Tainted Shackles Skill Facet on Wiki
Well that’s not very strong. 5 Bleeds and some minor damage.
40 second recharge isn’t that bad though.
Should do more damage, though, really. Unless it’s a super quick channel time, I’d imagine you could do way more damage without it.
I want to know what it means by "conditioning them repeatedly.
Yeah, I’ll have to see how it feels in game, and also the immobilize duration (that wiki seems… incomplete).
It shows the cast time as 1/4, this seems weird.
If it conditions them repeatedly, does that mean x3 stacks per tick?
Range 600 – Same as Life Transfer, good.
40 sec CD synergies very WELL with WELL builds which got a big buff, so looks good.
o/
Seems kind of useless for power builds. Could have synergized nicely with wells but I don’t see many people staying around for the immobilize.
http://wiki.guildwars2.com/wiki/Torment no updated info on the skills, but shows Mesmer Scepter # 2 gets torment and a thief utility gets it (Skale Venom)
Too vague, and the cast time is wrong or the skill tooltip needs to show a duration.
http://wiki.guildwars2.com/wiki/Torment no updated info on the skills, but shows Mesmer Scepter # 2 gets torment and a thief utility gets it (Skale Venom)
o_o does this mean those leaked patch notes (the first) were semi correct?
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Well it does say “If enemies move out of range of this ability”
So they would have to run like right away (600 range) if you used it on a cap point in sPvP where it can be used really well, also if they are snared 600 might be too far to run.
But that of course depends on the total cast time, hopefully it’s not something stupid like 4 seconds.
hmm idk what to think about it , if the skill will stack only 3 stacks of torment every 40s its kinda bad becouse there is a lot of condi remuvals , so i think we need to w8 for the patch and test it in game
I highly doubt it applies 3 stacks a second. It would be reasonable to get 9 stacks on, which would have the potential to deal over 200k damage with 1400 condition damage and 30% duration. That’s magical christmasland, hitting 5 targets with 3 ticks each, none of which get cleansed, and all of which keep moving for the duration, but even 10% of 200k is significant for one ability.
3 stacks total seems more likely, which would apply 500/1000 dps to targets affected by it until they get cleansed. That would give it a 2s channel, assuming it applies one stack at the beginning of the channel.
Anything is possible of course, but if it applies 3 stacks a second, I’ll be bracing for nerfs as soon as it gets released.
Probably a 3s channel applying 1 stack per second. I’m seeing a lot of potential here guys. I’m not sure how someone would deal with high chill duration builds after being chilled and hit with this. You either burn your cleanse to get out, stand there and let the enemy team wail on you, or eat the damage and the immob then cleanse. But here’s a question we also don’t know the answer too:
Does our movement interrupt the channel or can we follow someone trying to escape?
Something I’m also not sure of is having it immobolize at the end of the channel. Seems a bit contradictary to deal damage when they move but stop them from moving after the cast. I can see that it’s obviously a very harsh form of CC, but I would almost rather get the raw damage from it than anything. After all, a dead enemy doesn’t need CC’d.
(edited by Chesire.9043)
Excellent find cal! While I’m not super impressed by it, I certainly like it! It has a miniscule cast time and doesn’t appear to be channel, so we can maintain DPS while this skill is ticking down. So then Tainted Shackles -> Life Transfer will both end about the same time, leaving a nice AoE immobilize (best case scenario) and letting you drop out of DS and take advantage of the immobilize. Unfortunately, the immobilize is counter intuitive to the entire concept of Torment, which I find sort of humorous, but I’m certainly not complaining about a free immob (unless it’s under 1 second).
And to my understanding, it’ll probably place 1 stack of Torment per second for 3 seconds. The immobilize will likely coincide with the final application of Torment.
I hope the damage isn’t as low as the wiki shows, but hey, we get a free low-risk, noninvasive AoE skill! What’s not to like?
Actually, after thinking about it, I would say 3 stacks per second for 1s duration sounds way more likely than what I said before.
i di some math and if i am right with 1200 condi dmg and 30pts in spite to get burning i can hit like truck , if i am right 1 stack bleed + burning + 1 stack of tormet = +1k dmg per s when the enemy is moving :P
Ha! The underwater version’s cast time is longer than on land… that’s a first.
I don’t see how this skill does anything for our attrition, but whatevs.. just another aoe dps skill.
Actually Omega just made me realize that it’s probably a ground ability where you cast it for 1/4 seconds then you can move and the ability applies by itself within 600 range of where you cast it.
That seems a lot smarter than casting the dam thing for 3 seconds or something.
