Dhuumfire: Change Burning to Torment
The suggestion “torment instead of burning” has been made several times already.
But w/o icd and the 100% chance it would be even stronger than burning, and it would definitely result in maxed out stacks if there are 2 or 3 necros involved.
So imo yes to the change, no to removing the icd.
OK, yeah, there are some fine tuning in there, sure, but… Barbed Precision is an adept minor trait for 66% on crit 2s bleed, no cooldown. It would only be logical that a grandmaster major trait is more oomphy than that.
And one necro attacking as fast as humanly possible with daggers and 100% increased condition duration will only have ~7 torment stacks up, so only a fourth necromancer with an identical build would make the stack cap visible.
if they dont remove the icd then NO ONE will EVER use it.. 1 stack of torment every 10 seconds? ….
I don’t get it. other class QQ, well, it’s unfair but it’s not my forst MMO, so i’ve seen this thousands of time. But necro claiming that one of their ability is Op ????
You do know engineers get the same thing as dhummfire as an adept (10 points) trait right ?
yeah, it shouldn’t be just one stack, maybe 2 or 3… anyway, Barbed Precision does a 1sec bleed.
Just to make an extreme example: Rune of the Mad King + Deathly Perception, this would give you a guaranteed 16 stacks of torment on up to 3 enemies. Maybe more if you placed some wells on them before goin into DS.
You do know engineers get the same thing as dhummfire as an adept (10 points) trait right ?
But engis don’t have terror and torment, it’s the combination that makes burning so powerful.
Dhuumfire itself is just fine, it is paired with Terror and all the other things we have that makes the offensive pressure too much. When played exceptionally, the amount of damage that comes out of us is just too high. They need to fix that burning+terror combo (because they would be fine separately), and instead of having us do so much damage, make us be able to stretch the fight out instead (you know, what were supposed to do).
Yep, they dont know that Egies got bleed, confusion, BURN, and poison with just equiping x2 pistols, + a cleave on target with pistol 1. WE dont even got any kind of cleave.
I think people are forgetting the part where engineers using HGH can still hit pretty freakin hard with their grenades direct damage because of all the might stacks they get. It kinda events out, with necromancers maybe having a slight edge, but the damage isn’t all that much higher. The direct damage portion of the grenades boosted by might is going to equal the damage we deal through terror. The only reason this is a problem is because of the CC effect, which the HGH build doesn’t have any of. Engineers will have access to confusion, which beats torment by a mile, as well.
Make no mistake, a well played HGH engineer (able to stack 25 might obviously) will still melt you just as quickly as a 30/30/10 necromancer. IMO, its only “OP” because people aren’t used to necromancers being able to do the same thing that engineers have been doing all along.
If anything, I want them to get rid of Dhuumfire if it comes down to nerfing our damage some where. Terror was fine before. Nerf the terror damage now and necromancers will be forced into Dhuumfire if they wish to remain competitive. This will also break any 0/30/x/x/20 build that we had before, which were never deemed OP up until this point. Doing so would be going against what ANet wants by restricting our builds, not expanding them. Honestly, no one even asked for burning that I can remember. We wanted better sustain (survivability), not extra damage.
(edited by Kravick.4906)
Uum… Explosive Shot is not a cleave.
And let’s say a necro opens a fight like this: marks 2-4, DS 5, DS 2, DS 3.
Then your opponent has: bleeding, poison, chill, weakness, burning, torment, fear, immobilized.
Assuming your opponent is a mongoloid and doesn’t dodge/sidestep the garbage dark path or interrupt your DS5 channel.
Torment is a terrible condition, why would you subsitute it for burning?
It would also not affect thieves or mesmers or eles at all since their teleports don’t incur torment.
And guess what, engineer grenades and pistols have a lot lower cd’s on multi-condition application. Marks alone have pretty hefty cooldowns and require 20 points into a garbage line to support staff.
Reasons for substitution:
1. Avoids the stack cap. If an mob has a chance of reaching the bleeding cap, it probably already has 100% burning uptime.
2. It extends the necromancer’s control options. Burning is just damage, but torment forces the target to make a choice.
3. The style of the condition fits the condition necromancer more, without the possibility of breaking it; slower damage up front, possibly bigger total.
4. It would make torment a condition that is very easily linked to necromancers, the way confusion is linked to mesmers.
Assuming your opponent is a mongoloid and doesn’t dodge/sidestep the garbage dark path or interrupt your DS5 channel.
