extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
(edited by zapv.8051)
Curses and Soul Reaping have some problems currently with trait placement, and strength. To remedy that, I came up with a list of changes that would fix some of these problems.
Curses:
Furious Demise:
Pulses 4 seconds of fury to you and nearby allies every 10 seconds while in DS (240 radius).
Master of Corruptions:
Moved to Grandmaster, same effects as currently, but adds additional functionality to all the skills:
Terror:
Moved to Grandmaster tier, Master of terror merged into this trait.
Parasitic Contagion:
Moved to Master tier
Lingering Curse:
Moved to Master tier, additional condition duration has been reduced to 33% but now applies to all conditions applied while wielding a scepter. Keep the 150 condition damage.
Soul Reaping:
Gluttony:
Made Baseline
Unyielding Blast:
Moved to Adept tier minor trait, piercing effect made baseline.
Speed of Shadows:
Changed from 25% movement speed in shroud to pulsing swiftness every 7 seconds for 7 seconds in shroud.
New Trait, Deadly Soul:
Deal 10% extra damage to foes suffering from at least 3 conditions
Spectral Mastery:
moved to grandmaster. Adds additional effects to spectral skills
New Trait, Ferocious Aura:
Grants 150 ferocity to nearby allies in combat (360 radius)
Dhummfire:
Moved to Master Tier
Foot In the Grave:
Now pulses 2 stacks of stability every 10 seconds in DS.
Basically, this gives us some better offensive group support, projectile destruction, and a buff to condition builds overall. It also gives build defining grandmaster traits and viable trait options from all 3 traits at all three tiers in both trees. Condition builds would be either terromancers, weakomancers, or corruptomancers. I think this would also be a nice buff to our current pve builds, which are sadly still subpar.
(edited by zapv.8051)
I like most of the changes but it’s a bit too much. So here are my remarks/concerns:
I would change is to make the piercing partially baseline to 3 targets and make unyealding increase the amount of hits to 5 for all shroud 1 skills (there is a thread about this).
Glutony may not have to become baseline.
Traited plague will still kill any condition damage user.
Furious demise will be fine if it’s self application only.
“Pulses 4 seconds of stability to you and nearby allies every 10 seconds while in DS (240 radius).”
Doesnt belong. in curses. Doesnt fit the line.
“Pulses 4 seconds of stability to you and nearby allies every 10 seconds while in DS (240 radius).”
Doesnt belong. in curses. Doesnt fit the line.
typo sorry
I like most of the changes but it’s a bit too much. So here are my remarks/concerns:
I would change is to make the piercing partially baseline to 3 targets and make unyealding increase the amount of hits to 5 for all shroud 1 skills (there is a thread about this).
Glutony may not have to become baseline.
Traited plague will still kill any condition damage user.
Furious demise will be fine if it’s self application only.
I actually think those traits would be fine considering how strong everything on other classes is now.
I don’t think there is a big enough difference between piercing 3 and 5 targets to warrant the trait for it. In WVW maybe.
IDK about gluttony.
I’m not gonna try to defend how much damage plague does to you, but it isn’t nearly as bad as everyone is making it out to be.
Furious demise was a typo. Making it aoe fury would help a ton in pve.
(edited by zapv.8051)
Honestly, curses and soul reaping are probably the Necromancer’s best two lines right now.
They don’t need to be majorly changed. Some of the traits need minor fixes but that’s it (parasitic contagions should work in death shroud for example).
As for your suggestions.
(1) Lingering curse can remain a condition damage buffing trait, but base scepter needs mainline buffs. It’s not a good weapon.
(2) Master of corruptions should not o anything with cooldowns [that makes it a boring trait tax] but instead should give some sort of buff to the skills
(3) I like the ferocity aura, I have a feeling the revenant could get that.
(4) Spectral mastery is good, as is right now. But, if it has to be tweaked. I would remove the cooldown & duration extension stuff [these are trait taxes] and do something like you’re doing. Right now it bothers me that the trait doesn’t do much for spectral pull (the other spectral skills get a duration increase).
Honestly, curses and soul reaping are probably the Necromancer’s best two lines right now.
They don’t need to be majorly changed. Some of the traits need minor fixes but that’s it (parasitic contagions should work in death shroud for example).
As for your suggestions.
(1) Lingering curse can remain a condition damage buffing trait, but base scepter needs mainline buffs. It’s not a good weapon.
(2) Master of corruptions should not o anything with cooldowns [that makes it a boring trait tax] but instead should give some sort of buff to the skills
(3) I like the ferocity aura, I have a feeling the revenant could get that.
(4) Spectral mastery is good, as is right now. But, if it has to be tweaked. I would remove the cooldown & duration extension stuff [these are trait taxes] and do something like you’re doing. Right now it bothers me that the trait doesn’t do much for spectral pull (the other spectral skills get a duration increase).
The problem I see with these trait lines aren’t that they don’t have good traits, but that some of the traits are still poorly implemented or placed.
1) Sorry I wasn’t clear, in my changes it would keep the condition damage. I agree scepter could use a buff, bleed into torment on the 2 skill, and condition application on the 3 skill. Maybe a base duration increase on the auto.
2) I dunno, I kind of like 26 second corrupt boon, but they could scrap all that and just replace it with my trait and leave it at master.
3)Yeah they probably will, that was more of an idea to buff necros in pve where we still don’t bring enough as far as I’m aware.
4) I agree that the trait is good now, and that it should effect the chill or the range on the pull. I like the duration extension a ton, and would either want that baseline or in the trait. My idea for the trait was to address holes in the necros kitten nal with stability (potentially 6 stacks every 40 seconds), escapeability (walk removing movement impairing conditions, and a reflect (cause every other class has one).
(edited by zapv.8051)
Curses is easily the necromancer’s worst trait line right now. Which is a big contrast from its previous version where it was one of our best. Which isn’t saying much honestly. It needs allot of work. Soul reaping doesn’t need quite as much work but it could use with some touch ups.
Check out my post for more information. https://forum-en.gw2archive.eu/forum/professions/necromancer/Condi-Anti-Synergy/first#post5213037
Honestly, curses and soul reaping are probably the Necromancer’s best two lines right now.
They don’t need to be majorly changed. Some of the traits need minor fixes but that’s it (parasitic contagions should work in death shroud for example).
As for your suggestions.
(1) Lingering curse can remain a condition damage buffing trait, but base scepter needs mainline buffs. It’s not a good weapon.
(2) Master of corruptions should not o anything with cooldowns [that makes it a boring trait tax] but instead should give some sort of buff to the skills
(3) I like the ferocity aura, I have a feeling the revenant could get that.
(4) Spectral mastery is good, as is right now. But, if it has to be tweaked. I would remove the cooldown & duration extension stuff [these are trait taxes] and do something like you’re doing. Right now it bothers me that the trait doesn’t do much for spectral pull (the other spectral skills get a duration increase).
Unless they changed it, Spectral Mastery increases the Chill Duration by 50% since Launch.
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