Terror damage
You have to watch for the tick that comes after the initial hit, that is the big one.
You have to watch for the tick that comes after the initial hit, that is the big one.
Ahhhhh! Thank you! I must have just been being impatient.
So for a one second fear, it ticks twice? The initial damage (tick 1) and then when the fear has completed (tick 2)?
Also, does it scale with condition damage or power? I have read two separate threads (not sure if here or on gw2guru) and they both claim differently.
Yes, there is delay on the big hit just like there is for a bleed to start.
I can’t tell you the exact damage calculation, its around here, 300 something base plus a fair portion of condition percent.
With 1581 condition (some reason it keeps food/crystals on in the mists) Terror is procing for 1255 damage for me with a condition already on.
It is 362 base damage plus 30% Malice. As with all other condition damage ticks it will trigger every 1 sec after being applied.
It is 362 base damage plus 30% Malice. As with all other condition damage ticks it will trigger every 1 sec after being applied.
It’s 2 + level * 1.5 + 0.3 Malice which means 122 base damage.
Source
As I’ve state elsewhere I think this is fine, now even better. Also I think they should give us the opportunity to increase our Fear to at least 2 seconds without sacrifice an entire build (eg. Master of Terror should give 100% or our fears should last at least 1.75s)
It’s 2 + level * 1.5 + 0.3 Malice which means 122 base damage.
Source
662 DMG with 1000 Malice, 729 DMG with 1223 so no, it is not.
That screenshot of 1500 damage was out of the mists with 25 stacks and BIP up. Food/crystal buffs were on too. I now somewhat regret posting that because people will latch onto it as an “OP, un-counterable 6000 damage with 4 second disable!!!”
It also requires a specific build, though not NEARLY as restrictive as people on here are making it out to be; again outside of the mists. I will hopefully post details later if i get a chance.
That screenshot of 1500 damage was out of the mists with 25 stacks and BIP up. Food/crystal buffs were on too. I now somewhat regret posting that because people will latch onto it as an “OP, un-counterable 6000 damage with 4 second disable!!!”
It also requires a specific build, though not NEARLY as restrictive as people on here are making it out to be; again outside of the mists. I will hopefully post details later if i get a chance.
This information makes the Screenshot you are describing useless. Damage potential in PvP needs to be weighed against Damage in PvP. Not artificially inflated damage from stacking PvE food and BiP on dummies.
Terror is not a viable build without focusing on Downstate damage in PvP. And if your goal is to die in PvP Necro is 100% your ideal choice right now, but traiting for downed state fear damage is probably counter productive… can’t quite put my finger on why… my internal Tardstrong Radar System just keeps going crazy every time I think about it.
I don’t spvp often, because I don’t like something that has no progression and no guild identity. I will not pretend to know more about it than anyone else.
But you should be aware, the vast majority don’t spvp, and could care less about it. I do wvw and some PvE, and for me food buffs are always available. So do many if not most of the people on these forums. If you want to talk strictly spvp, the go there and post.
My posts are information on potential power, and I make it clear that buffs are involved. Don’t hate because its a viable build in wvw. I never claim to use it with success in spvp, though I do run a damage on fear build there without max duration with reasonable success.
But you should be aware, the vast majority don’t spvp.
Care to wager a guess as to what might keep people from wanting to participate in competitive PvP?
My guess would be that new players cannot learn to PvP without getting obliterated by players who have spent every waking minutes since beta learning how to abuse on the broken mechanics. Engi, Ele, Necro are not intuitive either. They require extreme mastery development and keen attention to detail in order to play properly. That removes those new players automatically from PvP. No one wants to relearn their class for a new type of content. And the difficulty level between Necro in PvE and PvP is extraordinary.
As a PvP player I can destroy pretty much all PvE content with my eyes closed and eating a sammich. But PvE players coming to PvP are just food and no one wants to be food.
It is 362 base damage plus 30% Malice. As with all other condition damage ticks it will trigger every 1 sec after being applied.
It’s 2 + level * 1.5 + 0.3 Malice which means 122 base damage.
