Super Poison Trident Skill
The skill is a poison field. AI mobs are sometimes not smart enough to get out of it, and if you have + condition duration it can stack ridiculous duration up.
Not a problem that I have ever noticed. Seems to be working as intended.
It has to do with the trail and pulses. The trail hangs around and pulses for quite a while, stacking poison. Also your DS 2 does the same thing. It is sad that we don’t have any land skills as awesome as our water skills.
It is sad that we don’t have any land skills as awesome as our water skills.
heh. Underwater we have multiple gap closers, our only leap finisher, fantastic mobility, a 2s AoE fear, a pull on weapon set with relative short CD, another hard CC (sink), a bleed application skill that doesn’t need LoS, a direct damage skill that amounts to about 3.5 pulses of a well of suffering in a single hit (by far our most damaging single skill in the game).
Yeah, the underwater necro has some nice abilities. Too bad others have perma evade and general unstoppableness underwater. Can’t really celebrate it too much.
It has to do with the trail and pulses. The trail hangs around and pulses for quite a while, stacking poison. Also your DS 2 does the same thing. It is sad that we don’t have any land skills as awesome as our water skills.
CPC and Death Nova both do this, but the trick is stacking them on top of each other so they pulse together. I think Chillblains does the same thing, but I don’t remember.
Anyway, CPC + explode Bone Minion w/ Death Nova = Very Long Poison/Weakness + Combo Finish for more Weakness.
Putrid Mark the self weakness off of you if you care for even more Weakness duration + another finisher for more Weakness still.
Toss Chillblains on top for some Chill and more Poison so they have to hang out in the field longer, or break the combos up a bit so you can reapply when they cleanse stuff.
It’s a nifty trick that comes in handy sometimes, but I dropped it because it’s not really potent enough to be the focus of so many slots. Still it was neat to be able to maintain permanent Weakness/Poison on stuff so easily.
It has to do with the trail and pulses. The trail hangs around and pulses for quite a while, stacking poison. Also your DS 2 does the same thing. It is sad that we don’t have any land skills as awesome as our water skills.
CPC and Death Nova both do this, but the trick is stacking them on top of each other so they pulse together. I think Chillblains does the same thing, but I don’t remember.
Anyway, CPC + explode Bone Minion w/ Death Nova = Very Long Poison/Weakness + Combo Finish for more Weakness.
Putrid Mark the self weakness off of you if you care for even more Weakness duration + another finisher for more Weakness still.
Toss Chillblains on top for some Chill and more Poison so they have to hang out in the field longer, or break the combos up a bit so you can reapply when they cleanse stuff.
It’s a nifty trick that comes in handy sometimes, but I dropped it because it’s not really potent enough to be the focus of so many slots. Still it was neat to be able to maintain permanent Weakness/Poison on stuff so easily.
Well… those aren’t really the same because our underwater fields are stacking every second or faster if you watch them.
CPC stacks every 3 seconds in the field… not sure about death nova as I never use it, and Chillbains is only on the initial hit of the skill (there is no pulsing).
Sure you can combo blast finishers in all of those for more of weakness/whatever, but that is hardly the same thing as the skill just pulsing and stacking in-and-of itself.