Scepter (poison needs to be improved)
If kiting is stopping your skill chain, that’s your fault, you should be able to kite well enough that you are still getting your attacks out (otherwise you are just running away).
We don’t dodge that often, lets be honest here, we’re necros. You should be able to have near permanent poison on your target all the time if you are using scepter, if you don’t, its not up to the game to buff our already permanent poison durations.
If kiting is stopping your skill chain, that’s your fault, you should be able to kite well enough that you are still getting your attacks out (otherwise you are just running away).
We don’t dodge that often, lets be honest here, we’re necros. You should be able to have near permanent poison on your target all the time if you are using scepter, if you don’t, its not up to the game to buff our already permanent poison durations.
lets error on the side of “Attritiony” and give scepter AA3 poison .5-1 second more duration.
If kiting is stopping your skill chain, that’s your fault, you should be able to kite well enough that you are still getting your attacks out (otherwise you are just running away).
We don’t dodge that often, lets be honest here, we’re necros. You should be able to have near permanent poison on your target all the time if you are using scepter, if you don’t, its not up to the game to buff our already permanent poison durations.
lets error on the side of “Attritiony” and give scepter AA3 poison .5-1 second more duration.
Easy solution: use traits or runes to increase poison duration
That can also be gained with Condition duration.
If kiting is stopping your skill chain, that’s your fault, you should be able to kite well enough that you are still getting your attacks out (otherwise you are just running away).
We don’t dodge that often, lets be honest here, we’re necros. You should be able to have near permanent poison on your target all the time if you are using scepter, if you don’t, its not up to the game to buff our already permanent poison durations.
lets error on the side of “Attritiony” and give scepter AA3 poison .5-1 second more duration.
Easy solution: use traits or runes to increase poison duration
That’s exactly what I was thinking. With all duration bonuses applied adding just over a second to two seconds.
My scepter applies 4 seconds of poison with just the +33% scepter duration trait and +36% condition duration food. (Don’t ask me how the math works out, but it’s 4 ticks of poison)
For kiting, that also makes Scepter 2 apply 8 seconds of cripple with only a 10 second cooldown.
Scepter is by far our strongest weapon. It’s the only thing my guild mates can consistently say is easy to work with and make strong. However they spent a couple of days trying to make a build comparable using anything else and were just stumped.
S/I/F engineer Z/R/D guard
Scepter is a good condition damage/hybrid damage weapon, that’s it. All our weapons have their uses, and I’d say staff is a much more universal (and better overall) weapon.
Scepter is by far our strongest weapon.
This is partly due to Scepter’s rapid attack speed and the lack of a projectile. (Which is good!) If you compare it to the Mesmer’s Scepter, it’s like comparing a car to a golf buggy. >.<
From what I have read Poison once stacked in intensity in one of the early betas. That would have made it a real strong dot affect, that could have made our conditions a lot more dangerous more quickly.
However once they changed it to duration, I don’t understand why the durations are so short on most of the abilities. If the idea was for it to actually diminish healing it needs to be on more than 2 seconds, from the last chain in the scepter which you dont always even get to in a fight, or not many times if so.
Chillblains is better at 6 seconds, but its still not going to be on an enemy for that much of a combat. Unless you trait very heavily for duration, but I think that should be part of the design inherently, instead of sacrificing a lot of other areas which you need to do for extra duration. Food will help a lot too, but you are giving up other options like the OP healing foods that were just recently (finally) reduced in strength.
Because 100% poison uptime shouldn’t be super easy, it is an incredibly strong skill against anyone who has heals that don’t remove conditions.
Because 100% poison uptime shouldn’t be super easy, it is an incredibly strong skill against anyone who has heals that don’t remove conditions.
disagree for a necro who has specced and geared for condition damage and duration you should be able to easily keep up poison if you carry scepter. You should even have time to use a couple of other abilities and not worry that your poison stack is gone.
In beta, the scepter auto attack bleeds/poison had double the base duration they currently have.
Necros were very strong in beta come to think of it, but they received some heavy nerfs. Not all of them were warranted imo.
disagree for a necro who has specced and geared for condition damage and duration you should be able to easily keep up poison if you carry scepter. You should even have time to use a couple of other abilities and not worry that your poison stack is gone.
If you are using scepter right you will have close enough to 100% poison uptime that any tiny gaps won’t really matter.
disagree for a necro who has specced and geared for condition damage and duration you should be able to easily keep up poison if you carry scepter. You should even have time to use a couple of other abilities and not worry that your poison stack is gone.
If you are using scepter right you will have close enough to 100% poison uptime that any tiny gaps won’t really matter.
“If you are using the scepter right…” lol don’t act like an kitten
I know exactly how much poison up-time is both possible and practical and even a half second would be a great step towards better “attrition”.
I’d like to see a slight increase in the poison duration if only because it would make it easier to use Scepter #3 more effectively. As it is, if you want to use #3 and actually benefit from having Poison on the target to up the condition count and do more damage / LF gain, you basically need to do #3 right after finishing your auto attack chain. A small duration boost would possibly allow you to use #2 or an off-hand skill to apply another condition between auto-attack and then use #3 to still benefit from the poison.
Either that or make Scepter #3 a bit faster. Its not exactly slow as-is but it has a bit of cast time and I’ve had poison drop off during that cast time more than I’d like.
with 30 poinst traited conditon duration is 30%, with food it can add 40% so thats 70%
2 sec poison with +70% duration is now 3.4 sec poison. the master sceptor trait is 33% on top the end formula so 3.4 sec +33% equals = 4.53 seconds
with 30 poinst traited conditon duration is 30%, with food it can add 40% so thats 70%
2 sec poison with +70% duration is now 3.4 sec poison. the master sceptor trait is 33% on top the end formula so 3.4 sec +33% equals = 4.53 seconds
and something isn’t adding up either…
2 second base poison
3 hits in the AA chain each listed as half a second
yet you cant get another poison stacked by only spamming AA, the first 2 second stack runs out before 1.5 seconds of autoattack