4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Is condi necro balanced to you?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
No. Against numerous professions now all conditions can be shaken off near instantly. Decap engi, all variations of warrior, specific ele builds, guardian all can take signet of spite and whatever else you throw at them+ corrupt boon and cleanse it all and have 5 boons running again in under 4 seconds. Only against newer players, rangers, mesmers does condi necro these days even have a chance. Their lack of stability, mobility and versatility have left the necro is a very ordinary place. Jack of a few things, master of absolutely nothing. The only time they shown was early dhuumfire patch, after that they have fallen back into obscurity. This is the number reason why they were elected as one of the top 3 professions that “Need the most help.” Any time you see a necro shine, it entirely because of the player, and little cred can be given to the well rounded capabilities of the build.
Again, there is a reason they were voted as one the three professions that needed the most help.
Overpowered? Hell no. We’re doing okay with some specs, badly with others, and we’re hurting a bit in PvE. I think overall we’re a bit subpar balance wise, we’ve got a lot of specs that are JUST off being good, but need a little help.
Definitely not.
PvE-wise, conditions (every condition build, not just necro) are fundamentally broken because of the bleed cap and Defiant, along with rampant usage of stacking making melee attacks that cleave do just as well for area damage as Epidemic. Area condition damage is really only preferable against enemies that are hard to focus fire or take reduced damage (like in the Dredge Fractal with all that protection spam).
WvW-wise, necromancers have pretty bad mobility and still have trouble keeping enemies from running away. Area condition cleanses are all over the place in WvW zergs. Plague and wells keep necros viable in zergs because they apply fast enough to overpower condition cleansing, but just barely, considering the cooldowns of these abilities. The overuse of warriors and guardians in WvW basically negates conditionmancers, and Plague is easily countered by boon removal.
PvP-wise, the meta condition build is basically a cheese build. The addition of Dhuumfire is slowly destroying any semblance of balance necromancers once had in SPvP, since the steady nerfing of various abilities and traits is only making the most powerful and cheesiest build (terrormancer) more viable compared to other condition builds. Terrormancer is extremely powerful – broken, even – against unprepared and unskilled opponents, just like a backstab thief. However, against a player with lots of condition removal, stun breaks, and/or stability (as is standard if at all possible on a given profession), or against players who know to focus fire necromancers first, terrormancer is screwed. It would be great if conditionmancers were durable with not-so-much burst damage, as was originally intended, but currently they really are just a broken build that steamrolls bad players without warning (resulting in QQ) and gets wrecked when it is attacked by more than one player at a time (when anyone else could bunker up or run away).
(edited by amiavamp.9785)
Condi wvw necro is UP compared to most condi builds.
There is no inherent con dmg modifier which makes necros possibly the worst class as far conditions are concerned.
Terrormancers are pretty much a build that gets shutoff by stability which is mandatory on wvw.
If you see a gear above my head……run
If you see me Offline,its totaly not a trap
Or still overpowered in the current state?
Discuss.
You come to necro forums and ask this? “Condi wvw necro is UP compared to most condi builds.” this shows how biased we can be.
I hear we dont have same dps on dungeon bosses or some other AI controlled stuff, so by that logic the fact that we can faceroll over pretty much everything in pvp and wvw makes us balanced.
Condi wvw necro is UP compared to most condi builds.
There is no inherent con dmg modifier which makes necros possibly the worst class as far conditions are concerned.
lol no, more like the other way around: condi necro > condi anything else.
The only time they shown was early dhuumfire patch, after that they have fallen back into obscurity. This is the number reason why they were elected as one of the top 3 professions that “Need the most help.”
The reason why necro was voted into those top 3 is because they are bad in PvE and have several bugs and useless traits like Death Magic minors or hp siphoning. Certainly not because condition necros are weak. This might sound harsh, but everyone who thinks he can’t do it without Dhuumfire: l2p. That’s all there is to it.
As far as damage goes, condi necros were doing very well before Dhuumfire. Definitely crazy op in its early stages, which was then mitigated a little bit by upping condition cleasing/immunity on other classes. Then came the Dire prefixes, Perplexity and Scavenging runes, -50% damage reduction in DS, fixed downed state and several other minor buffs. Necros actually have a lot less to complain about than some of the forum suggests.