SourceAs I’ve state elsewhere I think this is fine, now even better. Also I think they should give us the opportunity to increase our Fear to at least 2 seconds without sacrifice an entire build (eg. Master of Terror should give 100% or our fears should last at least 1.75s)
Base damage for terror is:
- 2 + (level * 4.5) = 362 @ 80
- it is not (2 + level) * 1.5 = 123 @ 80
(edited by Fynd.4890)
No disagreemenrt with what you said here. There is a strong likelyhood people avoid spvp because of the fact necro is not intuitive or mobile. Personally my experience in spvp was an 80 percent win rate beating up on people that didn’t seem to understand the game, but that is low level spvp for you.
Necro has serious issues with cast times, balance, build diversity, etc. I am not ignoring that, I am focusing on the 1 positive from the last patch that brings some joy to the class (some of us).
Base damage for terror is:
- 2 + (level * 1.5) = 362 @ 80
- it is not (2 + level) * 1.5 = 123 @ 80
Infact: 80 *1.5 = 120 + 2 = 122.
362 would be 80 * 4 + 2.
Where did you get 362?
No disagreemenrt with what you said here. There is a strong likelyhood people avoid spvp because of the fact necro is not intuitive or mobile. Personally my experience in spvp was an 80 percent win rate beating up on people that didn’t seem to understand the game, but that is low level spvp for you.
Necro has serious issues with cast times, balance, build diversity, etc. I am not ignoring that, I am focusing on the 1 positive from the last patch that brings some joy to the class (some of us).
What is the ray of sunshine though? Locust Signet?
Base damage for terror is:
- 2 + (level * 1.5) = 362 @ 80
- it is not (2 + level) * 1.5 = 123 @ 80
Infact: 80 *1.5 = 120 + 2 = 122.
362 would be 80 * 4 + 2.
Where did you get 362?
I don’t know how you get to it, but its 362 + 30% malice.
<The Undead Lords>
Since 1994 – undeadlords.net
662 DMG with 1000 Malice, 729 DMG with 1223 Malice.
so +67 dmg for 223 Malice or a 0,3 ratio
thus +300 dmg for 1000 malice which leaves 362 base dmg
also 80 * 4 = 320 i guess it is 2 + LvL * 4,5
Terror damage buff – for someone who was already using a terror build. Again outside of Spvp. That was the one and only noteable change. If you spvp I doubt anything in the patch notes changed your play style at all, at a tourney level
The base damage can still be 362, I don’t know, I was reporting what’s wrote on the Wiki
Which say 122 base damage.
I agree those numbers may not be true since I saw about 950 damage with about 1000 Malice. I have to test it deeply since now we have this nice 50% damage buff: I was not sure if the golem had another condition, if you say it’s about 650 damage with 1000 Malice then my 950+ damage is consistent with the 50% damage bonus.
EDIT: Tested.
I have 944 Malice, no Might. The test is simple: hit a golem with Staff #5, look for the damage, then hit for Staff #3 and then Staff #5. Any other condition is fine however.
I always inflict 962 damage, both with just Fear or any other condition on the target.
Final Consideration: I was cheering for Arena Net for this buff but instead they disappointed me. The trait is bugged and there is no buff. This is the damage I always had with Terror.
(edited by Arcades Saboth.5139)
Terror damage buff – for someone who was already using a terror build. Again outside of Spvp. That was the one and only noteable change. If you spvp I doubt anything in the patch notes changed your play style at all, at a tourney level
Ahh ok, yeah I don’t see Terror Damage as a Buff. Without specing for a Fear build with Fear runes you won’t see any more damage that any other time you slapped down Staff 5 with 10 stacks of might on you and 10 stacks of Vulnerability on your target.
Pre-patch the highest I ever saw was 1100 and some change. Now if you Trait specifically for it you can increase that small about of damage by less than 50%. The difference between 1000 and 1500 damage when you are dealing with 20k+ health pools means nothing. Even with Staff skill 20% reduction what kind of DPS can you expect from this buff to Terror? Like 12 DPS total and that is with a theoretically perfect and infinite rotation?
In PvE building for Terror will definately put you in a Downed State more often though, and I can see how being able to double fear on Downed State + 50% damage might help you in PvE, but you have to die to use it…
Maybe I don’t play enough PvE for it to make a difference but I do have a geared 80 Necro with plenty of acheezment points and it makes zero difference to me.
The trait is bugged and there is no buff. This is the damage I always had with Terror.
