80 Necro, 80 Ranger, 80 Warrior, 80 Mesmer, 80 Engineer.
Passives for Death Magic
80 Necro, 80 Ranger, 80 Warrior, 80 Mesmer, 80 Engineer.
In terms of the Reanimator trait, I don’t mind it in its current iteration if:
1) It added 20 toughness when paired with Protection of the Horde
2) The Death Nova field serves as a poison combo field (like Corrosive Poison Cloud)
I don’t mind it bleeding to death either, but I think that it should last maybe 1-2 seconds longer when bleeding out and it should cause bleeding on its auto attacks ala GW1. As of right now, it serves merely as a distraction (very situational in terms of usage) to anyone speccing into Death Magic but not going MM.
Protection of the Horde is great when you use 3 or more minions. Extra toughness never hurt, and you can notice a small difference even without going a full MM bar. Again, however, it is a wasted passive if you do not use any minions at all. It could be better to bump up the toughness a bit and work it into the major traits and put a new, more generally useful, passive there.
Deadly Strength is great, especially when going for an MM using an axe. I love going 30 in Spite and 30 in Death Magic with Axe Mastery and Deadly Strength. I think it works just fine.
do you feel your necromancer is strong when you selected deadly strength? every classes have traits like deadly strength. i dont think it is very useful because people do 20k damage with one hit in world vs world without this trait.
I’m not saying the 5% of toughness applied to power is strong; I am saying that it is the most useful because it would apply to all builds, not just MM. The other two passives only are useful when your build is MM.
80 Necro, 80 Ranger, 80 Warrior, 80 Mesmer, 80 Engineer.
(edited by BobJoeXXI.2493)
I feel like any minor trait in the game should not directly depend on what skills you are bringing. Since I’m not a MM, but still benefit from high toughness, anything minion related in that tree is completely useless to me, especially the two 30 pt ones. I feel like the minors from the toughness tree should mirror some other classes more:
5- Demonic Flesh: Gain 30 toughness for each condition on you.
15- Insidious Parasite: When your life is below 50% you life siphon foes who attack you.
And I feel like the base attributes on the trees need to be reworked:
Spite: Power and Crit Dmg
Death Magic: Toughness and Condition Duration
Soul Reaping: Boon Duration and Life Force Pool.
It breaks their mold of pairing power with condition duration, but I always feel like the two never go hand-in-hand with Necromancers compared to other classes.
I’m not saying the 5% of toughness applied to power is strong; I am saying that it is the most useful because it would apply to all builds, not just MM. The other two passives only are useful when your build is MM.
I feel like 5% toughness applied to power ONLY applies to MM. If I had a power heavy non-MM build I wouldn’t even want to touch the toughness line because I would be going down Spite, Curse, Blood, and SR instead. But if I was full MM, I would be stacking power and going down Spite and DM while using Axe/Focus to support minion damage on top of mine with Dagger/Warhorn or Staff on swap.
(edited by chuiu.4985)
What’s the point of toughness and condition duration? I mean if we’re going to pick and choose let’s pick what would sync the best:
Condition damage + Condition Duration
Toughness + Vitality
Healing + Boon Duration
Precision + Crit Damage
Power + Life Force Pool….meh can’t be perfect >.>
(edited by Outlaw.4078)
What’s the point of toughness and condition duration? I mean if we’re going to pick and choose let’s pick what would sync the best:
Condition damage + Condition Duration
Toughness + Vitality
Healing + Boon Duration
Precision + Crit Damage
Power + Life Force Pool….meh can’t be perfect >.>
To take this a bit further…
Condition damage / duration also syncs with precision, as there are a couple of things that cause bleeds on hit
Toughness / Vitality syncs with anything you want
Healing syncs with minions and ‘bunker’ well necros
Boon syncs with pretty much nothing, since we do not grant/gain boons other than the mark of blood 5 second heal, & the 3 second ‘upon entering deathshroud’ effects
precision and crit damage were made for each other, but power syncs with them best; you can crit everything but wouldn’t matter too much if you had 0 power
power and life force sync well together, because power is the only thing that makes life blast worthwhile. Power makes life blast and life transfer decent damage output
Commander for [Sexy] of the Synergy Alliance
What’s the point of toughness and condition duration? I mean if we’re going to pick and choose let’s pick what would sync the best:
Condition damage + Condition Duration
Toughness + Vitality
Healing + Boon Duration
Precision + Crit Damage
Power + Life Force Pool….meh can’t be perfect >.>
Its not necessarily about picking and choosing the best combination, its about making choices. Spite and DM are both lines that don’t directly help condition damage so making either of them have condition duration makes you make a choice between going down one line or the other. The problem with the way its setup right now is everyone elses ‘toughness’ line makes sense with what its paired up with.
Warrior, Engineer, Thief gets toughness/healing
Guardian, Ranger gets toughness/crit dmg
Elementalist gets toughness/condition damage
Mesmer, Necromancer gets toughness/boon duration
It makes little sense for necromancers to have boon duration there when they have the least amount of boons they can apply of every class (except maybe thief and ranger?). But it does make sense to have boons on SR because of all the traits that grant you boons when you enter DS (fury, retal, stability).
So even when you make these choices, you are still benefiting no matter what. But a condition necromancer, who benefits from having toughness, cannot benefit from the DM line because of its traits.
this has been brought up countless timesssssssssss T 0T
Each time someone (inc me) suggest we rework the death magic line the MM players QQ. So unless we can somehow balance without shafting the MM builds, it’s unlikely to be changed.
Do I think it needs a rework? Definitelyyyyyyyyyyyyy. Do I think it’ll be anytime soon? Not likelyyy.
PM Carme, Soji, Taper, or Mrsowrd in game