Other than the general state of PvE, the only legitimate complaint imo is the bad scaling of our defense and (lack of) mobility against increasing numbers of enemies.
But that’s the same for all necro builds and will probably never change anyway.
Dhummfire
The reason this trait was introduced was to buff the Necromancer because the general consensus was that the class was in a weak position compared with the rest of the field.
I recall the forums were filled with complaints on improving Necro defence, however i think Necro damage was fine at that point. The answer to our defence issues was “Dhummfire”…. now they have shaved other areas of the Necro so that Dhummfire could stay in the game… now they are changing this again…
I think Necros are in a good state now. I would ask for a way to get stability without having to take Foot in the Grave. Also, a leap/teleport skill – we’re told we can’t have mobility in a game based around mobility because “attrition”, but other classes “attrition” way better than we do and they get all the kittening leaps and jumps and spins in the book. (cough) Warrior (cough)
Those two and the DS skill lockout are my 3 main wishlist items.
Plenty of bugs and useless traits to be fixed – these are some shockers here. They need to re-instate the full functionality off Putrid Mark on staff 4 – removing that was uncalled for.
PvE is always going to be rubbish for anyone but Mesmers, Warriors and Guardians unless they fundamentally re-design boss encounters and the way dungeons work in general – this is more of a game problem than a class problem.
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
PvE: <trollface> nope
WvW: nope
PvP: a big topic, but in general I’d say it is strong, can carry games or be diminished to uselessness. It al depends on both teams and how well they are at protecting/shutting down the necro.
A teamfight with warriors and a thief that have only one purpose in life – to kill a necro – will be a difficult one for example. If a necro and his or her team can manage to kill their enemies first, the game may snowball hard into necros favour (LF reserves, map control).
If the assaulters succeed though, it is difficult for the necro to come back (slow movement, being susceptible to ganks and interceptions, usually no life force).
Depends, depends.
Dhummfire…
I know i have said this countless times already but ima say it again. Dhuumfire was put in game because power necros were in need of more sustained damage and its perfect for that.
The problem is all other traitlines, condi necro has no key traits beside terror so theres no reason to put 30 points in curses and the extra condition duration that is so needed for power necros works well for condi necros too. If they wouldve maybe buffed terror a bit more and moved it straight to grandmaster instead of master then maybe we wouldnt even have all this whining about dhuumfire cause condi necros wouldnt put 30 points in power traits, but maybe im wrong cause theres not much for 20 points in any line either so people might just go 30/30 in spite and curse
No, Dhuumfire was put in the game because condition necros were having troubles keeping the bleed stacks on the target due to condition cleansing. The problem with that is that Torment was also added in the same patch. Of the two, I’m glad for Torment, because it is far more easily balanced, as well as being more thematically appropriate.
Condition necros are about equal in damage to pre-dhuumfire once you count tainted shackles. However, that’s only if you are running Dhuumfire. If you aren’t, you are far, far weaker than before. As such, the trait has become mandatory, despite being the most complained about trait in the necro’s repitoire.
And since when have power necros (any necro in general) been lacking in sustained damage?
And the bleed stack issue was partially due to how global most cleanses were/are; if cleanses were more selective about what conditions they removed then the issue that brought about Dhuumfire in the first place would not have existed, and we would not be in this situation where condi Necros are either a binary of OP/crap depending on the environment and opponent(s).
Tell me, why would any power Necro ever take Dhuumfire over Close to Death?
Despite Spite being the Condition Duration line, no condition build had points in it pre-dhuumfire. Once Dhuumfire hit, most of them have 30 points. This is not a coincidence.
Dhuumfire is getting moved to Life Blast to make it something that can be avoided, as opposed to possibly triggering on the next attack that hits, whenever that is. I don’t really agree with where they’re putting it, or how they are doing so, but that is the reason.
So yes, Dhuumfire was added for condition builds. Signet of Spite never even gets used in Power builds (or do you also think that 180 power is meaningful to them?). It gets used in Condition builds for instant coverage of conditions (burning, torment, bleeds).
So yes, intelligence is too uncommon in these forums: you’re a prime example, Leeto.
(edited by Drarnor Kunoram.5180)
Runes of Melandru anyone?
Runes of Melandru anyone?
+ lemongrass. Enjoy the … where r mah condiz???
Runes of Melandru anyone?
+ lemongrass. Enjoy the … where r mah condiz???