Are you sure your Staff 5 did not crit? I can not replicate what you described, Staff 5 and 3+5 are working just fine for me with Terror.
The trait is bugged and there is no buff. This is the damage I always had with Terror.
Are you sure your Staff 5 did not crit? I can not replicate what you described, Staff 5 and 3+5 are working just fine for me with Terror.
Critics don’t apply to conditions. If the 50% buff is real Staff #3 apply Chill and Poison so hitting again with Staff #5 would result in a higher damage from Fear (due to new patch, from just Staff #5 with no other condition on target. You can use Death Shroud #3 if you wish). It is not, in my tests. Can you confirm?
I edited my post to reflect the 4.5*level coefficient for Terror base damage and to Arcades Sabboth, the +50% damage works in both PvE and the mists/sPvP. I tested in all 3 areas last night.
I edited my post to reflect the 4.5*level coefficient for Terror base damage and to Arcades Sabboth, the +50% damage works in both PvE and the mists/sPvP. I tested in all 3 areas last night.
Can you tell me how to reproduce please?
In my tests I saw no difference from Fear with no condition onto the target and Fear with another condition applied.
I edited my post to reflect the 4.5*level coefficient for Terror base damage and to Arcades Sabboth, the +50% damage works in both PvE and the mists/sPvP. I tested in all 3 areas last night.
Can you tell me how to reproduce please?
In my tests I saw no difference from Fear with no condition onto the target and Fear with another condition applied.
Use Staff 5 or DS 3, check if Fear is the only condition on the golem (Barbed Precision sucks), wait for damage tick. Apply condition with Staff 5, Dagger 4 or something similar that does not fill your screen with bleed ticks, rinse and repeat. You can turn your back to the mob when using DS 3 so you won’t start autoattacking it.
1279 Condtion damage, 746 Terror without another condition, 1120 with another condition applied for both Fears
Terror damage buff – for someone who was already using a terror build. Again outside of Spvp. That was the one and only noteable change. If you spvp I doubt anything in the patch notes changed your play style at all, at a tourney level
Ahh ok, yeah I don’t see Terror Damage as a Buff. Without specing for a Fear build with Fear runes you won’t see any more damage that any other time you slapped down Staff 5 with 10 stacks of might on you and 10 stacks of Vulnerability on your target.
Pre-patch the highest I ever saw was 1100 and some change. Now if you Trait specifically for it you can increase that small about of damage by less than 50%. The difference between 1000 and 1500 damage when you are dealing with 20k+ health pools means nothing. Even with Staff skill 20% reduction what kind of DPS can you expect from this buff to Terror? Like 12 DPS total and that is with a theoretically perfect and infinite rotation?
In PvE building for Terror will definately put you in a Downed State more often though, and I can see how being able to double fear on Downed State + 50% damage might help you in PvE, but you have to die to use it…
Maybe I don’t play enough PvE for it to make a difference but I do have a geared 80 Necro with plenty of acheezment points and it makes zero difference to me.
Not talking about Spvp, or really PVE for that matter. A terror build doesn’t do much in pve when most pulls are 3-5 mobs. It shines in wvw, where you can substitute a food buff for 40% duration, making hitting that duration very easy to do and not restrictive to your build.
Not saying its the TOP dps in wvw or anywhere else, because its not. Pre-patch it was nice for control with the longer fears, and some extra damage was just, as you mentioned icing on the cake. I like to roam around and fight skirmishes in the range of 2v3, 2v5, 3v6 etc… in those situations a, 4 second aoe fear that deals a good bit of damage is nice. Now that 4 second aoe fear deals more damage than before. Hence my approval of that buff. I still run max condition damage in wvw, and deal as much damage as I can without speccing hybrid power or rampagers.
But make no mistake, this was not a huge buff, or even a noticable buff in the long run. An extra 300 damage on a fear cast isn’t game breaking at all, and would be completely negligible in spvp. But it beats the hell out of the other “buffs” we go in the patch.
But you should be aware, the vast majority don’t spvp.
Care to wager a guess as to what might keep people from wanting to participate in competitive PvP?
I expected to like tPVP primarily in this game but wound up not liking it, finding it utterly redundant and samey, disassociated from the rest of the game, and most of all, being at odds with my profession.