He can’t sidestep to evade a homing projectile, also since my example included DS5 this would be within 600 range. So the only way to dodge this combo would be dodging Doom, and that is hard because it’s an instant cast skill.
(Is it even possible to interrupt DS5?)
Torment is a terrible condition, why would you subsitute it for burning?
It’s not a terrible condition.
And the whole point is to combine 2 damaging conditions into one, so the combo gets less effective and easier to cleanse.
The same could be achieved by replacing torment with burning on DS5, but that would be way more powerful and kind of defeat the purpose of introducing torment in the first place.
Also, in groups an intensitiy stacking condition beats a condi that stacks in duration.
It would also not affect thieves or mesmers or eles at all since their teleports don’t incur torment.
Why? If you hit them with Tainted Shackles they will get torment, nothing they can do about it. Same for an on crit condition.
Uum… Explosive Shot is not a cleave.
And let’s say a necro opens a fight like this: marks 2-4, DS 5, DS 2, DS 3.
Then your opponent has: bleeding, poison, chill, weakness, burning, torment, fear, immobilized.
Explosive shot.
fires a shot exploding on impact, bleeding foes (it does damage to nearby foes too)
if this isnt a cleave… then whats a cleave o.o
Explosive shot.
fires a shot exploding on impact, bleeding foes (it does damage to nearby foes too)if this isnt a cleave… then whats a cleave o.o
http://wiki.guildwars2.com/wiki/Cleave
By your definition every aoe skill is cleaving, and of those the necro has enough.
Assuming your opponent is a mongoloid and doesn’t dodge/sidestep the garbage dark path or interrupt your DS5 channel.
He can’t sidestep to evade a homing projectile, also since my example included DS5 this would be within 600 range. So the only way to dodge this combo would be dodging Doom, and that is hard because it’s an instant cast skill.
(Is it even possible to interrupt DS5?)
Torment is a terrible condition, why would you subsitute it for burning?
It’s not a terrible condition.
And the whole point is to combine 2 damaging conditions into one, so the combo gets less effective and easier to cleanse.
The same could be achieved by replacing torment with burning on DS5, but that would be way more powerful and kind of defeat the purpose of introducing torment in the first place.Also, in groups an intensitiy stacking condition beats a condi that stacks in duration.
It would also not affect thieves or mesmers or eles at all since their teleports don’t incur torment.
Why? If you hit them with Tainted Shackles they will get torment, nothing they can do about it. Same for an on crit condition.
You can sidestep it. Have you not WvW’d at all? A person with swiftness can tilt before the homing projectile makes enough of a curve. The same applies to spectral grasp. Doom is hardly an issue with either healing rain around or a simple switch to water attunement/cleansing wave or a guardian shout with runes or a putrid mark.
You CAN interrupt Tainted Shackles. It has a cast time. It happens to me all the time as I get caught in a zerg and my foot in the grave stability is immediately stripped.
Torment is a terrible condition. It’s a 3 stack bleed intensity on a 40 sec cd with possible double damage if the opponent keeps moving. You can hit a thief or mesmer or ele with torment, but it won’t cc or punish movement because if they want to disengage they will teleport away or to you and take far less damage than say a warrior or guardian would because they need to move to you.
3 stacks every 10 seconds would still be pretty bad.
And on top of it all you’re screwing necromancers in wvw and pve where their targets may be stationary so their burning gets replaced by a bleed at 75% effectiveness.
Burning on necro is more than fine. The problem on necro is epidemic. Terror chains have significant cooldowns and in group settings are perfectly cleansed if not for epidemic chains.
Epidemic has always been the problem and it needs to be changed.
(edited by Zenith.7301)
3 stacks every 10 seconds would be very bad, yes. That’s why I suggested 3 seconds, 1 stack, no internal cooldown in the opening post.
The cooldown function is covered by the RNG and the fact that a necro with over 50% crit chance is a rare sight.
Assuming your opponent is a mongoloid and doesn’t dodge/sidestep the garbage dark path or interrupt your DS5 channel.
He can’t sidestep to evade a homing projectile, also since my example included DS5 this would be within 600 range. So the only way to dodge this combo would be dodging Doom, and that is hard because it’s an instant cast skill.
(Is it even possible to interrupt DS5?)
Torment is a terrible condition, why would you subsitute it for burning?
It’s not a terrible condition.