Those two things together crap all over any class/build dependent on conditions to function. Could you imagine the wailing and gnashing of teeth one would hear if there were an equivalent for power damage?
PVE - condi necro just does not do enough damage as physical damage classes. almost no group boon support.
PvP- Condi necro is ok if we are allowed to free cast and not stun locked.
WvW - this depends, small group or solo 1 necro is very very strong. in a GvG (15v15) you will need at least 3-4 necro’s to be able to even pressure the other team with conditions due to the mass aoe clears.
Tell me, why would any power Necro ever take Dhuumfire over Close to Death?
Despite Spite being the Condition Duration line, no condition build had points in it pre-dhuumfire. Once Dhuumfire hit, most of them have 30 points. This is not a coincidence.
: you’re a prime example, Leeto.
Cause basicly dhuumfire IS close to death just meant for pvp environment… or you just keep preassure on shortbow thiefs with your direct damage…?
Its gonna be made on life blast but it stays ON CRIT… why they dont just remove on crit part? because WHO has 90% chance to crit with lifeblast? thats right power necros.
Hmm signet of spite does average direct damage + gives power… and has every single condition that power necro might need in situation of panic that condi necro has easy acess to.
I know its hard to understand but devs actually try to make power spec viable in pvp instead of making condi spec faceroll and overpowered… shocking right?
Devs make very logical decisions but they forget that people dont care about playing balanced specs they just wanna maximize one thing (like you try to maximize power necros direct damage and screw everything else) and then come and whine on forums when they get assckicked.
Im not talking here about whats better to kill bads in hotjoins im talking here about how devs designed the game.
(edited by Leeto.1570)
Tell me, why would any power Necro ever take Dhuumfire over Close to Death?
Despite Spite being the Condition Duration line, no condition build had points in it pre-dhuumfire. Once Dhuumfire hit, most of them have 30 points. This is not a coincidence.
: you’re a prime example, Leeto.Cause basicly dhuumfire IS close to death just meant for pvp environment… or you just keep preassure on shortbow thiefs with your direct damage…?
Its gonna be made on life blast but it stays ON CRIT… why they dont just remove on crit part? because WHO has 90% chance to crit with lifeblast? thats right power necros.Hmm signet of spite does average direct damage + gives power… and has every single condition that power necro might need in situation of panic that condi necro has easy acess to.
I know its hard to understand but devs actually try to make power spec viable in pvp instead of making condi spec faceroll and overpowered… shocking right?Devs make very logical decisions but they forget that people dont care about playing balanced specs they just wanna maximize one thing (like you try to maximize power necros direct damage and screw everything else) and then come and whine on forums when they get assckicked.
Im not talking here about whats better to kill bads in hotjoins im talking here about how devs designed the game.
Dhuumfire in SPvP without condition damage does 656 damage on a 10+ second cooldown (or 984 if that +30% condition duration is enough to make it proc 3 times). This is assuming that the burning is not removed. This is also in comparison to Close to Death, which boosts all direct damage by 20% when an enemy is at their weakest and attempting to heal or flee, and it is well known that necromancers have difficulty catching fleeing enemies if the enemy cannot be killed fast enough or miraculously hit with multiple chills/immobilize/pull.
(edited by amiavamp.9785)
“hardcore” PvE (as in fractals and wurm): okish if combined with a siphon build.
WvWvW: same as always, bursts kitten in 1v1, meh in zergs past epidemic bot.
PvP: people finally understand how to murder a necro, dhuumfire is still dumbfire, but all old terror builds have kinda been nerfed out of usability from what i saw and understand.
So they added BURN as grandmaister trait into power traitline to incrase already high condi necro damage? And now they are gonna attach dhuumfire to life blast cause its one of condi necros main attacks? XD
Ye sure they talk all the time about build variety so they decided to make both power and condi necros go 30 points in spite, stone logic mate.
No wonder people on forums think devs are clueless when theres players who still dont understand basics of this game design.
Probobly you think that signet of spite is utility made for condi necros too right?Gonna take another brake from necro forums, intelligence here is way too uncommon.
Dhuumfire on Curse => Op (devs said many times that don’t want Dhuumfire and Terror in the same line (at the current state of those two trait))
Dhuumfire on LF => Dhuumfire doesn’t require precision for proc anymore => More Build Variety
Simple.