Now all that’s left to know is the bloody root duration :P
I am wondering if the “damage while moving moving part” counts casting, blinking,shadowstep and leaps etc as movement.
If not i don’t see the use of this condition since most classes move in combat trough casting/skill activation.
E.A.D.
What you will see is thieves and mesmers using their get out of jail cards (mesmer blink, thieves shadowshot/shadowstep/second sword 2) immediately when we hit ds5. that way there is no lock, they get out of range, thus no immobilize for those classes. Let alone the thief can just stealth (cleanse any condition) and be done with it. This will only effect melee classes like the warrior (well not really, because he can just leap/burst someone and its off) and guardian (well no, wait, he can just cleanse it). Wait, what class is not just going to insta cleanse this? or block this like they block fear/terror dmg. awesome.
I dont understand the immobilize at the end, a 3sec fear would fit better to torment..
“If the bind is allowed to expire, it immobilizes and damages them.”
Is this “damages” on top of the 292 damage caused by this skill or is this the 292 damage in the description?
For a 40 sec cooldown, immobilizing possibly and applying decent damage this skill is very good. If you can cast Life Transfer on top of this then that would be amazing. Remember in DS we take no actual “damage” to life so to become a tank for a good amount o time and spread this is amazing.
Plus this is a great group control mechanic. They want to run away but if they do then they are running away from a possibly important location and they are receiving more damage. If they don’t run away then they become immobilized, either way they are doing something they don’t want to do.
According to the Wiki, torment has 11% damage gain from Condition Damage.
That is more than poison, which has 10%.
What you will see is thieves and mesmers using their get out of jail cards (mesmer blink, thieves shadowshot/shadowstep/second sword 2) immediately when we hit ds5. that way there is no lock, they get out of range, thus no immobilize for those classes. Let alone the thief can just stealth (cleanse any condition) and be done with it. This will only effect melee classes like the warrior (well not really, because he can just leap/burst someone and its off) and guardian (well no, wait, he can just cleanse it). Wait, what class is not just going to insta cleanse this? or block this like they block fear/terror dmg. awesome.
I agree, buffs are just the worst ever. I wish they wouldn’t give us new, interesting skills, either…
It’s going to effect every class in the game. Who do you ever fight that just stands there? Especially if they have just been feared. It’ll effect melee the most, but now that also includes rangers, eles, thieves and some Necros on top of guardians and warriors. And Mesmers always move and have little condition removal, Torment may really mess them up.
Thieves and Mesmers will likely have limited access to this stuff while every Necro in the game will get it every 40 seconds in an AOE fashion. If they end up where most people expect for those 2 classes, I would be surprised if most people even took it. If Thieves get it on a weapon skill I’d be a little concerned if I didn’t play a Necro, but Confusion is still weak for Mesmers anyway and it looks like they are buffing all of the daze traits and skills, so I bet that’ll be the new Mesmer thing which will be much worse than them getting Torment.
Plus a new condition that will be doing damage and covering our other conditions from cleanses will be an indirect buff as well. Yes, it can get removed, but it’ll likely keep another damaging condition on if it does. Something else worth mentioning is that if this is a channeled AOE then it may hit invisible foes.
And to whoever said this doesn’t sound useful for power builds must not want to try immobilizing multiple people in wells at once. Although I don’t quite understand why they put an immobilize on a condition that does more damage if you’re moving.
Even if they get out themselves, should be good for getting rid of mesmer and thief clones. Which was an especially big problem for rabid builds because of how weak your direct damage was.
The real question is if we can cast it, then leave DS and use other abilities without interrupting the channel.
The real question is if we can cast it, then leave DS and use other abilities without interrupting the channel.
Well the other DS abilities don’t let us do this, but if it really is only a 1/4 sec cast time according to the wiki and we can cast it on the ground and leave it, then what you’re asking for will be done easily
I am wondering if the “damage while moving moving part” counts casting, blinking,shadowstep and leaps etc as movement.
If not i don’t see the use of this condition since most classes move in combat trough casting/skill activation.
The damage is triggered per second whilst the target is moving normally, skills that blink/ teleport or anything else moving you from one spot to another through “range” wont proc Torment.
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The key is not to not get excited about the damage, but to see it as a perk.
The real use of this skill is for CC. They either blow their teleport/stunbreak and get the hell out of dodge (off point) or eat damage from you and your teammates.
