Curse still has some decent options going for it at the moment. Some traits are still really good while others don’t seem to be that great. So first lets break down what is good, bad or needs improvement. How things can be better placed to help this line out.
Good
- Furious Demise and Target the weak are both really good.
- Plague Sending: Solid Adept-. Has a 30 second ICD according to its description but its a minor I don’t expect this to rock the boat. Will be solid.
- Path of Corruption: Decent Master trait. hard to argue with its location in the trait line. Its not going to define any builds but it is a source of boon conversion.
Bad
- Barbed Precision: What was the point of dropping its trigger down to 33%? Considering the necromancer is the slowest attacking profession in the game combine with the fact that out of the slowest builds in the slowest profession condimancer is the slowest of the slow. Buff this back up to 66% chance.
- Master of Corruption: Applying more conditions to you is bad. This means you’ll have to sacrifice even more of your defenses to transfer these bonus conditions you’re applying to yourself. Gives a 33% recharge reduction but honestly, not worth it. My suggestion to improve this could be 2 ways. Make it so when you trigger a corruption you copy your conditions to up to 5 foes in a 600 radus along with the extra condition or remove the extra condition, reduce the recharge to 25% and have it give us resistance. The second option would be preferred as scaling defenses is something we’re currently lacking.
- Terror: Move back up to the Grandmaster slot and combine it with Master of terror. This is a quality of life change. You want us to play a terrormancer, fine. I’ll agree with you. But you have to meet us half way and give us the tools to be able to do so.
- Lingering Curse: Return it to what you previewed for us before. 150 condition damage along with 100% condition duration while wielding a scepter. If the duration is too much drop it down to 75% or even 66%. But it still needs to function on more than just two skills. A lot of potential builds were riding on this trait and without it they’ll never see the light of day. If I can be knocked down for 5 seconds, and stun-locked into oblivion I should at least have the option to return the favor. If its competing with terror than there is no complication between the two.
- Parasitic Contagion: Just remove this trait. With blood as an option for us we’ll have enough life stealing to easily make up for anything this could have provided. Just… Get rid of it..
Needs Improvement
- Terrifying Descent: Not really much to say about this trait. Its kinda underwhelming but all fall traits are that way. Increase the fear duration to 2 seconds I’d suggest, since you have to hurt yourself to use it.
- Weakening Shroud: I just can’t help but feel like this is missing something. It just doesn’t feel right to me. Perhaps if on critical it gave weakness to your foe and around the target? Actually, yeah that could be good.
These are my suggestions. What might you suggest to improve this line which is currently in shambles?