Tell me, why would any power Necro ever take Dhuumfire over Close to Death?
Despite Spite being the Condition Duration line, no condition build had points in it pre-dhuumfire. Once Dhuumfire hit, most of them have 30 points. This is not a coincidence.
: you’re a prime example, Leeto.Cause basicly dhuumfire IS close to death just meant for pvp environment… or you just keep preassure on shortbow thiefs with your direct damage…?
Its gonna be made on life blast but it stays ON CRIT… why they dont just remove on crit part? because WHO has 90% chance to crit with lifeblast? thats right power necros.Hmm signet of spite does average direct damage + gives power… and has every single condition that power necro might need in situation of panic that condi necro has easy acess to.
I know its hard to understand but devs actually try to make power spec viable in pvp instead of making condi spec faceroll and overpowered… shocking right?Devs make very logical decisions but they forget that people dont care about playing balanced specs they just wanna maximize one thing (like you try to maximize power necros direct damage and screw everything else) and then come and whine on forums when they get assckicked.
Im not talking here about whats better to kill bads in hotjoins im talking here about how devs designed the game.Dhuumfire in SPvP without condition damage does 656 damage on a 10+ second cooldown (or 984 if that +30% condition duration is enough to make it proc 3 times). This is assuming that the burning is not removed. This is also in comparison to Close to Death, which boosts all direct damage by 20% when an enemy is at their weakest and attempting to heal or flee, and it is well known that necromancers have difficulty catching fleeing enemies if the enemy cannot be killed fast enough or miraculously hit with multiple chills/immobilize/pull.
I have no idea what you are trying to say here, it sounds like you try to explain how dhuumfire is better but you are replying to me so i have feeling you think i am wrong.
Dhuumfire procs 5 time, with my 100 condi dmg it hits 359 = 1759 dmg every 10 second.
My life blast hits ~2600 so 20% would be 520 dmg.
When does dhuumfire work? When opponent cant clear condition.
When does close to death work? When opponent is below 50%, has no dodge, cant line of sight you, cant CC you.
Both traits are basicly equal and meant for power necros.
Hey, guess what? Dhuumfire doesn’t work if your opponent dodges, LoS’s you, or CC’s you.
Close to Death works with crits (nice) and Vulnerability (so a potential 25% increase on top, there) and also has no limit to the damage you can get. If you hit multiple opponents, you get the bonus on each of them. Dhuumfire only works well against one target.
Dhuumfire was added to Spite to attract condition damage builds down that line, since before, there were 0 traits that made the investment worthwhile. Now there is Dhuumfire (and nothing else, still).
We’re sorry you can’t get a grasp on the idea that Spite is the Condition Duration trait line, but you are really just being incredibly dense.
I have no idea what you are trying to say here, it sounds like you try to explain how dhuumfire is better but you are replying to me so i have feeling you think i am wrong.
Dhuumfire procs 5 time, with my 100 condi dmg it hits 359 = 1759 dmg every 10 second.
My life blast hits ~2600 so 20% would be 520 dmg.When does dhuumfire work? When opponent cant clear condition.
When does close to death work? When opponent is below 50%, has no dodge, cant line of sight you, cant CC you.Both traits are basicly equal and meant for power necros.
Where are you getting these numbers from? And where are you getting the impression that someone below 50% health is completely dead instead of attempting to avoid further damage? In SPvP, Dhuumfire has a base duration of 2 seconds (or so the tooltip says; in the testing area it’s doing 5 seconds with the bonus from Spite when the tooltip says “2 1/2”). Furthermore, 1759 isn’t even divisible by 359; 5 burning tics at 100 condition damage would do 1765.
Dhuumfire should not be hitting 5 times per application in an SPvP power build unless ANet screwed a tooltip up again (not unlikely). Even then, Close to Death is still a larger total boost in damage.
(edited by amiavamp.9785)
no one cares about spvp lol
WvW is where its at.
no one cares about spvp lol
WvW is where its at.
In that case, a 2.6k life blast is pathetic.
no one cares about spvp lol
WvW is where its at.
In that case, a 2.6k life blast is pathetic.
for a power spec necro, yea
Dhuumfire only does around 2k in my condition build in pvp, so imo its pretty weak compared to lingering curse.
Is condi necro balanced?
Against some. Every game has counters. People that dont realize this, should.
