Foot in the grave: worth or not?
For a pure tank that doesnt use ferocity or direct damage damage at all, definetly worth it.
For everyone else I cant see how you cant have it since its one of the most OP traits in the game, augmenting an already powerful ds. There is an option of fury+stability rather than just critrate though if you want to balance it out somewhat.
Actually we have another weakness you aren’t taking into account. And its the major reason why I’ve been a major advocate for the necromancer being given easy access to stability. And that weakness is the lack of evasion, block and invulnerability. Now, I know we have the ability to dodge like any other profession, but be don’t have the ability to recover that bar quite as easily as other professions without sacrificing quite a bit to do so. And sigil of energy has been quite good to me. So, because we are expected to take the brunt of most attacks it only makes sense that we also should expect easy access to stability. You could argue that we have blind, but the guardian has just as much access to blind as we do and they get stability, blocks and invulnerability. So, I see no reason for the us having such low and short access to stability. Yeah, it does need to be buffed. All but our elite skill’s stability needs to be buffed. And its not like we have a large number of cover boons either, so removing it shouldn’t be terribly difficult for most professions.
For a pure tank that doesnt use ferocity or direct damage damage at all, definetly worth it.
For everyone else I cant see how you cant have it since its one of the most OP traits in the game, augmenting an already powerful ds. There is an option of fury+stability rather than just critrate though if you want to balance it out somewhat.
Yes, it’s so OP that almost no one uses it.
It’s theoretically powerful, because of its uptime if you build around it and never use life force in any way other than to flash DS. But that doesn’t happen in practice.
OP covered it pretty well. But it will never be buffed because it’s strong “on paper” and needs to be outright removed, and stability given to necros in some other fashion. This trait holds necros back, IMO.
Plus, Guardian blinds are good. Necro blinds suck. All about the time between activation of the blinding ability and when the blind actually takes effect.
That’s true and it isn’t. The problem isn’t that our blinds suck, the problem is that, with the exception of Deathly Swarm, they’re all on huge long recharge utilities. Nobody is gonna blow his Signet of Spite just for the blind, and Well of Darkness, even traited for chills, is absolutely marginal compared to the other Wells you could take instead. So we have exactly one skill that’s a short-recharge blind, and there’s 2 problems with it: first, you’re better off saving it for the condition transfer rather than using it for the blind (not really a problem, well-designed skills should have some sort of tradeoff otherwise you’d just faceroll across the keyboard and use everything on cooldown), and, more importantly, its projectile speed is really slow. It’s fine when you’re standing close to your target (I often use it to stop interrupts while stomping), but if you’re at max range it’s very easy to dodge or LOS. It’s so slow it can even be stopped by faster blind skills: I’ve often tried to use it to transfer condis back, only for me to get blinded WHILE THE PROJECTILE IS ACTUALLY IN FLIGHT! Really annoying when that happens! Easily done with instant-applicaiton blind skills like Blinding Flash, Shadow Shot (d/p thief), and even engi’s Static Shot (which isn’t quite instant application as it has a travel time, but it’s a faster projectile than DS).
Not saying Deathly Swarm is a bad skill, it’s just not very useful as a blind: blinds need to be fast enough to be a clutch skill.
No, Necro blinds do suck. 3/4 second cast on Signet of Spite, 2 second cast on Haunt (all done by Shadow Fiend, though), slow projectile speed on Deathly Swarm. All of those are worthless for blinding particular attacks. Yes, you blind your target, but they get the choice on what skill misses. Well of Darkness and Plauge are good for their pulsing ability, but are limited to melee range/easy to escape.
Now, the skills with blinds are good. The blinds themselves are not.
I have more trouble with immobilize spam than “harder” CC like stunlocks.
I have more trouble with immobilize spam than “harder” CC like stunlocks.
Putrid Mark and Shrouded Removal are great answers to immobilize spam. Putrid Mark makes it someone else’s problem :p Shrouded Removal has Immobilize pretty high on its priority (not quite top, but very close).
No, Necro blinds do suck. 3/4 second cast on Signet of Spite, 2 second cast on Haunt (all done by Shadow Fiend, though), slow projectile speed on Deathly Swarm. All of those are worthless for blinding particular attacks. Yes, you blind your target, but they get the choice on what skill misses. Well of Darkness and Plauge are good for their pulsing ability, but are limited to melee range/easy to escape.
