Necromantic Corruption
Its bad. Even if Death Nova wasn’t there (its kind of like trying to pick something over Terror in a condi build), I’d just drop the 2 points literally anywhere else. In theory, with full minions up, you attack about 8 times per 3 seconds, so you have an 80% chance every 3 seconds to strip a boon, or a 26.67% chance per second, or once every 3.75 seconds.
So on paper it isn’t too bad, the issue is that you tend to remove things that aren’t important, because all the stuff like might and stability are going to be hidden under crap like regen. Also, all that math is assuming you have perfect minion uptime. In a realistic useful in game build, you are looking at more like 7.5s while minions are up. I’d have to test to see if it works like Vampiric Master and works per-damage dealt (meaning bone minion’s putrid explosion has a 10% chance per target on all 5 targets hit), but overall its just not a great trait.
They need to buff the trait overall, and also they need to support keep-minions-alive playstyles before it will see balanced use. As it is now its a weak trait for a weak minion playstyle.
Yeah i know, it competitive play its worthless. Just watched a duel, MM with NC vs a guard, the boon removal was impressive, but defiantly not practical or useful in real spvp situations. Was also wandering a way anet could fix it.
up to 15% changing it to boon steal or corruption maybe?
Meh nvm, im getting depressed thinking about reality.
If they wanted to fix it, I’d first introduce a set of minions that were more useful alive than dead, and didn’t kill themselves, because as it is now, only 2 of your minions in any good minion setup (flesh golem and either bone fiend or shadow fiend) will be alive with much frequency. This means you’re not only getting a pretty pathetic use of the trait, but also that them dying means the boons go bye-bye.
This way your 30 point trait basically is determined by which minion playstyle you want. And then swap it from just a passive chance (which is bad) to augmenting their active skills, so the main interaction is the use of their actives. So you’d have a full set of 4 minions, maybe 5 since Blood Fiend would hopefully be good in this kind of setup, who are all good with the trait’s playstyle, and skills to use the trait, and then there is counterplay since it is based on the active skills not just randomly losing boons.
On a clerics mm focused on keeping the minions alive wouldn’t it be usefull?
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
On a clerics mm focused on keeping the minions alive wouldn’t it be usefull?
Not particularly. I use clerics MM right now with the most amount of AoE healing that is reasonable to pick up (transfusion + double renewal sigils + water runes + focus 4 regen) and they are going to die eventually. The issue is that you can’t take Blood Fiend in PvP, and you need Bone Minions, who aren’t good to summon and leave up. So when you’re just doing your general attacking, you’ll have at best bone fiend or shadow fiend, flesh wurm, and flesh golem alive attacking. However in the process of a fight you’ll need a stunbreak too, so flesh wurm will have to die at some point.
In the end minions as they are currently designed are too centric on actives that kill the minion to support this. They need minions who don’t die when they activate their skills and who are sustainable to support this trait.