List of useless traits.
I am experimenting with Unholy Sanctuary in sPvP right now. It does not seem as useless as people claim at first sight. I am trying to find a way to increase my Healing power though. The synergy problem is there indeed, they should have put this as grandmaster trait in Blood Magic, not Death Magic.
I am experimenting with Unholy Sanctuary in sPvP right now. It does not seem as useless as people claim at first sight. I am trying to find a way to increase my Healing power though. The synergy problem is there indeed, they should have put this as grandmaster trait in Blood Magic, not Death Magic.
The problem with unholy sanctuary (us) is that you want to maximize healing power (since us has low base healing but good scaling) and DS up time at the same time but apart from us healing power is useless in DS.
Maybe better base healing and worse scaling would help this skill alot.
The Siphon traits are just so… pointless.
It’s just weird to have so many traits devoted to healing, which is nice, but then have a class mechanic where these things don’t work anyways.
Vampiric Master trait is a must have for Minion Masters. I use it. It adds 80 damage to each minion attack, the actual siphon healing is just incidental.
That’s actually true. I wasn’t even thinking about minions.
for there you have been and there you will long to return.
Honestly, it wouldn’t take much for me to ditch VM. The only real reason I take it right now is that the other options are CtD which doesn’t do that much for me (doesn’t affect minion damage), and a bunch of Curse/SR traits that also really don’t add much. If I could drop it for a Spite trait that really upped my damage nicely, or had something like that, I would.
trololololololol, sigil of energy in pve is suboptimal.
Dumbest thing I’ve read on these forums for a while.
There’s a reason why I’m almost the only one left standing in dungeons and fractals: because thanks to sigils of energy, I can evade for pretty much forever.
Worth having on every character, kind of like traveler’s runes.
They arent necessary on every character. Necro is probably the only class that you should always carry some in your inventory for though. Other classes have vigor, blocks, invulns etc.
But yes, definately a sigil thats worth having on every character. Although traveler runes arent. >.>
Or!! Or!!! Is it because you went into the dungeon in full ptv instead of zerkers and you didn’t do enough damage so the scary pve ais were alive too long. Or!!! Where you dodging around I’m circles while your group was yelling at you to stack in the corner while you kept saying you didn’t need to be told how to play the game the way you want to play the game because it is you playing the game and only you can tell yourself how to play the game you are currently playing.
I see you have decided to look at the messages I have posted a few days ago and call me stupid job well done sir. Please next time include the part where I said sigil of energy is very very good in wvw and pvp.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
(edited by NeXeD.3042)
I can only assume you are a mentally deficient troll at this point.
They really need to rework the healing aspect of the necromancer. In beta the necro was a sustain monster and one beta patch later they removed tons of heal/defense stuff from the class. Since that patch all heal traits are useless and a whole aspect of the class doesnt work. They never tried to tweak it and rebalance the attrition, life steal aspect of the class they just completly threw it into the trashcan to rot.