Lingering Curse

Lingering Curse

in Necromancer

Posted by: Demoria.6745

Demoria.6745

While wielding a scepter, your condition damage is increased. Conditions inflicted by scepter skills have increased durations.

Condition Damage: +150
Duration Increase: 50%

Add for PvE only: 33% Bleed damage increase. (For all abilities, not just scepter skills)

Would be roughly 5-6k dps increase single target.

Lingering Curse

in Necromancer

Posted by: Lordrosicky.5813

Lordrosicky.5813

Should be buffed in pvp too. Scepter needs life force gain more readily, and so does the curses line. This should read that scepter attacks additionally give 1% life force.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

Lingering Curse

in Necromancer

Posted by: Sublimatio.6981

Sublimatio.6981

Should be buffed in pvp too. Scepter needs life force gain more readily, and so does the curses line. This should read that scepter attacks additionally give 1% life force.

1% is a joke. At least 2.

Lingering Curse

in Necromancer

Posted by: Crinn.7864

Crinn.7864

1% is a joke. At least 2.

1% on the auto and #2 would be a substantial buff in itself.

Sanity is for the weak minded.
YouTube

Lingering Curse

in Necromancer

Posted by: Sublimatio.6981

Sublimatio.6981

It would be a start, but combat in gw2 is very fast paced and that’s why 1% is a joke

Lingering Curse

in Necromancer

Posted by: narcx.3570

narcx.3570

Add for PvE only: 33% Bleed damage increase. (For all abilities, not just scepter skills)

^^^ This… Also increasing Barbed Precision’s proc chance from 33% to 66% or increasing the number of bleed stacks applied by Deathy Chill would help a lot. Although, until Necro’s gain access to burn damage, they’re never gonna be anywhere near a condi ranger in dps without a lot of help from clutch epidemics.

Lingering Curse

in Necromancer

Posted by: Lordrosicky.5813

Lordrosicky.5813

It would be a start, but combat in gw2 is very fast paced and that’s why 1% is a joke

Ye 2% sounds good actually

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

Lingering Curse

in Necromancer

Posted by: Anchoku.8142

Anchoku.8142

LF on sceptre auto has been on my wish list since the game was released.

Lingering Curse

in Necromancer

Posted by: Lordrosicky.5813

Lordrosicky.5813

LF on sceptre auto has been on my wish list since the game was released.

Every weapon set in the game for necro needs to have reliable and in built life force generation as its meant to be the profession mechanic. Much like every mesmer weapon should make clones. Like, its not complicated but anet failed utterly with how they designed the class weapons.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

Lingering Curse

in Necromancer

Posted by: Crinn.7864

Crinn.7864

Would never happen. They seem to be designing condi necro around low LF, while power necro drowns in LF. Probably because power necro is predominantly melee (excluding axe) while condi is ranged.

Although personally they seem to be overkilling condi’s access to LF. We have to drop so much damage just to get respectable LF.

Sanity is for the weak minded.
YouTube

(edited by Crinn.7864)

Lingering Curse

in Necromancer

Posted by: bearshaman.3421

bearshaman.3421

I have a question about LC and instead of a new thread, I’ll post it here. The 50% duration increase goes off the base duration of the skill, but doesn’t add to the duration cap. Got that. Does the duration increases from Expertise stat/food/traits/etc work off the originial base duration of the skill, or the LC modified duration of the skill?

Lingering Curse

in Necromancer

Posted by: Muchacho.2390

Muchacho.2390

I have a question about LC and instead of a new thread, I’ll post it here. The 50% duration increase goes off the base duration of the skill, but doesn’t add to the duration cap. Got that. Does the duration increases from Expertise stat/food/traits/etc work off the originial base duration of the skill, or the LC modified duration of the skill?

Actually it doesnt matter mathematically since multiplication is commutative. Important is only to know that LC is an extra factor in the equation and independed of the normal condition duration value.

Also something like this:

Conditionduration=baseduration * LCextraduration (which is 1.5 and only works for conditions on scepter) * Durationmultiplier (which is 1+x/100)

where x is the condition duration in your herosheet (given in %) and x is a number between 0 and 100 (100 is the hardcap).

(edited by Muchacho.2390)

Lingering Curse

in Necromancer

Posted by: bearshaman.3421

bearshaman.3421

I have a question about LC and instead of a new thread, I’ll post it here. The 50% duration increase goes off the base duration of the skill, but doesn’t add to the duration cap. Got that. Does the duration increases from Expertise stat/food/traits/etc work off the originial base duration of the skill, or the LC modified duration of the skill?

Actually it doesnt matter mathematically since multiplication is commutative. Important is only to know that LC is an extra factor in the equation and independed of the normal condition duration value.

Also something like this:

Conditionduration=baseduration * LCextraduration (which is 1.5 and only works for conditions on scepter) * Durationmultiplier (which is 1+x/100)

where x is the condition duration in your herosheet (given in %) and x is a number between 0 and 100 (100 is the hardcap).

That’s the thing. Maybe gw2skills.net has their math wrong, but the durations seem to operate additively on there. As in:

baseduration + (50% of base from LC) + (all other duration gained from other stuff up to 100%).

If their math is wrong on the build editor, then that’s cool, I just wanna know.

Lingering Curse

in Necromancer

Posted by: Muchacho.2390

Muchacho.2390

I have a question about LC and instead of a new thread, I’ll post it here. The 50% duration increase goes off the base duration of the skill, but doesn’t add to the duration cap. Got that. Does the duration increases from Expertise stat/food/traits/etc work off the originial base duration of the skill, or the LC modified duration of the skill?

Actually it doesnt matter mathematically since multiplication is commutative. Important is only to know that LC is an extra factor in the equation and independed of the normal condition duration value.

Also something like this:

Conditionduration=baseduration * LCextraduration (which is 1.5 and only works for conditions on scepter) * Durationmultiplier (which is 1+x/100)

where x is the condition duration in your herosheet (given in %) and x is a number between 0 and 100 (100 is the hardcap).

That’s the thing. Maybe gw2skills.net has their math wrong, but the durations seem to operate additively on there. As in:

baseduration + (50% of base from LC) + (all other duration gained from other stuff up to 100%).

If their math is wrong on the build editor, then that’s cool, I just wanna know.

Well the x in my fomular is actually the sum of most condition duration increases (runes, sigils, traits with LC as exeption, etc).

But yeah their formula has to be wrong because with 100% condition duration (in the herosheet) and the LC trait the bleeds from grasping dead are 30 sec. If the LC trait would be added to the duration increase it would be only 25 sec(=10*(1+1+0.5)), while multipling it gives the correct 30 sec.

Maybe i also should at that LC is a special case, since most other condition duration increases are actually additve (until the hard cap of 100% of course). The people from gw2skills.net probably simply didnt bother to change the formular extra for LC.

(edited by Muchacho.2390)

Lingering Curse

in Necromancer

Posted by: bearshaman.3421

bearshaman.3421

Ok, final question. What sources of condition damage stat are not affected by the Sigil of Bursting? I always hear people say that that sigil isn’t as good as it appears to be.