Now, the skills with blinds are good. The blinds themselves are not.
WoD is pretty good because of its pulse, but it lost a lot of points for me when a Thief in WvW Backstabbed me while standing inside of it. And here I thought perhaps I figured out a way to buy more time, apply some chill (traited of course), and return some good pressure, so you can imagine my sadness/surprise when I realized they could clear the blind then land the attack by spamming Backstab between pulses.
Overall it’s still pretty good, but it was just another ding on the potential usefulness of the Necro blinds for me. They’re certainly nice for when you know a Guardian is about to leap in with his Greatsword, though, or when you find a D/D Thief somehow and you guess when they are about to CnD. I don’t think pre-emptive blinding is a bad thing, but I don’t think it’s nearly as good as being able to instantly apply a blind in the right situation.
EDIT – And for FotG, I couldn’t ever justify giving up Death Perception, personally. WvW roaming was more about blowing the other guy up for me instead of trying to preempt a few seconds of Stability. Maybe it would be nice for chain-stun Warriors? Otherwise the fact that it didn’t break stuns on use made it much less good to me.
If you’re struggling against daze/interrupt lockdown, maybe it would be helpful to get your heal off? Then again, you’d have to just flash it, which means you’re out of your survivability for however many seconds. I think that’s the biggest thing for me: on paper, you can talk about hypothetical Stability up-time, but as the uptime increases, your DS uptime decreases, which means your over-all survivability is probably head-first in the trash can.
Sure, you aren’t getting stunned, but you’re taking all of that damage to your health pool, which makes me assume you’re getting wrecked. And if you actually use DS, your stability uptime starts to plummet, making its on-paper effectiveness dwindle.
“He’s like a man with a fork in a world of soup.”
(edited by Cogbyrn.7283)
I use it vs Golem Mark II world boss, if you use elsewhere you’ll probably need Near to death trait to spam it.
I forgot about the Shadow Fiend blind – that indeed is obscenely long! And I did mention that the Deathly Swarm projectile speed makes it useless as a blind.
Now, the skills with blinds are good. The blinds themselves are not.
That I can completely agree with.
For a pure tank that doesnt use ferocity or direct damage damage at all, definetly worth it.
For everyone else I cant see how you cant have it since its one of the most OP traits in the game, augmenting an already powerful ds. There is an option of fury+stability rather than just critrate though if you want to balance it out somewhat.
Yes, it’s so OP that almost no one uses it.
It’s theoretically powerful, because of its uptime if you build around it and never use life force in any way other than to flash DS. But that doesn’t happen in practice.
OP covered it pretty well. But it will never be buffed because it’s strong “on paper” and needs to be outright removed, and stability given to necros in some other fashion. This trait holds necros back, IMO.
I was actually talking about the +50% crit. Really poor wording on my behalf, lol. In fact completely wrong. I really should stop using my phone
I swear I don’t understand necors complaining in pvp sure pve is another story but in pvp I find I usually do amazing with my terromancer, never have tried a powermance in pvp so idk
Terrormancer doesn’t really need fitg because they normally carry 2 stunbreaks that are also teleports, plus they run carrion or rabid so they’re a lot more durable. You can normally get out of being stunlocked by porting out, and you won’t get instagibbed when you do.
Powermancers could also carry 2 stunbreaks, it’s true, but they normally go for double wells because they have no other aoe. But the real problem comes from the fact that they have to stay in DS to do the most damage, meaning they don’t have a reserve of life force to soak up damage with when they’ve used all their stunbreaks and get jumped again. And not only do they have less toughness and health cause of running zerker gear, but they also have less life force since it’s based off your health! And since it’s an in-your-face playstyle (even when chucking life blasts they have to stay within 600 for max damage), they have less opportunity to see stuns and knockbacks coming and dodge out of the way.
An aggressive build like that needs either stability, vigor, or some sort of short duration invulnerability to survive. There’s a lot of CC flying about these days, lots of engis, hammer guardians, and warriors around, so I really don’t think powermancer has a chance unless they’ve got good teammates who can cleanse and heal them. But even then, a team built around thatwill be at a disadvantage, since the meta has moved to durable celestial “bruiser”-style builds who can function just as well solo as in team fights. Having to dedicate a guy to babysitting your powermancer means you can’t move around the map to respond to threats as quickly and flexibly.