And the whole point is to combine 2 damaging conditions into one, so the combo gets less effective and easier to cleanse.
The same could be achieved by replacing torment with burning on DS5, but that would be way more powerful and kind of defeat the purpose of introducing torment in the first place.Also, in groups an intensitiy stacking condition beats a condi that stacks in duration.
It would also not affect thieves or mesmers or eles at all since their teleports don’t incur torment.
Why? If you hit them with Tainted Shackles they will get torment, nothing they can do about it. Same for an on crit condition.
You can sidestep it. Have you not WvW’d at all? A person with swiftness can tilt before the homing projectile makes enough of a curve. The same applies to spectral grasp. Doom is hardly an issue with either healing rain around or a simple switch to water attunement/cleansing wave or a guardian shout with runes or a putrid mark.
You CAN interrupt Tainted Shackles. It has a cast time. It happens to me all the time as I get caught in a zerg and my foot in the grave stability is immediately stripped.
Torment is a terrible condition. It’s a 3 stack bleed intensity on a 40 sec cd with possible double damage if the opponent keeps moving. You can hit a thief or mesmer or ele with torment, but it won’t cc or punish movement because if they want to disengage they will teleport away or to you and take far less damage than say a warrior or guardian would because they need to move to you.
3 stacks every 10 seconds would still be pretty bad.
And on top of it all you’re screwing necromancers in wvw and pve where their targets may be stationary so their burning gets replaced by a bleed at 75% effectiveness.
Burning on necro is more than fine. The problem on necro is epidemic. Terror chains have significant cooldowns and in group settings are perfectly cleansed if not for epidemic chains.
Epidemic has always been the problem and it needs to be changed.
NO! dont touch MY EPIDEMIC! that skill made me to want to play a necro u.u
Whether they leave it burning or change it to something else, I do not understand the critical component on it.
Spite tree gives power which thus then encourages power stacking to make your power attacks good, even as a conditionmancer opening up some choices like wells or making DS better.
But you have to split into hybrid stats to then get your chance to proc the burning (or w/e it may be now) to actually go off in its window. Like way too much Necro stuff it has an oymoronic mechanic. I’m actually walking down my DPS replacing power with precision, just to get burning to proc reliably, how is that synergy.
Would rather have it be a flat chance, like 25% per attack, similar to how procs on a lot of runes work, or just give it more direct control when you use it, like a trigger off lifeblast, or when you poision something, etc.
(edited by Pendragon.8735)
You can sidestep it. Have you not WvW’d at all? A person with swiftness can tilt before the homing projectile makes enough of a curve. The same applies to spectral grasp.
Like I said, not possible if you use Doom right before he tries to evade.
Doom is hardly an issue with either healing rain around or a simple switch to water attunement/cleansing wave or a guardian shout with runes or a putrid mark.
Well.. a necro wouldn’t use fear on a player with stability or try to land a condi burst on an ele in water attunement. Also, how are you using Putrid Mark while being feared?
You CAN interrupt Tainted Shackles. It has a cast time. It happens to me all the time as I get caught in a zerg and my foot in the grave stability is immediately stripped.
Trying to disprove my assumption with the example of beeing CCed in a hostile zerg is a rather weak argument.
Torment is a terrible condition. It’s a 3 stack bleed intensity on a 40 sec cd with possible double damage if the opponent keeps moving. You can hit a thief or mesmer or ele with torment, but it won’t cc or punish movement because if they want to disengage they will teleport away or to you and take far less damage than say a warrior or guardian would because they need to move to you.
Even thieves and mesmers have to run, they can’t just move by teleportation only.
3 stacks every 10 seconds would still be pretty bad.
The whole point is a damage reduction. A regular conditionmancer with 1600 condition damage would do about 270/s or double on a moving target, vs 730 with burning.
If you ask me, I’d rather give it just 2 stacks, seeing how you get “only” 3 from DS5 on a 40 sec cd.
And on top of it all you’re screwing necromancers in wvw and pve where their targets may be stationary so their burning gets replaced by a bleed at 75% effectiveness.
Unless you have more people in your party apply burning, because as I said: in groups an intensitiy stacking condition beats a condi that stacks in duration.
Burning on necro is more than fine. The problem on necro is epidemic. Terror chains have significant cooldowns and in group settings are perfectly cleansed if not for epidemic chains.
Epidemic has always been the problem and it needs to be changed.
What? No. And how is this suddenly about Epidemic?
