Hey there,
looking at the incoming balance patch the next weeks I want to throw in the idea of a complete trait overhaul for necro. Why? Many necro builds are limited due to trait choices and few working combinations. It hurt my eyes at the last trait overhaul when they destroyed the Terrormancer and some bunker builds…
The goals:
-increase build diversity by bringing back power, bunker and fear necro,
-improve meta condi necro by putting signet-trait to curses
here would be my Idea of a better (not perfect!) trait system. tell me what u think =)
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Spite
Minors
apply vulnerability (1stack, 8s) and gain might (1stack, 5s) when hitting a foe under 75% health
(changed threshold, added might)
cast focus#5 on enemy when hitting him under 50% health, 25s cooldown per foe
(increased cooldown, added cooldown for each opponent)
gain 2 stacks of might for 10s when hitting a foe under 50% health, +10% might duration
(added might duration increase)
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Majors
focus recharge -20%, 5% more damage against foes with no boons
chilling a foe applies vulnerability (5stacks, 10s)
(highter number of stacks)
gain fury 5s when you hit a foe under 75% health, cooldown 8s
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axe#1 hits a radius 200 around the target, axe skills deal 10% more damage and have 20% reduced recharge
(added small area effect on auto)
remove two conditions and heal for 500 per condition removed when hitting a foe under 50% health, 10s cooldown
(more conditions removed, highter threshold, highter cooldown)
gain might (1stack, 5s) when might is applied to you, 1s cooldown
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20% more damage agains foes under 50% health
cast axe#3 on entering and exiting shroud
(added effect on exiting shroud)
might also grants you 15 ferocity per stack
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Curses
Minors:
50%chance on crit: gain 1%lf & inflict 1 stack of poison 3s on crit, 1s cooldown
(highter chance on crit, added lifeforce gain, poison instead of bleed, no bleedduration)
shroud#2 converts 2 conditions on hit, +10% condition duration
(added condition duration)
13% precision converted to condition damage, +2% critchance for each condition on your foe
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Majors
2s fear when stunned (no stunbreak) or going downstate, radius 600, 40s cooldown each
when your conditions meet the threshold (3) cast plague sending on your foe
applying blind to a foe also applies chill 3s
(removed cooldown)
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fear deals damage (1200/tick@max condstat), fear duration is increased by 40%
(highter numbers, added 40% fear duration)
corruptionsrecharge -33%
(no second effect for using corruption because we already get the other one more frequently)
cast enfeeble on entering and exiting shroud, weakness 5s on crit, 10s cooldown
(added effect on exiting shroud)
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signet recharge -20%, signets apply 3s of resistance&fury on use and convert 2 boons on hit
(removed might gain, added resistance&fury instead)
15% of condition damage heals you (in and out shroud)
increased condition damage by 150 while welding a scepter, scepter condi duration increased by 50%
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(edited by DEATHsCLAW.1978)