Honestly, even if FITG were moved down to master level it wouldn’t help, since they need both Deathly Perception and Near to Death. And it’s a powerful enough trait if taken on its own merits, so it’s not like you can just dump it all the way down to adept or merge it with another trait!
One possible solution I’ve been thinking about would be to make Near to Death sort of baseline by changing the Soul Reaping attribute so it reduced DS recharge by 0-30% instead of giving you extra life force. That way you could bump FITG down to Master and take both it and DP. It also has the upside of making conditionmancer sligtly less of a brick kittenhouse, as they have a huge life force pool and this would decrease it by 20%. Downside is powermancers would be even squishier.
Fundamentally though, I think this would be a marginal improvement: when you’re running zerker gear, stability, protection, and life force will only extend your health bar by so much, because all they do is let you soak up more hits. What powermancers need is a way to avoid taking those hits completely, through vigor or invulnerabilities. I can’t think of a simple rebalancing change that would accomplish that, it would need a more radical redesign of the whole profession. So the only thing I can suggest is: drop the double wells, run flesh wurm and spectral walk instead.
It’s so slow it can even be stopped by faster blind skills: I’ve often tried to use it to transfer condis back, only for me to get blinded WHILE THE PROJECTILE IS ACTUALLY IN FLIGHT!
Sorry but that is wrong. Like putrid mark it correctly transfers the blind instead of making it miss. I just tested it on the guardian npc (to get a long blind with that i could be sure the blind doesnt end before the transfer), so i am 100% certain.
Foot in the Grave just doesn’t fit anything very well. The stability uptime is too “powerful” for anything less than a GM, but that power is nearly impossible to actually use in any remotely useful way except to secure stomps. Power builds can’t really afford to give up such a massive damage boost (even tanky builds can use the damage to become relevant damage threats, whereas FitG is basically just a way to secure stomps), condi builds can use positioning to mostly mitigate the threat anyway, and few builds can afford going that deep in the tree.
The one nice niche thing it does is allow you to break stun chains. But even then the trait would be in a much better place if it channeled more power into a more specific use.
It’s so slow it can even be stopped by faster blind skills: I’ve often tried to use it to transfer condis back, only for me to get blinded WHILE THE PROJECTILE IS ACTUALLY IN FLIGHT!
Sorry but that is wrong. Like putrid mark it correctly transfers the blind instead of making it miss. I just tested it on the guardian npc (to get a long blind with that i could be sure the blind doesnt end before the transfer), so i am 100% certain.
Are you sure? I’ll test it myself later tonight, if you’re right then it must be a recent change, because I’ve been using dagger since launch and this was always the key difference between Deathly Swarm and Putrid Mark. Except for briefly when they stealth-nerfed Putrid.
Alternatively, it’s also possible that I got blinded when I already had 3 other condis on me, and for some idiotic reason it chose not to transfer blind first! :p But it’s DEFINITELY happened to me.
For a pure tank that doesnt use ferocity or direct damage damage at all, definetly worth it.
For everyone else I cant see how you cant have it since its one of the most OP traits in the game, augmenting an already powerful ds. There is an option of fury+stability rather than just critrate though if you want to balance it out somewhat.
Yes, it’s so OP that almost no one uses it.
It’s theoretically powerful, because of its uptime if you build around it and never use life force in any way other than to flash DS. But that doesn’t happen in practice.
OP covered it pretty well. But it will never be buffed because it’s strong “on paper” and needs to be outright removed, and stability given to necros in some other fashion. This trait holds necros back, IMO.
I was actually talking about the +50% crit. Really poor wording on my behalf, lol. In fact completely wrong. I really should stop using my phone
Oh that makes a lot more sense. Still not really OP, but it is build defining.
It’s so slow it can even be stopped by faster blind skills: I’ve often tried to use it to transfer condis back, only for me to get blinded WHILE THE PROJECTILE IS ACTUALLY IN FLIGHT!
Sorry but that is wrong. Like putrid mark it correctly transfers the blind instead of making it miss. I just tested it on the guardian npc (to get a long blind with that i could be sure the blind doesnt end before the transfer), so i am 100% certain.