From a pvp perspective:
No, it is not balanced.
The damage is far too much.
The animations are terrible even without fighting an asura.
The control is also insane. Blinds, cripples, chills, fear, chill again, weakness…
It is not fun to fight. Even fighting asuran thieves is more fun than this.
Moving dhuumfire to life blast is just an inability to admit that the trait was a mistake in the first place. Necromancers have too many conditions. They do not need so many different conditions just because of the notion that they are the kings of conditions. That would be like me saying that warriors should always deal more damage than anything and everything else just because they are simply the kings of physical damage.
My pve perspective of condition necromancer:
Condition cap.
Roll something else.
From a pvp perspective:
No, it is not balanced.
The damage is far too much.
Question: have you actually calculated condition necro DPS? It only works out to about 1.5k, even factoring in Dhuumfire and Terror. For the “blow everything” bursts, it’s all of 2.5k for a couple seconds. And this is assuming no condition cleansing or Stability (to negate Terror damage entirely). The damage is respectable, but not actually that high.
Condi wvw necro is UP compared to most condi builds.
There is no inherent con dmg modifier which makes necros possibly the worst class as far conditions are concerned.lol no, more like the other way around: condi necro > condi anything else.
The only time they shown was early dhuumfire patch, after that they have fallen back into obscurity. This is the number reason why they were elected as one of the top 3 professions that “Need the most help.”
The reason why necro was voted into those top 3 is because they are bad in PvE and have several bugs and useless traits like Death Magic minors or hp siphoning. Certainly not because condition necros are weak. This might sound harsh, but everyone who thinks he can’t do it without Dhuumfire: l2p. That’s all there is to it.
As far as damage goes, condi necros were doing very well before Dhuumfire. Definitely crazy op in its early stages, which was then mitigated a little bit by upping condition cleasing/immunity on other classes. Then came the Dire prefixes, Perplexity and Scavenging runes, -50% damage reduction in DS, fixed downed state and several other minor buffs. Necros actually have a lot less to complain about than some of the forum suggests.
Other than the general state of PvE, the only legitimate complaint imo is the bad scaling of our defense and (lack of) mobility against increasing numbers of enemies.
But that’s the same for all necro builds and will probably never change anyway.
They are ordinary. terrormancer has it’s place in Pvp, but it requires your opponent to have never seen it before and for the them to be naive enough to walk into all the fear. When a conditionmancer, as stated, can throw every condition in game, and corrupt every boon in game, and still their target is condition free and running 5 boons 4-5 seconds later= you’re obsolete. Warrior, guardian. engineer,elementalist, thief can all do this now with current meta builds. With no stability, few stunbreaks and little versatility the necro is quickly fading. Sure they could always do damage, but dhuumfire was the facemelter that made that damage tick in a reasonable time between cleanses. You mentioned it yourself, “Before they up everyone’s cleanses” This thread is about conditionmancer, and currently it falls well behind terrormancer which is by design more about control and even minion master is being more represented these days than conditionmancer.
This thread is about conditionmancer, and currently it falls well behind terrormancer…
In sPvP necro condition builds without Terror don’t exist. Condimancer=terrormancer.
Dhuumfire only does around 2k in my condition build in pvp, so imo its pretty weak compared to lingering curse.
It’s hard to calculate the difference damage with and without a cover condition.
But by itself, I doubt that the scepter auto attack and Grasping Dead can average 2k/10sec more with Lingering Curse, especially when you’re using other skills as well.
People who dont know that dhuumfire ticks 5 times (which is no bug as 2 sec + 30% = 2,5 ) Try to “explain” me for what its meant.
Fine. Arenanet totally added hard hitting short duration condi that scales bad with condi dmg because they did`nt want condi necros to put 30 points in condi traits but instead put 30 points in power traits. Cause anet totally doesnt use logic when making changes in this game same as people dont use logic when theorycrafting this game.
Same i agree with the guy who dodges and line of sights condition damage.
And i agree with the guy who thinks that destroying gates and killing AI controlled minions is more important than fighting smth that hits back.
I agree with the guy who says that condi necro dhuumfire is only 2k and my 1200 condi damage necros 3045 dmg hitting dhuumfire is just visual bug.
Just because i played necro back when you were fishing in runescape doesnt mean anything cause playing necro and using common sense when making build for specific cause means nothing and whining on forums is much more benefical.
