepter auto attack is mostly fine imo, the problem with condi builds is our weak over-time pressure which should be tied to landing “bigger” abilities with relatively decent CDs and stack better bleed/poison/torment.
Thoughts on that: Dhuumfire buff, scepter 2/staff 2 revert, scepter 3 damage buff, corruption skills not applying extra condis ? Blood is Power is ridiculous right now, does more harm than good.
I don’t think Dhuumfire needs a direct buff, Life Blast needs to be not clunky as hell. Also Scepter 3 needs a rework imo, it is absolutely a power skill on a condi weapon, and Lingering Curse needs to be adapted away from ANet’s ridiculous idea that 500 year long bleeds are somehow remotely useful. And yeah reverting the bleed nerfs would help too.
I don’t think Dhuumfire needs a direct buff, Life Blast needs to be not clunky as hell. Also Scepter 3 needs a rework imo, it is absolutely a power skill on a condi weapon, and Lingering Curse needs to be adapted away from ANet’s ridiculous idea that 500 year long bleeds are somehow remotely useful. And yeah reverting the bleed nerfs would help too.
Just asking, what we’re our bleeds before the dhuumfire nerfs?
3 stacks on Grasping Dead, 3 stacks on Mark of Blood
Been said before but they should un-nerf grasping dead, mark of blood and terror to make condi builds semi viable again.
In addition they should rework scepter 3 to keep its existing funactionality but it should also apply torment (3 stacks)
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
grasping dead could apply torment, kinda fits better than scepter 3
At the very least, Putrid Curse (3rd part of Scepter auto) should apply 2 stacks of Poison, rather than 1.
3 stacks on Grasping Dead, 3 stacks on Mark of Blood
I also believe Mark of Evasion did more, and while this didn’t hit us alone Geomancy was stronger back then IIRC. And even back then we had issues with consistent pressure, nowadays literally 1-2 skills from other professions can stack more bleeds than our entire build.
At the very least, Putrid Curse (3rd part of Scepter auto) should apply 2 stacks of Poison, rather than 1.
I keep forgetting this, Putrid Curse should apply however many stacks that would make it even to the old poison, which I’m guessing is probably 2.
(edited by Bhawb.7408)
I prefer they cause 3 stacks of vul and steal some health on scepter 3 as well as the lf gain.
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I’d say the first thing they should change is the scepter trait. Swap it with terror, buff terror, and change it to 20% condition duration on conditions while wielding a scepter (along with the current 150 condi damage). Then make blood, rending, and putrid curse all 7 seconds base. I’ve always though grasping dead should apply torment, so I’d change it to apply 3 stacks of torment for 5 seconds. Change the base duration of the cripple to 7 seconds. Finally, feast of corruption could apply 4 second of bleeding per condition on the target.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.