Being a Necro, I don’t feel we get an even shake vs other professions unless we have full Life Force (or close). You can’t be assured of that in tPVP, and that reminds me far too much of that other game where I played a class where you had to go farm a certain resource before going into PVP to be at your most effective, or ‘balanced’ against other classes. But in GW2 you cant’ even do that, since the tPVP maps chain together.
Giving potential damages for all modes should be fine in this forum, as long as people are clear what buffs and such are affecting the results.
Should this actually ever become an endemic problem in WvW all they need to do is make Fear a regular control debuff as it should be. Once it is no longer affected by Condition Duration they can provide reasonable trait options for people who want to capitalize on the damage from Terror and/or the longer crowd control duration.
Other than WvW it was one of the best options for tPvP even before the buff and is probably still one of the worst for PvE.
Terror damage buff – for someone who was already using a terror build. Again outside of Spvp. That was the one and only noteable change. If you spvp I doubt anything in the patch notes changed your play style at all, at a tourney level
Ahh ok, yeah I don’t see Terror Damage as a Buff. Without specing for a Fear build with Fear runes you won’t see any more damage that any other time you slapped down Staff 5 with 10 stacks of might on you and 10 stacks of Vulnerability on your target.
Pre-patch the highest I ever saw was 1100 and some change. Now if you Trait specifically for it you can increase that small about of damage by less than 50%. The difference between 1000 and 1500 damage when you are dealing with 20k+ health pools means nothing. Even with Staff skill 20% reduction what kind of DPS can you expect from this buff to Terror? Like 12 DPS total and that is with a theoretically perfect and infinite rotation?
In PvE building for Terror will definately put you in a Downed State more often though, and I can see how being able to double fear on Downed State + 50% damage might help you in PvE, but you have to die to use it…
Maybe I don’t play enough PvE for it to make a difference but I do have a geared 80 Necro with plenty of acheezment points and it makes zero difference to me.
Not talking about Spvp, or really PVE for that matter. A terror build doesn’t do much in pve when most pulls are 3-5 mobs. It shines in wvw, where you can substitute a food buff for 40% duration, making hitting that duration very easy to do and not restrictive to your build.
Not saying its the TOP dps in wvw or anywhere else, because its not. Pre-patch it was nice for control with the longer fears, and some extra damage was just, as you mentioned icing on the cake. I like to roam around and fight skirmishes in the range of 2v3, 2v5, 3v6 etc… in those situations a, 4 second aoe fear that deals a good bit of damage is nice. Now that 4 second aoe fear deals more damage than before. Hence my approval of that buff. I still run max condition damage in wvw, and deal as much damage as I can without speccing hybrid power or rampagers.
But make no mistake, this was not a huge buff, or even a noticable buff in the long run. An extra 300 damage on a fear cast isn’t game breaking at all, and would be completely negligible in spvp. But it beats the hell out of the other “buffs” we go in the patch.
Lol, fair enough. Better than slamming yer kitten in the door is indeed better.
But make no mistake, this was not a huge buff, or even a noticable buff in the long run. An extra 300 damage on a fear cast isn’t game breaking at all, and would be completely negligible in spvp. But it beats the hell out of the other “buffs” we go in the patch.
It was certainly a noticeable buff on my WvW necro running with 2s fears. That 300-400 damage is multiplied by two ticks, and for Reapers Mark its that extra damage for as many are hit by the AoE.
<The Undead Lords>
Since 1994 – undeadlords.net
It’s slightly better than burn basically.
Normal condition build would get 750-800 tics w/o the new 50% dmg boost.
Use Staff 5 or DS 3, check if Fear is the only condition on the golem (Barbed Precision sucks), wait for damage tick. Apply condition with Staff 5, Dagger 4 or something similar that does not fill your screen with bleed ticks, rinse and repeat. You can turn your back to the mob when using DS 3 so you won’t start autoattacking it.
1279 Condtion damage, 746 Terror without another condition, 1120 with another condition applied for both Fears
Did it, three times. No buff. I always hit for about 9kittenage from fear.
My fear tick just once.
Can you capture a video? I can capture one myself to prove there is no buff.