Sorry that i tried to force my false information on you, keep playing the way you play and maybe someday we will meet on battlefield.
People who dont know that dhuumfire ticks 5 times (which is no bug as 2 sec + 30% = 2,5 ) Try to “explain” me for what its meant.
Fine. Arenanet totally added hard hitting short duration condi that scales bad with condi dmg because they did`nt want condi necros to put 30 points in condi traits but instead put 30 points in power traits. Cause anet totally doesnt use logic when making changes in this game same as people dont use logic when theorycrafting this game.
Same i agree with the guy who dodges and line of sights condition damage.
And i agree with the guy who thinks that destroying gates and killing AI controlled minions is more important than fighting smth that hits back.
I agree with the guy who says that condi necro dhuumfire is only 2k and my 1200 condi damage necros 3045 dmg hitting dhuumfire is just visual bug.
Just because i played necro back when you were fishing in runescape doesnt mean anything cause playing necro and using common sense when making build for specific cause means nothing and whining on forums is much more benefical.
Sorry that i tried to force my false information on you, keep playing the way you play and maybe someday we will meet on battlefield.
Leeto, you have to remember that within the heart of the mists the dhuumfire duration reduction was never implemented. This means that any dhuumfire testing on golems will show a false representation of how many burning ticks you get. With 30 points in spite and 30% condition duration you get 3 ticks of burning. This means that you would get around 1k damage from dhuumfire and not 1759. Also dhuumfire is not really a reliable way to cover your other conditions because of its low duration. In any way, close to death is a better choice for power necros.
Back to the topic! The main condition build (30/20/0/0/20) is still viable for spvp/tpvp but not unbalanced. The main problem right now for necromancers that want to run a condition build is that dhuumfire is a necessary trait especially against the current meta (warriors, spirit rangers, thieves, guardians) that in itself has extreme sustain and cleansing output. Sadly ANET decided to nerf our bleed stacking which was one of the core strengths of the necromancer before dhuumfire and the changes to enfeeble, grasp of the dead and mark of blood.
(edited by djooceboxblast.9876)
thx didnt know that, but even with 3 ticks i wont admit that close to death is better, its just matter of preference and team setup. if close to death would be clearly better then i would actually use it, but grandmaster trait thats easy to avoid and most of the time does absolutely nothing just isnt for everyone.
And the amount of kills i get on high avoidance professions cause of dhuumfire is just too kitten high both in wvw and tpvp
I guess it really depends on what build you are running. Close to death is really good in combination with wells, tainted shackles and life transfer. If you are more focused on single target dhuumfire might be better in some situations. So yeah, situational!
I think it’s balanced for what it is. It’s strong with enough weaknesses to matter and not make it 100% viable in all situations.
It feels very all-or-nothing, though. If your target has little or no condition removal, you’re gonna win the fight, usually quickly with the burst that Dhuumfire and Terror tend to bring. If they have enough, the fight is either going to be a very close win (usually with a clutch Corrupt Boon into a fear combo… which won’t work on some classes), a stalemate, or a loss because you couldn’t run away.
More often than not, it feels like it comes down to simple mechanics rather than one character outplaying the other. I remember this was less of a problem in GW1; conditions existed, and they could hurt, but cleansing could be outsourced to other Necromancers, Monks, etc. Things are more centralized now, which comes with its own advantages and disadvantages – namely, while you might not stand much of a chance against that condition user 1v1, a shout warrior in the vicinity will not only make you immune to his efforts, but also the next three people that want to join the fight.
So long as it’s a feast-or-famine situation, balancing conditions (and their removals) will be a sticky proposition.
Hello fellow necros. In my fair opinion;
Its not the conditionmancer, conditions themselves need a rework.
It’s hard to calculate the difference damage with and without a cover condition.
But by itself, I doubt that the scepter auto attack and Grasping Dead can average 2k/10sec more with Lingering Curse, especially when you’re using other skills as well.
Stand alone no, but combined with hemophobia, 20 in spite, 2 krait 2 centaur 2 lyssa it destroys dhuumfire in damage. My scepter auto nearly doubles in bleeding damage. Sure its hard to tell with cleanses and whatnot, but thats the math.
Hello fellow necros. In my fair opinion;
Its not the conditionmancer, conditions themselves need a rework.
Conditions are fine, cleanses need a rework.