The creative uses for this are going to come from WvW where people aren’t trying to stay inside a small circle and will depend entirely on how the skill can be used. If it’s a targeted ground AE or a channel. I personally feel as though a targeted ground AE would be too good to be true because it would allow teammates (and us) to pull, push, or fear enemies into it forcing them to eat the damage and/or immobilize. Granted this can still be accomplished if it were a channel but would be harder for us to land it in a 1v1 situation. As I said, though, it’s meant to be used as CC by either forcing them away, use a cleanse, or suffer the consequences. Either way it’s meant to be a lose/lose situation for the enemy and is on a 40 (32 traited) second CD.
Assuming the immob isn’t garbage, which may just ruin the entire thing anyway.
On the wiki page for Torment…
Torment is a condition that inflicts damage over time and stacks in intensity, but inflicts damage twice per second if the victim is moving.
(0.11 * Condition Damage + 32) per stack per second at level 80
Assuming at around 1200 (Rabid/Rabid with CD Runes), this ticks at around 164 dps. If target is moving, this increases to 328 dps on one stack. To put this in perspective, confusion only ticks at 155 dps on one stack. As Tainted Shackles supposedly applies 3 stacks for 10 seconds…. this works out to 9840 total damage if target constantly moves and it isn’t removed.
Even if condition removals gets thrown around but taking into account reaction time, cast time and moving out of the 600 range… i would estimate it would take around 2 seconds to remove the condition (assuming skill is on cooldown). This deals ~2000 damage in addition to forcing one to move off point, stop attacking, heal while taking damage from other sources… Not to mention the other conditions and Fear applied by Necros.
Obviously we don’t know yet how Torment works exactly but i fail to see why everyone is saying “oh it’s going to be rubbish”. If anything, the information provided thus far suggests it is OP.
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http://wiki.guildwars2.com/wiki/Tainted_Shackles
Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.
Damage: 292
3 Torment: 10 s (960 damage)
Range: 600
Its like im playing LoL! Necromancer = Morgana.
http://wiki.guildwars2.com/wiki/Tainted_Shackles
Bind nearby enemies with your life force, conditioning them repeatedly. If enemies move out of range of this ability, the bind will break. If the bind is allowed to expire, it immobilizes and damages them.
Damage: 292
3 Torment: 10 s (960 damage)
Range: 600Its like im playing LoL! Necromancer = Morgana.
No surprise, GW2 is a MOBA with a tacked on MMO world so that NCSoft would ok it.
I highly doubt it applies 3 stacks a second. It would be reasonable to get 9 stacks on, which would have the potential to deal over 200k damage with 1400 condition damage and 30% duration. That’s magical christmasland, hitting 5 targets with 3 ticks each, none of which get cleansed, and all of which keep moving for the duration, but even 10% of 200k is significant for one ability.
3 stacks total seems more likely, which would apply 500/1000 dps to targets affected by it until they get cleansed. That would give it a 2s channel, assuming it applies one stack at the beginning of the channel.
Anything is possible of course, but if it applies 3 stacks a second, I’ll be bracing for nerfs as soon as it gets released.
I’m pretty sure it’s less than 200,000 damage lol.
I highly doubt it applies 3 stacks a second. It would be reasonable to get 9 stacks on, which would have the potential to deal over 200k damage with 1400 condition damage and 30% duration. That’s magical christmasland, hitting 5 targets with 3 ticks each, none of which get cleansed, and all of which keep moving for the duration, but even 10% of 200k is significant for one ability.
3 stacks total seems more likely, which would apply 500/1000 dps to targets affected by it until they get cleansed. That would give it a 2s channel, assuming it applies one stack at the beginning of the channel.
Anything is possible of course, but if it applies 3 stacks a second, I’ll be bracing for nerfs as soon as it gets released.
I’m pretty sure it’s less than 200,000 damage lol.
At .11*condition damage+32 damage per stack per tick, with 13 seconds duration, ticking twice a second on moving targets, hitting 5 targets, 9 stacks would deal:
(.11*1400+32)*13*2*5*9=217,620 damage, or over 40k to each target.
3 stacks is still almost 15k each, 7.5k if they accept a 13s pseudo immobilise instead. It will need to be cleansed. The only other damaging conditions that stack in intensity are bleeding and confusion, and it does more damage than either, even on stationary targets.
Of course it’s very predictable and the application is on a long cooldown, so cleansing is easy, but hopefully it forces people to put a little more thought into their cleanses.
(edited by Mammoth.1975)
I’m not really stressing about the specifics of this condition (aside from the CD, I wish it was more available), in the end it’s one more condition to protect other more damaging or useful effects.
