Master of Terror
Hi,
This trait is supposed to increase fear duration by 50% (of base). As far as I can tell, it has never worked. I’ve tested it several times since release, and it neither increases the tooltip duration of your fear skills, nor the actual duration of the condition itself. Can anyone else please confirm this?
Supposedly a lot of builds posted on forums include this trait, which is baffling if it doesn’t actually work in the first place. Perhaps I’m missing something, I hope so!
It works, but doesn’t update the tooltips.
Try running Terror and Master of Terror, placing a condition on a golem and then fearing it. You should get two damage ticks from Terror. Then remove Master of Terror and do it again. It should now be one damage tick.
You may or may not need a little bit of condition duration from elsewhere, depending on your timing and condition ICD, but nonetheless it has been tested and does indeed work.
Unless something was completely broken in one of the minor updates over the last two days.
I have a total of +100% condition duration on my necro, and with or without this trait, my <600 distance fear is 3 seconds long, double the 1.5 second base.
Shouldn’t it be more like 3.75 if I have this trait, with +100% condition damage?
I’ve tested what you said and it is completely true, but from what I can tell, this trait is not stacking with something that I’m using to increase fear duration.
(edited by Toothy.8640)
+xx% condition duration boosts cap at +100% in total no matter what.
+xx% condition duration boosts cap at +100% in total no matter what.
Not true, but soon to be true next patch. Sigil of paralyzation is giving a flat 15% boost to fear, and has been since release. Getting patched out next patch though, according to SOTG. With that sigil you were seeing 115% duration on fear at 100% fear duration.
But “+15% stun” isn’t a “+xx% condition duration” boost :p
Interesting that this sigil indeed allowed to pass the cap. I’m not surprised either since it IS different.
But “+15% stun” isn’t a “+xx% condition duration” boost :p
Interesting that this sigil indeed allowed to pass the cap. I’m not surprised either since it IS different.
Well the reality is that fear was always considered by the game as both a stun and a condition. As a result, melandru hit it twice, with condition reduction and stun reduction. So this change would presumably fix that problem as well, where melandru effectively cancelled out a normal power build fear.
My guess is they fix the sigil, and leave melandru runes double dipping reduction to fear.
Seeing as how they’ve never addressed the issue that condition reduction food/runes have always been more powerful that their condition duration counterpart, I imagine what you say will be true Rennoko. Might be time to brush off that stealth bunker mesmer I’ve been testing out and eat some lemongrass.
Seeing as how they’ve never addressed the issue that condition reduction food/runes have always been more powerful that their condition duration counterpart, I imagine what you say will be true Rennoko.
That’s actually wrong; they are equal. Rennoko made two threads about it (after testing) not so long ago.
Seeing as how they’ve never addressed the issue that condition reduction food/runes have always been more powerful that their condition duration counterpart, I imagine what you say will be true Rennoko.
That’s actually wrong; they are equal. Rennoko made two threads about it (after testing) not so long ago.
Its a shame all the good testing and info threads get pushed back in the forums for whine and compain threads… but yes, verified that misconception of how the foods work.
I laughed too on the SOTG when zombie made mention of the thread I posted about how sigil of para worked on fear, and how it was good that it got buried quickly before people caught onto it. Its fixed next patch either way, but I plan to enjoy it for a few more days.
Whoa now, the way Chap was sounding the Sigil won’t work with fear at all???
I hope that’s not what he meant, and rather it would just be a flat 15%.
Because if it doesn’t work at all, then why in the world do stun reducing skills / food / runes, etc, reduce our fear length. It’s either a stun or not, if it is, it should be affected by plus stun duration.
The stun and damage need to be separated on Fear, period. It’s the only hard CC we have excluding Golem KD and WH 4. We shouldn’t be punished because the damage can also be extreme, it wasn’t our design.
Whoa now, the way Chap was sounding the Sigil won’t work with fear at all???
I hope that’s not what he meant, and rather it would just be a flat 15%.
Because if it doesn’t work at all, then why in the world do stun reducing skills / food / runes, etc, reduce our fear length. It’s either a stun or not, if it is, it should be affected by plus stun duration.
I will go on record here saying that they will make it so the sigil works only on stun skills exclusively (no daze or fear increase), and they will ignore the background mechanic that causes the -20% stun duration effects to keep working on fear.
Don’t worry, I have my recording software ready to go after they patch out the sigil, and I plan to post it in 5 different places. I don’t care that they nerf the sigil, but they better darn well nerf anything else that reduces stun working on fear.