Are you sure? I’ll test it myself later tonight, if you’re right then it must be a recent change, because I’ve been using dagger since launch and this was always the key difference between Deathly Swarm and Putrid Mark. Except for briefly when they stealth-nerfed Putrid.
Alternatively, it’s also possible that I got blinded when I already had 3 other condis on me, and for some idiotic reason it chose not to transfer blind first! :p But it’s DEFINITELY happened to me.
Yeah i am 100% sure and it is so since i remember. I just tested it to be sure they didnt changed it.
Well i didnt test it with more then 3 conditions so it may be possible that this is the reason. But i never had a miss on my transfers because of a blind no matter the number of conditions, so i kinda doubt it.
Blind will always be the first condition to transfer when using transfer skills no matter how many conditions are on you, provided that targets are in range and did not block, los, dodge, evade or otherwise go invulnerable. This is one of the things Anet actually did fix as transfer skills used to always fail if you were blinded.
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(edited by Jayce.5632)
I find it quite useless personally. As others have said, it’s only real use is to secure stomps. And for myself, I just use Plague to stomp if it’s absolutely necessary and that gets the job done just fine.
Maybe if you’re going to duel a hammer Warrior and you’re /bowing before the fight and all that jazz it might be a good idea to take it to prepare for the CC but otherwise, not worth it.
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Its a lot more useful in wvw… the on-demand stability is pretty much a must have there, at least on my server. For spvp its not nearly as important, dodge gets you more mileage. But securing stomps is pretty sweet, I like it.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Blind will always be the first condition to transfer when using transfer skills no matter how many conditions are on you, provided that targets are in range and did not block, los, dodge, evade or otherwise go invulnerable. This is one of the things Anet actually did fix as transfer skills used to always fail if you were blinded.
Deathly Swarm does not have Blind in its top 3 for transfer priority(somewhere close to the bottom), so if you have Blind and 3 other conditions on you, you likely fail to transfer anything at all with it. I have actually never transferred Blind with Deathly Swarm (it’s always missed). I recall patch notes clearly for Plague Signet and Putrid Mark to do so, but never any for Deathly Swarm.
I have also used Blind to cause other Necros to miss their Deathly Swarm, so it definitely does not always transfer Blind.
There are a few skills that have issues like that. Axe 3 can be blocked by aegis despite being a boon removal, something none of our other boon removals have issues with.
There are a few skills that have issues like that. Axe 3 can be blocked by aegis despite being a boon removal, something none of our other boon removals have issues with.
I specifically remember Focus #5 being blocked irregularly against Guardians a while back. Maybe they fixed that inconsistency though. Some Aegis it would remove, some would block it (I’m pretty sure the profession mechanic aegis was the one that blocked it fully).
I remember because it’s extremely irritating to see a player with Swiftness and Aegis running away, you use your 1200 range Chill + Boon Removal, and it gets blocked while they continue running.
“He’s like a man with a fork in a world of soup.”
There are a few skills that have issues like that. Axe 3 can be blocked by aegis despite being a boon removal, something none of our other boon removals have issues with.
I specifically remember Focus #5 being blocked irregularly against Guardians a while back. Maybe they fixed that inconsistency though. Some Aegis it would remove, some would block it (I’m pretty sure the profession mechanic aegis was the one that blocked it fully).
I remember because it’s extremely irritating to see a player with Swiftness and Aegis running away, you use your 1200 range Chill + Boon Removal, and it gets blocked while they continue running.
If I recall correctly Aegis will block everything, including corrupt boon and DS #2, WH #4 and wells which are supposed to be unblockable. Only exception would be a traited thief steal.
If I recall correctly Aegis will block everything, including corrupt boon and DS #2, WH #4 and wells which are supposed to be unblockable. Only exception would be a traited thief steal.
No, Aegis converts into Burning.
Aegis doesn’t block Focus 5, Blackmoa and I messed around with boon removals a while back and Aegis doesn’t block any of our boon removals (except Axe 3), and in some cases it doesn’t even count towards one of the boons removed.
Blind will always be the first condition to transfer when using transfer skills no matter how many conditions are on you, provided that targets are in range and did not block, los, dodge, evade or otherwise go invulnerable. This is one of the things Anet actually did fix as transfer skills used to always fail if you were blinded.