Use Staff 5 or DS 3, check if Fear is the only condition on the golem (Barbed Precision sucks), wait for damage tick. Apply condition with Staff 5, Dagger 4 or something similar that does not fill your screen with bleed ticks, rinse and repeat. You can turn your back to the mob when using DS 3 so you won’t start autoattacking it.
1279 Condtion damage, 746 Terror without another condition, 1120 with another condition applied for both Fears
Did it, three times. No buff. I always hit for about 9kittenage from fear.
My fear tick just once.
Can you capture a video? I can capture one myself to prove there is no buff.
It’s really not that difficult. Oo
No conditions : 700-800 dmg tics (basically like Burn), with condition 1100-1200 per tic.
Was working perfectly fine when I was derping around in pve. I’ve been running this fear build for over a month now, there’s a buff. z.z
Use Staff 5 or DS 3, check if Fear is the only condition on the golem (Barbed Precision sucks), wait for damage tick. Apply condition with Staff 5, Dagger 4 or something similar that does not fill your screen with bleed ticks, rinse and repeat. You can turn your back to the mob when using DS 3 so you won’t start autoattacking it.
1279 Condtion damage, 746 Terror without another condition, 1120 with another condition applied for both Fears
Did it, three times. No buff. I always hit for about 9kittenage from fear.
My fear tick just once.
Can you capture a video? I can capture one myself to prove there is no buff.It’s really not that difficult. Oo
No conditions : 700-800 dmg tics (basically like Burn), with condition 1100-1200 per tic.
Was working perfectly fine when I was derping around in pve. I’ve been running this fear build for over a month now, there’s a buff. z.z
Care tpo share your build? And if you use it for wvwvwv?
Use Staff 5 or DS 3, check if Fear is the only condition on the golem (Barbed Precision sucks), wait for damage tick. Apply condition with Staff 5, Dagger 4 or something similar that does not fill your screen with bleed ticks, rinse and repeat. You can turn your back to the mob when using DS 3 so you won’t start autoattacking it.
1279 Condtion damage, 746 Terror without another condition, 1120 with another condition applied for both Fears
Did it, three times. No buff. I always hit for about 9kittenage from fear.
My fear tick just once.
Can you capture a video? I can capture one myself to prove there is no buff.It’s really not that difficult. Oo
No conditions : 700-800 dmg tics (basically like Burn), with condition 1100-1200 per tic.
Was working perfectly fine when I was derping around in pve. I’ve been running this fear build for over a month now, there’s a buff. z.z
Care tpo share your build? And if you use it for wvwvwv?
It’s just 20/30/0/0/20.
2 Lyssa/4 Nightmare (or Lich).
Half Carrion/Half Rabid gear set up, mostly rabid.
I use it for every part of the game.
I understand it’s not difficult but still I can’t see any difference from Fear alone and Fear with another conditions. I saw the same damage.
I understand it’s not difficult but still I can’t see any difference from Fear alone and Fear with another conditions. I saw the same damage.
Do you have Terror as one of your traits?
<The Undead Lords>
Since 1994 – undeadlords.net
Does the Spite skill for 50% damage while downed stack with fear damage?
Does the Spite skill for 50% damage while downed stack with fear damage?
Nope. That trait only applies to direct damage dealt, not condition damage. Fear damage (the condition part) while downed stays the same.
I understand it’s not difficult but still I can’t see any difference from Fear alone and Fear with another conditions. I saw the same damage.
Do you have Terror as one of your traits?
Of course I have Terror, I see the damage from Fear. I don’t see any difference from Fear alone and Fear with another Condition.
I will record a movie to show you.
EDIT: My apologies. It works. I tested it again and I can confirm my damage is increased.
(edited by Arcades Saboth.5139)
I always wondered: Does normal +10% Condition duration from weapons and runes apply to fear as well?
I always wondered: Does normal +10% Condition duration from weapons and runes apply to fear as well?
Yes, but Fear – like all damaging conditions – will need a duration increase to the next second to gain an extra tick of damage.
