As a whole I’m pleased with the mechanics and overall play style of the Scourge. It feels very different and it has good potential in both pve and pvp, also it seems strong with both power and condi damage.
Scourge as support Role.
Why take Scourge as support in a pve group? It need to be at least on par with the Tempest or even better. Its potential must be as strong, so people can maybe consider taking 1 druid and 1 scourge in raids and other organized groups. If its anything less it will never really see any play outside of solo pve.
Here are few suggestions for changes I find fit.
Barriers.
Degeneration must start after a period of time, 5 to 8s. Decrease the degeneration rate by 50%!
Barriers are suppose to be proactive healing, but as they are right now this role is not there. We lose half the potential with instant degeneration. I don’t want to use the barrier and forget about it, but I need to have at least few sec of full potential time frame. In all other games that use similar mechanics, all the similar skills have some duration on their barriers. Not only that, but most not only prevent damage, but also convert some of that damage into healing.
Torch:
-Harrowing Wave: Additionally, grant 5% LF and 2% LF per target hit.
-Oppressive Collapse: Unblockable.
Punishments:
-Sand Flare: Pretty good. Make it 300 radius, Scourge is support after all.
Trail of Anguish: I want it to feel more like Slick Shoes. Apply Burning 2s./per sec. to targets standing in the trail, apply Immobilize for 3sec with its final pulse.
-Dessicate: Should give 5% LF and additionally 4% per target hit/Up to 5 targets, 360 radius.
-Sand Swell: ¼ or even instant cast time! 1200 – 1500 range! The port is good, but especially its range is not enough. We desperately need more.
-Serpent Siphon: Very weak skill or maybe it’s bugged atm?! Make it to pulse 5 times, 1 pulse/sec. Radius 360. Pulsing snakes that deal damage and inflict poison. Cast barrier and corrupt 1 boon with the initial and with the final pulse.
-Ghastly Breach: Need to be aura around the necro with 240 radius(Like old Plague). Or its essentially another Plaguelands, but weaker with the exception of the boon conversion. To niche.
Shade Skills:
This are some ideas for an additional effects that add survivability and add more Shade management. Because even the mechanic is sound its clunky and very hard to use when you or your target is moving constantly.
-Manifest Sand Shade: Make them recharge much faster outside of combat!
-Nefarious Favor: Add flip skill: Destroy the Shade that is furthest away from the necro, reduce next shade cd by 33%.
-Sand Cascade: Add flip skill: Teleport to closest Shade and gain weak barrier (around 1k hp). Affects only the necro. (maybe ICD, once every 12sec so it can be used every other cast of F3)
-Garish Pillar: Additionally, all active Sand Shades and the necro get projectile destruction domes around them, 180 radius for 5sec.
-Desert Shroud: Add flip skill: Destroys all Sand Shades and reduce their cd by 66%
Traits:
My ideas here are mostly oriented toward the support part of the trait lines.
-Abrasive Gift: Also, adds 5sec of Regeneration to barriers.
-Fell Beacon: -
-Nourishing Rot: Additionally, grants 2% LF for every target affected by Torment or Burning (5-8 ICD per target). Up to 5 targets
-Sand Soul: -
-Desert Empowerment: Also, heal for 20% of the prevented damage. (Healing Power modifier)
-Sadistic Searing: Quite weak for people running Non-Punishment Utilities. Maybe add additional bonus if no Punishments are used.
-Unending Corruption: Also steal the corrupted boon.
-Blood as Sand: -
-Sand Savant: -
-Demonic Lore: Lower ICD to 2s. Increase Burn duration to 4s(best split pvp/pve)
-Feed from Corruption: -
PS: As many already stated, traits concerning “entering shroud/exiting shroud/manipulating shroud” need to be changed or they wont be used.
(edited by mazut.4296)