Deathly Swarm does not have Blind in its top 3 for transfer priority(somewhere close to the bottom), so if you have Blind and 3 other conditions on you, you likely fail to transfer anything at all with it. I have actually never transferred Blind with Deathly Swarm (it’s always missed). I recall patch notes clearly for Plague Signet and Putrid Mark to do so, but never any for Deathly Swarm.
I have also used Blind to cause other Necros to miss their Deathly Swarm, so it definitely does not always transfer Blind.
Bugged projectile path falls under los as you will not get the obstructed message. Short of the exceptions I mentioned above, I honestly do not remember the last time deathly swarm failed to transfer conditions while blinded. Tonight hopefully, I’m going to grab another necro and preform 3 different tests to make sure its not bugged again.
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Aegis doesn’t block Focus 5, Blackmoa and I messed around with boon removals a while back and Aegis doesn’t block any of our boon removals (except Axe 3), and in some cases it doesn’t even count towards one of the boons removed.
This is going to sound insane, but I remember you saying that back in the day, and I remember saying that it only seemed to happen in WvW. It’s all coming back, it’s all coming back to me now.
Not sure it’s a big deal at this point and I have no idea if it’s still the case, but this all felt really familiar.
“He’s like a man with a fork in a world of soup.”
Blind will always be the first condition to transfer when using transfer skills no matter how many conditions are on you, provided that targets are in range and did not block, los, dodge, evade or otherwise go invulnerable. This is one of the things Anet actually did fix as transfer skills used to always fail if you were blinded.
Deathly Swarm does not have Blind in its top 3 for transfer priority(somewhere close to the bottom), so if you have Blind and 3 other conditions on you, you likely fail to transfer anything at all with it. I have actually never transferred Blind with Deathly Swarm (it’s always missed). I recall patch notes clearly for Plague Signet and Putrid Mark to do so, but never any for Deathly Swarm.
I have also used Blind to cause other Necros to miss their Deathly Swarm, so it definitely does not always transfer Blind.
I don’t seem to have this problem deathly swarm seems to always work for me.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
This is going to sound insane, but I remember you saying that back in the day, and I remember saying that it only seemed to happen in WvW. It’s all coming back, it’s all coming back to me now.
Not sure it’s a big deal at this point and I have no idea if it’s still the case, but this all felt really familiar.
Its possible. Many changes to skills actually work by giving an entirely different skill in the code-base, so for whatever reason you might have a Spinal Shivers that never had the aegis change added to it.
Unblockable skills ALWAYS go through Aegis for me, I tested it on a guardian friend (just Corrupt Boon and Dark Path, forgot to test wells). OTOH, Deathly Swarm ALWAYS misses when I’m blinded.
Is it actually possible that some skills work differently for different players??? It makes absolutely no sense, but there’s precedence for bugs (like the one that gave some necros 1/4 of the right health in downed state) that only affected characters created before or after a certain date…
OTOH, Deathly Swarm ALWAYS misses when I’m blinded.
Even if blind is the only condition? As is said before i tested it on the npc guardian in the mists and it always worked. I am 100%. So i dont really understand…
This is going to sound insane, but I remember you saying that back in the day, and I remember saying that it only seemed to happen in WvW. It’s all coming back, it’s all coming back to me now.
Not sure it’s a big deal at this point and I have no idea if it’s still the case, but this all felt really familiar.
Its possible. Many changes to skills actually work by giving an entirely different skill in the code-base, so for whatever reason you might have a Spinal Shivers that never had the aegis change added to it.
So uninstalling gw2 and reinstalling would work?
OTOH, Deathly Swarm ALWAYS misses when I’m blinded.
Even if blind is the only condition? As is said before i tested it on the npc guardian in the mists and it always worked. I am 100%. So i dont really understand…
Yeah I haven’t actually tested it against the guardian npc yet, sorry. And I can’t tell you with absolute certainty whether in the times it happened to me in-match I had more than 3 condis total on me or not, as they get applied pretty quickly. I definitely remember getting blinded while the projectile was in flight on 2 occasions (I remember cause I was at Quarry in foefire both times), but I can’t tell you for sure if blind was the 3rd or 4th condition on me. But Putrid Mark ALWAYS transfers blind first, Deathly Swarm not so.
OTOH, Deathly Swarm ALWAYS misses when I’m blinded.