For instance, Reaper’s Protection is a 2 second Fear so it will tick twice. With Master of Terror trait, Fear duration will become exactly 3 seconds and it will tick 3 times. If you get 10% condition duration on top of that, it will increase the duration of the fear effect, however it is not enough additional duration to make Reaper’s Protection roll over to 4 seconds of fear for that last tick of damage. You would need to stack much more condition/fear duration-extending runes/food to achieve the game-capped +100% condition duration for the 4 ticks of fear damage from Reaper’s Protection, 2 ticks from Doom , 2 ticks from Reaper’s Mark , 4 ticks from downed Fear , etc.
Hello,
For those who are interested, some (very simple!) maths below on damage inflicted with Terror using a high condition damage build. Please do correct me if I am wrong.
Note that traiting for Terror means you have to give up a lot of other useful traits and you may end up (= you will!) gimping yourself in many other ways. The below is just to show some numbers as a rough guide of what to expect.
At 1,496 condition damage in the Mists, I do about 1,200 damage plus 80 damage up front when using the Terror trait.
In s/tpvp this means that, in one fight lasting about 15 – 20 seconds, you can do about 5,040 damage as follows:
DS3: Doom – 80 + 2,400 (1 tick with recharge @ 17 seconds (traited) so 2 x ticks)
Staff 5: Reaper’s Mark – 80 + 1,200
Death Magic VIII: Reaper’s protection – 80 + 2,400 (2 x ticks)
If you go into downed state, add another 4,961 damage:
Soul Reaping I: Fear of Death – 80 + 2,400 (2 x ticks)
Downed state 2: Fear – 80 + 2,400 (2 x ticks) (Nb. on 10 sec recharge but rare you get to use it twice!)
This brings the total to 10,000 damage. Of course, if you are downed there is no guarantee that you are going to get back up again but good to know you’re not going out with a whimper
Traiting for Master of Terror (fear lasts 50% longer) will increase Reaper’s Protection, Fear of Death and Downed State fears by one second (= extra tick of damage), giving you an additional 3,600 damage and bringing the grand total to 13,600 damage (or 6,160 before you go down).
I hope this helps people decide if it is worth playing with Terror in the future. From my perspective it looks OK if you want to be really offensive with your use of fears rather than defensive / saving for an interrupt however you have to give up quite a lot to do that.
Be interested to hear people’s thoughts on the above!
Edit: it won’t let me type 4-9-6-0 for some reason (so I have written 4-9-6-1)
(edited by Donedusted.9846)
Did some testing of my own, kitten is weird
One of the things I observed:
-Setup: sPvP vs test golems, 6/6 necro rune, 10 into curses with terror, 20 into SR with master of terror (no other traits), 1206 condition damage (according to the interface if you hover over “attack” anyway)
- Only Reapers Mark / DS 3 on golem: one tick of 724 damage (ignoring the initial hit that is like at most a 126 damage critical)
- Staff 2 then Staff 5 on golem: TWO ticks of 1087 damage!
- Staff 3 then DS 3 on golem: TWO ticks of 1087 damage!
So there’s an additional tick if there’s a condition on your target. Or alternatively, the fear lasts longer (long enough for another tick) if there’s a condition on your target (stealth buff/bug of the Terror trait?).
I tried some other setups too, but couldn’t get consistent results. In any case, I believe that as long as you fear someone who already has a condition, DS 3 and Staff 5 (the 1 sec fears) will tick twice, resulting in about 2k damage per fear. And thats with just 30 trait points spent.
I had a lengthy exchange with another necro about those runes, and they were acting funny for him as well. He had determined you could actually get the full 2 second duration in the mists without going to 100% duration, which seems to be what you are also seeing.
I have some time today, I will take a look at this and see if I can coorelate.
I always wondered: Does normal +10% Condition duration from weapons and runes apply to fear as well?
Yes, but Fear – like all damaging conditions – will need a duration increase to the next second to gain an extra tick of damage.
For instance, Reaper’s Protection is a 2 second Fear so it will tick twice. With Master of Terror trait, Fear duration will become exactly 3 seconds and it will tick 3 times. If you get 10% condition duration on top of that, it will increase the duration of the fear effect, however it is not enough additional duration to make Reaper’s Protection roll over to 4 seconds of fear for that last tick of damage. You would need to stack much more condition/fear duration-extending runes/food to achieve the game-capped +100% condition duration for the 4 ticks of fear damage from Reaper’s Protection, 2 ticks from Doom , 2 ticks from Reaper’s Mark , 4 ticks from downed Fear , etc.