You are saying that the biggest problem is that necros can epidemic a terror chain?
How about a 33% chance on hit to apply, say, a 6-second stack of Torment? It’s gonna be in the Power line so we probably shouldn’t tie it to crits if we don’t have to.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
I’m actually walking down my DPS replacing power with precision, just to get burning to proc reliably, how is that synergy.
Would rather have it be a flat chance, like 25% per attack, similar to how procs on a lot of runes work, or just give it more direct control when you use it, like a trigger off lifeblast, or when you poision something, etc.
I guess that makes sense.
But do you really lose dps?
You won’t have a lower crit chance if you still run 30 in Curses anyway, but if it’s just 20 then you just lose 100 precision. You won’t proc burning significantly less reliable with -5% crit chance if you had ~50% to begin with.
Also, I’m sure you remember all those threads about golden ratio on power vs precision… anyway, the point is you get more direct damage from power so you really don’t lose dps by going into Spite.
I like the premiss of more torment access on the Necro. It seems to fit the Necro playstyle a lot. If they do change burning to torment it should have no ICD or a very low one to promote hybrid builds so Necros can choose between Close to Death for power builds and this new trait for hybrid power/condi builds.
I guess that makes sense.
But do you really lose dps?
You won’t have a lower crit chance if you still run 30 in Curses anyway, but if it’s just 20 then you just lose 100 precision. You won’t proc burning significantly less reliable with -5% crit chance if you had ~50% to begin with.
Also, I’m sure you remember all those threads about golden ratio on power vs precision… anyway, the point is you get more direct damage from power so you really don’t lose dps by going into Spite.
No I’m saying if I’m going Spite for burning, I really don’t want to be made to buff up my Precision. Rather have pure carrion, but just 20 into curses (what I have) doesn’t get you there, and even 30 is still going be low crit chance for reliably starting burning fast in the fight.
I don’t get why they tied precision into the condition line either. Putting barbed precision there is a trick to make you want crit but you still aren’t getting as much damage from crit as power even with barbed. Not unless you run a bunch of earth signets.
Precision needs Power to be good, far more than Power needs Precision. Carrion stat layout would be fine for condition builds if they’d just have put duration in the Curses line along with Condition damage. So many things about this class design don’t make sense to me.
(edited by Pendragon.8735)
Burning only works in the power tree due to its high base damage. Adding an already existing trait into spite from another class feels like a soggy bandaid. We need a sustain option that is viable as currently Foot in the Grave is the only viable high end PvP ‘defensive’ option in a GM spot. Why ppl suggest torment in spite is beyond me as it will tick for 36 without a condi build and will add no strategic play for the necromancers. At this point I think it would be nice to have a trait that give us something like 5-10% LF when critically hit with a 20 sec ICD. Where that trait should go, idk but it would be alot more healthy than burning on a necro.
You can’t make Dhuumfire worse than that 10 point trait of engineers.
I feel good with CD and duration of this burning. It’s a great trait for hybrid/chilling builds. Take away Dhuumfire and you will kill diversity.
Reduce the damage on terror it’s a better option. And if you want to do more damage take Dhuumfire, if not, put more points in DM or SR. It’s actually simple.
You can’t make Dhuumfire worse than that 10 point trait of engineers.
I feel good with CD and duration of this burning. It’s a great trait for hybrid/chilling builds. Take away Dhuumfire and you will kill diversity.Reduce the damage on terror it’s a better option. And if you want to do more damage take Dhuumfire, if not, put more points in DM or SR. It’s actually simple.
Reduce the damage on Terror and you kill pure Condi builds, forcing everyone into hybrid if they want decent damage.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
You can’t make Dhuumfire worse than that 10 point trait of engineers.
I feel good with CD and duration of this burning. It’s a great trait for hybrid/chilling builds. Take away Dhuumfire and you will kill diversity.Reduce the damage on terror it’s a better option. And if you want to do more damage take Dhuumfire, if not, put more points in DM or SR. It’s actually simple.
Reduce the damage on Terror and you kill pure Condi builds, forcing everyone into hybrid if they want decent damage.
Terror build and hybrid build are not the same thing.
If you want more damage you will be glassy
As I said it’s quite simple
Yes? What’s your point? I was saying condo builds with Terror (so, like, all of them) currently deal an appropriate amount of damage. Nerf Terror to soften Terror + Burn stacking and you drop the damage of condo builds below their current totally-appropriate amount of damage.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
I really like the Dhummfire trait. It’s a very nice addition to many Necromancer builds.