Out of curiosity, what do you guys think of the utilities of this skill? I’ve been thinking very slightly about it and have come to the thought that it isn’t a particularly great “pursuit” skill. Depending on the class, remaining in 600" range for 3 seconds may be tricky (however, Dark Path → Tainted Shackles gives should allow decent success against most sPvP heroes). What I think this skill will excel at is allowing us an improved chance of escape. Sitting for DS for 3 seconds may be hard, but if we can pull it off, pursuers will be locked into place for X seconds, hopefully allowing us to heal/cleanse conditions and book it out of Dodge.
Hmm…I wonder if we have to remain in DS to maintain Tainted Chains. I hope we don’t, but we’ll have to see
Random note: I suspect the animation and effect will mimic the Guardian’s Binding Blade skill. The animation may be closer to our Deadly Catch, though.
Have a nice day folks and enjoy the upcoming content!
with my wvw condi dmg at 1845
ill be doing 235 dmg per stack per single tick, so 3 stacks will do 705 per second on a still target
if they move it will double the dmg to 1410 just around the amount my fear deals
so if they stay the full 10 seconds with this condi on them and moving around thats 14,100 dmg on top of my bleeds/psn/fears
Hmm…I wonder if we have to remain in DS to maintain Tainted Chains. I hope we don’t, but we’ll have to see
Jumping out of DS do retain the shackle during my PVE testing, but i forget if the “shockwave” plays after 3 seconds.
The whole thing is a “kitten ed if you do, kitten ed if you don’t” kind of setup. Once the shackle is on, he’ll take damage if you run, he’ll take damage if he stays, and if he can’t decide, he’ll definitely going to stay.
(edited by digiowl.9620)
What about taking the “Terror” trait, and using Shackles and Fear at the same time?
I imagine that would cause a TON of Damage.
with my wvw condi dmg at 1845
ill be doing 235 dmg per stack per single tick, so 3 stacks will do 705 per second on a still targetif they move it will double the dmg to 1410 just around the amount my fear deals
so if they stay the full 10 seconds with this condi on them and moving around thats 14,100 dmg on top of my bleeds/psn/fears
It seems to deal around 99 damage or so with full rabid, no stacks no might….
That would be around 300 damage for 3 stacks, or 600 damager per seconds if they are moving.
One thing I’m wondering is, does the shackle burst and immobilize, if they move farther than 600 away from you? If it ends? If it is cleansed?
Stupid question, but from my 2 hours in wvw, I saw it immobilize sometimes and a few times I saw it go for the full duration.
A little bit of a letdown, as the info on the wiki seems to be wrong regarding the damage. Nonetheless, with this, burning, and the new doom duration on a 30/30/10 hybrid, I actually melted one ele before he even realised he needed to cleanse. Plus what do you say about an aoe immobilise?
+50% crit chance in deathshroud is as awesome as it sounds too. I tested i out with soldiers amulet, and the survivability you have while still having some big pressure available is really nice. Axe still lackluster in pvp though, dagger ftw.
Hmm…I wonder if we have to remain in DS to maintain Tainted Chains. I hope we don’t, but we’ll have to see
Jumping out of DS do retain the shackle during my PVE testing, but i forget if the “shockwave” plays after 3 seconds.
Quoting myself as a followup on this, yes the immobilize triggers even after leaving DS!
Meaning you can quickly pop in and out of DS to apply the shackles rather than stay in for the duration.
Hmm…I wonder if we have to remain in DS to maintain Tainted Chains. I hope we don’t, but we’ll have to see
Jumping out of DS do retain the shackle during my PVE testing, but i forget if the “shockwave” plays after 3 seconds.
Quoting myself as a followup on this, yes the immobilize triggers even after leaving DS!
Meaning you can quickly pop in and out of DS to apply the shackles rather than stay in for the duration.
or cast ds #4 at the same time ^.-
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Hmm…I wonder if we have to remain in DS to maintain Tainted Chains. I hope we don’t, but we’ll have to see
Jumping out of DS do retain the shackle during my PVE testing, but i forget if the “shockwave” plays after 3 seconds.
Quoting myself as a followup on this, yes the immobilize triggers even after leaving DS!
Meaning you can quickly pop in and out of DS to apply the shackles rather than stay in for the duration.
or cast ds #4 at the same time ^.-
Quite so. DS #5 has potential both on offense and defense.
This is a little offtopic but there it goes:
I strongly dislike the icon of this skill, it’s the only thing bad about it. It’s like a non-DS skill >_<
Yeah, i guess the green should perhaps be more dayglo to fit in with the rest.