TLDR; It is functionally impractical to attempt to build for 4 seconds of Fear which requires stacking every available condition duration buff, rune, and traits.
I never really implied anything about viability, just the discrepancies, but sure I’ll bite.
- Assuming a dumb, stationary target with no condition removal? Like necro’s have a problem maintaining conditions on enemies. Stationary? If you’ve ever played necro you know you can just drop marks at your targets feet for an insta hit. If that’s even what youre getting at…
- Overall DPS drop? Maybe. Going 6/6 necro rune isn’t a crime, nor is putting 10 points in curses + 20 in SR. Nor is the carrion amulet…. Not sure how exactly your overall dps drops because of one of these things.
- 2k DS 3 + 2k Staff 5 + 4k (havent tested this one) Reaper’s Protection = 8k. Pretty good imo. Heck, for necro standards, pretty magnificent XD
- “they are running away from you”… yeah… that’s what fear does. Is this a serious point?
- only useful trait options..? Not gonna lie I dig SR 20’s Soul Marks which Master of Terror robs from me, but other than that Idk what you’re talking about. Weakening Shroud or Hemophilia maybe?
Wait people laugh at the kitten folk in the Special Olympics?
traiting for fear isn’t actually out of the way for people. grabbing terror in any curses30 build is easy and the runes needed to make it pop are runes you’d find in condition builds anyway. and it’s not like people are only doing damage with fear, having terror is a nice addition to a build.
we have two fears that are easy to execute.. to get that extra 2-3k out of staff5 and ds3… YUM.
especially when you have 10 points in SR, you can drop DS3 cooldown to 17 seconds, making it a faster and better damage dealer than putrid mark. (not to mention.. its still a fear! :P)
terror also gives us the hardest-hitting fastest DoT there is. bleeds take forever to finish and two ticks of Terror (like, 2s) for 2-3k dmg is nice.
traiting for fear isn’t actually out of the way for people. grabbing terror in any curses30 build is easy and the runes needed to make it pop are runes you’d find in condition builds anyway. and it’s not like people are only doing damage with fear, having terror is a nice addition to a build.
we have two fears that are easy to execute.. to get that extra 2-3k out of staff5 and ds3… YUM.
especially when you have 10 points in SR, you can drop DS3 cooldown to 17 seconds, making it a faster and better damage dealer than putrid mark. (not to mention.. its still a fear! :P)
terror also gives us the hardest-hitting fastest DoT there is. bleeds take forever to finish and two ticks of Terror (like, 2s) for 2-3k dmg is nice.
It would be fantastic if you didn’t have to give up Chilling Darkness, Ground Target Wells, Useful Runes…etc.
If just the single trait Terror allowed for a 4x 1000 condition, then it would be worth it to give up Chilling Darkness. But nope. Giving up our only functional damage reduction and AoE snare is much to high a price without stacking on more wasted traits, and garbage runes.
Its like Necro is on a game show and just won the Bob Barker Falcon Punch bonus prize, only to find out Bob is the one pitching.
Actually, fearing people back into a well is a decent use of fear, particularly on dagger builds. Terror is still a bit gimmicky though, I agree.
Fear always makes the target run directly away from your current position, so it’s hard for me to see how you fear people back into a well, especially if you drop the well at your feet or even if you have Focused Rituals , it will run them out of the center. Imagine a vector line that went from your character straight to your foe, then continued through their body to infinity. That’s the path that fear will always send them on until its duration ends. So if you dropped a well at your feet and wanted to fear your foe into it, you’d have to run/flesh wurm teleport, or dodge roll past them out of your well, then fear them back into it. This is fine and all, but there’s just many other practical decisions you can make to kill someone more effectively than this circus move.
Chilling them before the fear, on the other hand, would serve to better keep someone in a well, but you must realize that dropping a Chilblains mark(3/4s cast) on them, then shrouding and hitting Doom will take ~1 second to accomplish, so that’s the foe’s window to use a travel ability or dodge to get out of the well. Actually, you mentioned Dagger mainhand, so Dark Pact would suffice to immobilize them in a well, however its cast time is rather hefty @ 1s and, once again, most people dodge out before that cast would go off, and the dodge roll would make that cast fizzle.