Geomancy, Hydromancy and other bummers
Didn’t they buff the bleeding duration on geomancy though?
In actual fact, I never knew it did that much direct damage in the first place. I guess they didn’t want a sigil that does significant direct damage and gives you a nice condi application in a PBAoE.
It did very good direct damage for geomancy before. If you were power specced it did 1k damage ish on swap. In fact it was almost always preferred over hydromancy because the damage + bleeds did more damage/counterpressure than hydromancy.
The trait is still good but its obviously not helping hybrid builds but instead more condi focused with duration increases and bleeds.
And I saw the master trait was going to be trash a mile away. It just sounded so lackluster.
The only trait that is legit is the New curse grandmaster. 15s mini corrupt boon, is amazingly good.
For pure condi damage its gonna be 20/30/0/0/20. Or 4/6/0/0/4. The new dhuumfire has so much counterplay and life blasts come out so slow its not worth taking anymore now.
The gain of a corruption skill is way better than the dhuumfire.
(edited by Berullos.6928)
Didn’t they buff the bleeding duration on geomancy though?
Yes, from 7 to 10 seconds. I doubt the extended duration will be that useful in any PvP environment.
In actual fact, I never knew it did that much direct damage in the first place.
The damage was about the same as Necrotic Grasp. Not a big deal for rabid or dire builds, but in a hybrid build Geomancy was the ultimate on-swap sigil.
I agree, that Soul Comprehension is just trash.
More, it lacks again synergy by the moment under DS you won’t gain LF from nearby deaths.
A 2% increase is a 20% increase when you get 10% per death. Now you go from 0 -96% with 8 nearby deaths instead of 0-100% with 10. If you have Vital Persistance, that’s an extra second in death shroud per death. It’s not mind blowing but it’s a substantial increase and miles better than protection of the horde.
A 2% increase is a 20% increase when you get 10% per death. Now you go from 0 -96% with 8 nearby deaths instead of 0-100% with 10. If you have Vital Persistance, that’s an extra second in death shroud per death. It’s not mind blowing but it’s a substantial increase and miles better than protection of the horde.
pretty much everything is better than poth in a non MM-build. doesnt make this trait good tho.
on-death is simply an awful mechanic. and imo that stuff should either be optional or only a minor part of another trait, just like reanimator became a minor part of death nova.
but we have to deal with it now. took anet almost 2 years to get rid of the previous kitten and a lot of other crappy minors are still in the game for the same amount of time, so dont expect them to change anything about it anytime soon.
Gunnar’s Hold
A 2% increase is a 20% increase when you get 10% per death. Now you go from 0 -96% with 8 nearby deaths instead of 0-100% with 10. If you have Vital Persistance, that’s an extra second in death shroud per death. It’s not mind blowing but it’s a substantial increase and miles better than protection of the horde.
pretty much everything is better than poth in a non MM-build. doesnt make this trait good tho.
on-death is simply an awful mechanic. and imo that stuff should either be optional or only a minor part of another trait, just like reanimator became a minor part of death nova.
but we have to deal with it now. took anet almost 2 years to get rid of the previous kitten and a lot of other crappy minors are still in the game for the same amount of time, so dont expect them to change anything about it anytime soon.
That on death mechanic is highly useful in PVE and WvW. If you mean spvp, yes, you’re right, but it’s a solid trait. I’d be much more likely to complain of other minor traits before this one.
In PVE and WVW Life Force won’t be missing anyway. So..
In PVE and WVW Life Force won’t be missing anyway. So..
So because its possible to have, more is not beneficial? I disagree.
A correct logic would be spending resources with some smartness, not giving tiny bits randomly and hoping they would be enough.
Just because it’s more it doesn’t mean it’s enough or well spent.
Whoever experienced players should have understood yet that “on death”-procs are terrible to balance because of their scaling on the big fights or small fights.
This shows that after 18 months of fake releases, they still haven’t realized it.
..Or elseway they don’t bother using their brains on making a minor trait worth it, but whatever..
Both of the new minor traits came from our own suggestions. While I disagree with which one was chosen for master tier, they nevertheless were ideas put forth by the necro community.
So they made the laziest choice. Nice.
(edited by Luke.4562)
I agree, that Soul Comprehension is just trash.
More, it lacks again synergy by the moment under DS you won’t gain LF from nearby deaths.
I don’t think this is actually the case. I just sat in the middle of SM for the entire duration of the fight and my DS was up about 95% of the fight, slooowly healing me up.
And I was always under the impression you got Life Force while in DS, as it rarely runs out in zergs.
Played build right now: “Cele” Base Necro with Axe WvW Roaming
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
That on death mechanic is highly useful in PVE and WvW. If you mean spvp, yes, you’re right, but it’s a solid trait. I’d be much more likely to complain of other minor traits before this one.
In WvW it’s only good in a zerg when youre already steamrolling. and in that case i dont need it anymore because then im already drowning in life force.
when roaming, against difficult bosses, etc. this trait/mechanic does absolutely nothing.
@drarnor: out of all the good suggestions, anet managed to pick a kittenty one. why does this sound as if this is our fault?
imo, since this is the boon traitline, at least one of the minors shouldve provided one.
Gunnar’s Hold
@Castlron:
Impressions are impressions, we need tangible data.
http://wiki.guildwars2.com/wiki/Death_Shroud
Skills and traits that refill life force will continue to function while in Death Shroud. However, the necromancer will not get life force from nearby deaths.
Just tested, Life Force won’t be generated under DS by deaths.
Probably you had up Spectral Armor.
(edited by Luke.4562)
They directly buffed every single build that went into DM, and we’re complaining because we weren’t buffed enough? It has nothing to do with how the trait compares to others, but the fact that now you are stronger than you ever would have been before. They have to buff compared to what power existed already.
I’m not complaining because “we” weren’t buffed enough. But because the situation makes me wonder if they are putting any effort. It’s been like this since the release.
I’m not complaining because “we” weren’t buffed enough. But because the situation makes me wonder if they are putting any effort. It’s been like this since the release.
I agree with Bhawb but this is a fair point.
Skills and traits that refill life force will continue to function while in Death Shroud. However, the necromancer will not get life force from nearby deaths.
Just tested, Life Force won’t be generated under DS by deaths.
Probably you had up Spectral Armor.
I always thought this was strange, and all the more now considering that anet usually wants to build in some sort of synergy between minor traits of the same line.
What we now have is: here, a trait that makes you tougher in DS, and here’s is a second one that doesn’t work in DS at all, gl hf. – kewl thx -_-
And yes, it’s a buff and I’ll gladly take it over PotH. But seriously, it’s an almost negligable buff to the weakest and least reliable source of life force income we have.
This trait wouldn’t be overwhelmingly good if it was 15% or even 20%.
2% is just too little.