Even if blind is the only condition? As is said before i tested it on the npc guardian in the mists and it always worked. I am 100%. So i dont really understand…
Yeah I haven’t actually tested it against the guardian npc yet, sorry. And I can’t tell you with absolute certainty whether in the times it happened to me in-match I had more than 3 condis total on me or not, as they get applied pretty quickly. I definitely remember getting blinded while the projectile was in flight on 2 occasions (I remember cause I was at Quarry in foefire both times), but I can’t tell you for sure if blind was the 3rd or 4th condition on me. But Putrid Mark ALWAYS transfers blind first, Deathly Swarm not so.
Mhh maybe it is like that what bhawb said that for some people it works differently due having the wrong code? Though i still find that rather hard to believe but who knows…
It isn’t like you and I have different code. When you have a skill on your hotbar, it references a set of code within the game’s database. That set of code will contain all the information needed to make your skill appear in game and have its effects and whatnot. However, some traits don’t simply modify a skill, they actually reference an entirely separate set of code. This is especially true of weapon skill changes.
For example: I equip Focus, and my skillbar updates with Reaper’s Touch and Spinal Shivers, which both reference their relevant skills in the database. Then I equip the focus trait: this trait does not take the skills and change their CDs and range, it actually equips two skills with the same name, but that reference totally different things in the database. It is as though I unequipped my focus and equipped a totally different off-hand weapon, while the skills are nearly identical, as far as the game is concerned they are totally different sets of skills. This is why when changes are made to weapon skills, there often are bugs that make it so the traited versions don’t have the new functionality: the devs forgot to add that new feature to the traited versions of the skills in the database.
Hope that explains it.
thats why on skillbar it looks like you change weapon when equiping focus trait but with greater marks you see nothing?
Yes, exactly.
Meh, I don’t like it ever since they enforced “leaving DS makes DS always on cooldown”. Before you could briefly go out and back in Death Shroud to continue going along with stab. That was great because you could stay in DS with only brief interrupts, and have your enhanced life force pool. You’d have decent stability uptime which could offset the loss from no Death Perception. Now, giving up Death Perception is just not worth it. So now, you have to be not in DS to give yourself stability. So that makes it a terrible contradiction; you’ve gone 6 points in a tree to boost your use of Death Shroud… only to not use it!
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
I’ve always thought it would be nice if the DS cooldown started on use of the form and not on exiting the form. I’m sure it has something to do with ensuring there are more windows to hit the Necro’s health pool, but I’m not sure it would negatively impact balance all that much while making it feel more fluid.
Then again, the precedent seems to always be “cooldown on exit”, and I’m probably missing some “invincibility” use case that involves a Spectral build that would make it unbalanced, like using SA, going into DS, popping out when it ends to use SW, going back into DS, floating LF for a super long time.
“He’s like a man with a fork in a world of soup.”
It used to have the CD whenever you pressed the button. So if you were kicked out of it you didn’t have a CD. Had some interesting interactions, but I don’t know that it really made a healthy difference in most builds.
Since I don’t rely on Shroud damage that much with my power build, I’ll take it when I know there’s ton of hambows or turret engineers.
That would be it.
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It used to have the CD whenever you pressed the button. So if you were kicked out of it you didn’t have a CD. Had some interesting interactions, but I don’t know that it really made a healthy difference in most builds.
i loved it so much won me fights alot
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
Necromancers don’t have any access to stunbreakers while in deathshroud.
With the stability change we could see this trait become useful.
unless you go kamikaze with dagger and your precision is ~55% w/o fury, then no.
a long time ago i posted about changing how this trait works. i thought it would be a whole lot better if we had the option to activate the stability when we exit deathshroud, as well as an increase to its duration. i still think it would be better this way.
unless you go kamikaze with dagger and your precision is ~55% w/o fury, then no.
a long time ago i posted about changing how this trait works. i thought it would be a whole lot better if we had the option to activate the stability when we exit deathshroud, as well as an increase to its duration. i still think it would be better this way.
You would still proc air fire sigils….. if you wanted you could sacrifice ctd for more in curses for that extra precision grab pack runes and you should be critting alot…. or keep ctd and you would still crit alot.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
With the stability change we could see this trait become useful.
It could also become useless… if it just gives us one stack of stability it will be easy to ignore and go death perception all the way.
If it say applies one stack per second then… maybe. I cant see it getting better than it is however, it seems the intent is to tone down stability overall.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry