I’ve been testing a few different condi builds for PvE to see how well they might work in comparison to other professions. If I said I was disappointed that would be an understatement. A few issues I’m having no matter what build I use is the ramp time and duration. Once we hit the max damage out put on the ramp up we do in fact deal greater damage than we used to. Barely. But the damage to get to that point is lower and its much more difficult to get to that point. I compared it with other professions and they seemed to have a much shorter ramp time with close to twice our damage output. I did find a way to get close to their damage output but its fickle, the traits that are supposed to combo together don’t, and we end up doing far more damage to ourselves than the extra damage to our opponents.
For example one of the places that where synergy is supposed to work but doesn’t work very well is Plague Sending + Master of corruption. So epidemic and Corrosive poison cloud both cause weakness when you use them with master of corruption. Corrosive poison cloud causes weakness on its own and epidemic has it added. Well, weakness makes it so you can’t crit 50% of the time. And Plague sending requires you to critically hit. This means that you’ll probably have to use one of your condi transfer skills which are more valuable than a trait. BUT WAIT! There’s more, when you do beware using deathly swarm or Putrid Mark because they might just crit and waste two transfers at once.
I can’t seem to win for losing with this. Its so frustrating to use a condition build in PvE now its almost hilarious. Something needs to be done about these traits because its not rewarding to play this way and its high risk.
What can we change?:
- Buff barbed precision back to 66%. We don’t rely on a bunch of little hits like other professions do we rely on big single hits. We can’t strike nearly as often as they can and this is especially true for condi builds. So having this back would be a nice start.
- Put 50% of the condi duration from Lingering curse into the base duration of the scepter and make Lingering curse give 50% condition duration to all conditions while wielding a scepter. Perhaps some bonus duration while in shroud as well seeing as neither death shroud or reaper’s shroud have very many damaging conditions.
- Move Terror up to grandmaster and combine it with master of terror. as well is revert it back to its original damage. I agree, terror should be its own defining build. But it can’t be fighting with itself to do so. And there are allot of traits that seem to fight itself to prevent this build from working too well.
- Reduce the recharge of skills on Master of corruption to 25%, keep the bonus condition application and have it grant us resistance for 3 seconds after casting a corruption skill.
- Move Prasitic Contagion to Blood magic and change its function to heal allies around foes who are suffering conditions you applied to them. This could give condi some well needed support. Its numbers might need to be adjusted or change to only be effected by one condition but either of those changes would be decent as it would help allies in high risk situations. its radius could be rather low like 180.
- Drop weakening Shroud down to Master and adjust its stats accordingly. Its a nice trait to have and I don’t think it should be taken from people. My personal opinion of this trait is that it really shouldn’t be a grandmaster.
- Move Unholy Martyr to Curses and add new function. Add to its description that critical hits while in death shroud copy a condition you are currently suffering. This would be a random condition and it wouldn’t get rid of the condition. It could provide some really interesting play with the corruption skills and you could jump into DS right after gaining some resistance to critical to avoid the weakness from blind or weakness. If its too strong as is a chance to trigger could be added to it as to prevent unbalance. At the moment there isn’t a reason to want to take this trait. But a move and added trigger could make it really interesting.
- Lastly, this leaves an Open spot in soul reaping. I’m not sure what should go there. But the idea I had would be to give yourself and all minions you control quickness for 3 seconds on entering death shroud. Maybe that’s too much and that doesn’t directly impact condition builds but it would be nice to have a little bit of this.
These are my ideas. What are your guys’s thoughts? too much? not enough?
(edited by Lily.1935)