However, I think the idea of replacing burn with torment is good because often champions have a burn already inflicted by many other classes. Torment is more unique, and more in line with the Necromancer ‘vibe’.
I’d want the Torment to be 4 seconds every 10 seconds though, just like how Dhuumfire works now.
Just my two cents.
They put too much effort into the trait’s name choice…. so I don’t think devs change burning to torment.
Yes? What’s your point? I was saying condo builds with Terror (so, like, all of them) currently deal an appropriate amount of damage. Nerf Terror to soften Terror + Burn stacking and you drop the damage of condo builds below their current totally-appropriate amount of damage.
point its devs should nerf terror damage and not Dhuumfire. Terror builds can take burning to help with dps if terror damage its not enough. Hybrid/chill and other builds won’t get another source of damage/condi cover if Dhuumfire is nerfed.
So don’t touch Dhuumfire!
Terror builds can take burning to help with dps if terror damage its not enough. Hybrid/chill and other builds won’t get another source of damage/condi cover if Dhuumfire is nerfed.
So don’t touch Dhuumfire!
Let’s get one thing straight: Hybrids are condition builds in the first place, that are also specced to deal direct damage, not the other way around.
So every (proper) hybrid build has Terror anyway. Terror is present in a lot more builds than Dhuumfire. If Terror gets nerfed to be balanced around the combo with burning then guess what happens… Everyone will have to take Dhuumfire to be viable, which means heavily limiting build diversity.
Ergo: If anything, Dhuum needs to be nerfed or removed alltogether, not Terror.
Yes? What’s your point? I was saying condo builds with Terror (so, like, all of them) currently deal an appropriate amount of damage. Nerf Terror to soften Terror + Burn stacking and you drop the damage of condo builds below their current totally-appropriate amount of damage.
point its devs should nerf terror damage and not Dhuumfire. Terror builds can take burning to help with dps if terror damage its not enough. Hybrid/chill and other builds won’t get another source of damage/condi cover if Dhuumfire is nerfed.
So don’t touch Dhuumfire!
Hybrid builds will still have Close to Death. Hybrid builds existed just fine before without Dhuumfire, honestly it might have been our most powerful build.
If Terror gets nerfed it hurts 0/30/10/0/30 builds.
Also, things worked before without Dhuumfire. Dhuumfire got added and now it’s deemed OP. So the solution shouldn’t be to fix Terror, it should be to fix what clearly made the difference in Dhuumfire.
(edited by Roe.3679)
You guys are thinking only about terror build.
Dhuumfire helps build diversity. If you can’t think of new builds is because you stick to what has been proven useful before.
CHill builds lacked damage before Dhum fire. Now its very viable build. You nerf Dhuumfire and you kill build diversity too.
Devs already said they are looking into the sigil that buff fear duration. so they are going this way.
If Dhuumfire is nerfed terror build can go 0/30/10/0/30 but hybrid got nothing as powerful as Dhuumfire to replace it.
If Dhuumfire is nerfed they should put it in adept 10 point tier. Because it will be weaker than the engi trait doing the same.
Other classed have better burning but no one complains.
Guess whakittens for terror/fear that all are asking for nerfs
I gotta ask… what is your definition of a hybrid build?
To me it seems like you are just talking about a regular power build that happens to do the occasional burning.
Either way… there is absolutely no reason for a hybrid build not to take Terror if you run Dhuumfire with it.
Yes? What’s your point? I was saying condo builds with Terror (so, like, all of them) currently deal an appropriate amount of damage. Nerf Terror to soften Terror + Burn stacking and you drop the damage of condo builds below their current totally-appropriate amount of damage.
point its devs should nerf terror damage and not Dhuumfire. Terror builds can take burning to help with dps if terror damage its not enough. Hybrid/chill and other builds won’t get another source of damage/condi cover if Dhuumfire is nerfed.
So don’t touch Dhuumfire!
You’re completely missing my point.
It isn’t fair to force condi builds to go hybrid just to get decent condi damage. If the existing condi spec is fine, then just nerfing it will make it underpowered for no reason.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.
I gotta ask… what is your definition of a hybrid build?
To me it seems like you are just talking about a regular power build that happens to do the occasional burning.
Either way… there is absolutely no reason for a hybrid build not to take Terror if you run Dhuumfire with it.
Hybrids are not compelled to take staff or spectral wall to be viable, so you won’t take terror whatsoever. And Dhuumfire its great for those builds. It’s just not so much ppl have experimented with other builds beside the boring terror/burning FOTM
I gotta ask… what is your definition of a hybrid build?
To me it seems like you are just talking about a regular power build that happens to do the occasional burning.
Either way… there is absolutely no reason for a hybrid build not to take Terror if you run Dhuumfire with it.Hybrids are not compelled to take staff or spectral wall to be viable, so you won’t take terror whatsoever. And Dhuumfire its great for those builds. It’s just not so much ppl have experimented with other builds beside the boring terror/burning FOTM
Again, not running Terror either means you are making yourself weaker than you have to be or it’s a full on power build.
Also, not taking the staff in PvP… how good can that build really be?
No one asked for burning in the first place, seemed most necros wanted more defense options.
I have no idea why Anet gave necros burning…. other then as a lead in for a terror nerf and limit builds so they could balance based on only 1 or 2 builds like they do other classes. I really dont get it its not even close to what necros asked for.
I gotta ask… what is your definition of a hybrid build?
To me it seems like you are just talking about a regular power build that happens to do the occasional burning.
Either way… there is absolutely no reason for a hybrid build not to take Terror if you run Dhuumfire with it.Hybrids are not compelled to take staff or spectral wall to be viable, so you won’t take terror whatsoever. And Dhuumfire its great for those builds. It’s just not so much ppl have experimented with other builds beside the boring terror/burning FOTM
Again, not running Terror either means you are making yourself weaker than you have to be or it’s a full on power build.
Also, not taking the staff in PvP… how good can that build really be?
Not running terror means that you are not running kittening terror and nothing else. You think terror is the best trait and you use it. I like other traits and utilities more. And I do use staff, I just said its not mandatory.
I Can be as effective as a terror/burning build with my own build and Dhuumfire does great. I don’t want it nerfed not because I use it, but it’s not that powerful to be nerfed.
I don’t want any nerf. If I were a dev, I would reduce the base damage of burning and fear+terror conditions. For all classes in case of burning.
I think it would be a good idea to change Dhuumfire’s 4s burning every 10s to a 3s torment without internal cooldown. First off, it would solidify torment as the Necromancer’s condition. It fits both mechanically and thematically, both for necros and Dhuum himself. It would help duels against highly mobile classes, it would rarely suffer from the stack cap in PvE since the condition is pretty rare, and it would be much more reliable without an internal cooldown. The normally low-mobility necromancer could have a brand new weapon to use against anyone that has better movement options than themselves (which is almost everyone), and that also fits the theme.
No Internal CD = you can stack on 45 seconds of torment every 30 seconds on everyone in wide range with epidemic.
The cries of nerfs would drown out this forum.
No Internal CD = you can stack on 45 seconds of torment every 30 seconds on everyone in wide range with epidemic.
The cries of nerfs would drown out this forum.
Do you even math? Because I do, and I can’t for the life of me figure out what you’re on about here…
Replacing burning with torment could also be another way to nerf the dhuumfire/terror combination without collateral damage.
Once again, the necro suffers from the “we never asked for this” problem.
Personally I would rather torment over burning. It is a condition I don’t have to worry about capping, it helps to cover other conditions, and it is harder to remove for some classes than burning. If I roam with a burner, I don’t have to worry about the wasted double burning going on.
Bring it on.
Personally I would rather torment over burning. It is a condition I don’t have to worry about capping, it helps to cover other conditions, and it is harder to remove for some classes than burning. If I roam with a burner, I don’t have to worry about the wasted double burning going on.
Bring it on.
100% agree. I’ve asked for this very thing on multiple other related threads. Makes sense from all perspectives (game play, lore, functionality, stacking overlakitten ues, etc.).
I think 100% with no ICD is a bit much, but tbh… I’d be happy with this change. I think burning is tedious, breaks the lore, doesn’t help in PvE and is a little bit OP.
This change gets my vote.
I am definitely in favor of swapping burning for more Torment. Exact numbers would have to get tweaked, but Torment pretty much never gets capped.
Torment would be a lot worse for power builds. Even with a target moving and 3 stacks, you are talking about the difference of about 58% the strength of burning with no condi damage, vs about 75% of the damage in a heavy condi build.
Torment would be a lot worse for power builds.
…which doesn’t matter because power builds take Close to Death anyway.