Necromatic Corruption...?
My statistics skills are a quite rusty, but with 6 minions attacking something you have nearly a 47% chance per round of strikes that they will remove at least one boon.
What I’m interested in is anyone that still remembers their Stat 101 course that could do a probability table on the chances of removing exactly one boon per combat round, vs. exactly 2, vs. exactly 3 and so forth.
This is mostly just because I can’t remember how, and I hate not remembering how to do basic math.
6 minions, 7 hits (see below), 10% chance for each to remove a boon.
48% chance of zero boons stripped.
37% chance of one boon stripped.
12% chance of two boons stripped.
2.3% chance of three boons stripped.
Negligible chance of > three boons stripped.
(Binomial probabilities if I remember right.)
Edit: I used this skill in a WvW MM build for a while. I found it pretty underwhelming too.
Edit: Adjusted slightly for two projectiles from the Bone Fiend.
(edited by sas.6483)
The Bone Fiend throws two projectiles each time it attacks, so it probably triggers this activation twice, so 6 minions would perform 7 attacks. I think.
The Bone Fiend throws two projectiles each time it attacks, so it probably triggers this activation twice, so 6 minions would perform 7 attacks. I think.
Even though two projectiles are launched it is still only one attack as far as this trait is concerned. Same with the multiple hits of the Flesh Golem on use ability.
It seems neat, but I don’t know if I’d want to dump 30 points in a trait tree just to get something that was “neat.” It might be useful for assaulting bunkers on a point, I guess.
Classes that stack boons can stack them a lot faster then you could ever strip even a third of them with that. Even if they stood still and did nothing. Its awkward trait that will either be too much or it doesn’t justify points. It has no reasonable middle ground in games current state.
Classes that stack boons can stack them a lot faster then you could ever strip even a third of them with that. Even if they stood still and did nothing. Its awkward trait that will either be too much or it doesn’t justify points. It has no reasonable middle ground in games current state.
I was thinking it was there to keep boons off of people after you Corrupt Boon them, so they can’t instantly restack them all.
Doesn’t work in practice against those who stack boons. People that just have a boon here and a boon there sure… But what kind of minion spec will you run by dropping 1 minion… and cb will have a pretty bad cd. Anyway they don’t exactly mix together well while maintaining highest possible change for NC to proc.
Classes that stack boons can stack them a lot faster then you could ever strip even a third of them with that. Even if they stood still and did nothing. Its awkward trait that will either be too much or it doesn’t justify points. It has no reasonable middle ground in games current state.
It’s interesting to see the effectiveness of this trait vs something like a Sword/X Mesmer getting out 3 Sword clones.
4 targets all doing a melee chain that rips a boon on the final strike does often just chew through anyone putting up boons (True, it’s at the cost of damage since Clones do bugger all damage, while minions can put out a lot of damage when they’re focusing on a target)
There’s two kinds of people… The quick and the dead”
Think of it this way: if there’s another trait you’d use in that spot.
Would rather take greater marks/poison minions
Are u serious here?? The trait eats eles while being afk.
that is with 5x minion slots. Even with 3-4 minon slots it works. Dont expect to have MM synergy with only 1 minon.
The poison trait is also strong, just depends if u play power or conditions. The thing we could debate around is that we have 3/10 master traits devoted to minions…though they all work good so actualy no problem
Are u serious here?? The trait eats eles while being afk.
that is with 5x minion slots. Even with 3-4 minon slots it works. Dont expect to have MM synergy with only 1 minon.The poison trait is also strong, just depends if u play power or conditions. The thing we could debate around is that we have 3/10 master traits devoted to minions…though they all work good so actualy no problem
When I run minions I usually run just 3 traits for them. I take Minion Master, Death Nova, and Fetid Consumption. I also don’t normally run all minions, as I’ll keep 1 utility slot open for whatever I want. If I’m roaming WvW I’ll slot Locust Signet. If I’m defending a camp or in most PvE I’ll slot CPC.
The way I see it, my minions are there to die. They yank conditions off of me, die, and poison everyone nearby. I use Bone Minions to blast finish for AoE weakness (and more poison). The only minion I don’t really want to die unexpectedly is the Blood Fiend, so I’ll try to keep an eye on his health and use his heal if he gets low. The damage isn’t amazing, but it’s fairly good. I run Rabid gear, and swap the other traits around fairly often. I get quite a bit of survival out of this build, and tend to focus on outlasting opponents rather than outright killing them. If they want to run away after a while, I just let them or throw a half-hearted Dark Path just in case they’re out of endurance (they usually are because Weakness is awesome).
I’ll have to give Corruption a try, though. It seems really niche, though. I don’t like traits that counter very specific niche builds, and I don’t usually have a lot of trouble with Guardians or Elementalists anyway. They’re usually so healing/vigor focused that being perma-poisoned and perma-weakened negates half their build.
It is very strong for 1v1s or similarly small fights. Soldier MMs with Necromantic Corruption and the standard 20/0/30/20/0 build are completely immovable in 1v1s. You can’t be burst down by 1 person, you’ll be dropping their boons left and right (bring Focus to synergize), and you’ll be healing with every personal hit and every minion hit.
But Corruption just isn’t worth it unless you are running at least 3 minion slots with minions fully traited. Otherwise Death Nova does better (or the points are better put somewhere else entirely).
Point is you have to ditch either damage or death nova to get it. Damage out weights it by a landslide and nova is a lot more versatile.
Corruption is a straight substitute for Death Nova, those are the only 2 traits a minion build will ever be putting in the 30 Death Magic slot (the damage is in spite, and is never affected). Death Nova’s only true advantage is the weakness from blast finishers, whereas Corruption will take out boons. If you are going to be against boon stacking builds, use Corruption (they coincide with the builds that have condition removal on heals, thus poison is ineffective, and the weakness won’t be around long), if not, use Death Nova.
Corruption is a straight substitute for Death Nova, those are the only 2 traits a minion build will ever be putting in the 30 Death Magic slot (the damage is in spite, and is never affected). Death Nova’s only true advantage is the weakness from blast finishers, whereas Corruption will take out boons. If you are going to be against boon stacking builds, use Corruption (they coincide with the builds that have condition removal on heals, thus poison is ineffective, and the weakness won’t be around long), if not, use Death Nova.
As in dropping damage and going for both nova and cb. Anyhoo like I said its niche. And in my experience too wonky to be reliable. Me and my ele bud had a few run ins… one time it will do its job well eough I guess… another time…. It made 0 difference. I hate luck based crap so I avoid it.
You can’t drop damage and go for Necromatic Corruption, the only thing you can drop is Death Nova, period. It is the other Grandmaster Death Magic trait http://wiki.guildwars2.com/wiki/Necromatic_Corruption
(edited by Bhawb.7408)
Hm I just realized I mixed it up with fetid placement…. nvm lol.