"Terror" ticks in conditions builds
All DOT damage ticks are 1 second delayed.
The only exception is when a DOT is already on the target, running that clock. Any conditions applied before that next 1 second tick will go off then. So terror can actually tick immediately following its application if a dot was already going on the target and about to tick again.
Yes it is good damage, but you just gave up all your control on a class that is desperately dependent on the control those skills give it.
EDIT: And after watching it, I see what you are trying to point out. Its a graphical display thing. The damage isn’t delayed to when that damage shows up on the screen. If you actually watch the MOB HP, you will notice it doesn’t move on the last damage tick of terror, because it already was applied earlier. Not sure why graphically it shows up late to the party, but I thought all conditions did that, it was just terror that stands out.
(edited by Rennoko.5731)
Asynchronous rendering of the health bar and damage ticks. Don’t worry about it unless you are in a huge zerg battle or a major event and the effect is much worse just when you really need to see what is going on.
You may notice that happening to you, on occasion, too.
(edited by Anchoku.8142)
Yea, the damage is insane. I was testing the damage from a staff 5 -> DS 3 -> Axe 2 combo with my Facemelter build and consistently got over 12k. Unlike other condition bursts ours is unavoidable without a stunbreak. Really strong stuff. Cheers
Yea, the damage is insane. I was testing the damage from a staff 5 -> DS 3 -> Axe 2 combo with my Facemelter build and consistently got over 12k. Unlike other condition bursts ours is unavoidable without a stunbreak. Really strong stuff. Cheers
Are there other condition bursts? The only even comparable “burst” I can think of is blowing yourself to pieces with confusion…. DOT’s don’t really burst at all.
And over half of that example burst is the direct damage from the axe. It is quite a bit of damage, but you are fully speced and geared into damage, so it shouldn’t be that surprising. After watching videos of people on Ele and Thief routinely getting that kind of big damage, it just feels hollow to work so hard and have it all be negated by one dodge. And the cooldowns….
And the same comment as before; after comboing that together, now you have no way to interrupt a heal. I just don’t think I can ever get behind the concept of burst in the conventional sense with necro. If you aren’t looking for a longer run fight, you are almost always better off with another class. The only logical place I find for axe in a hybrid build is PVE, where mobs don’t dodge, and don’t exploit my obvious weaknesses.
DoTs can be bursty. If you manage to apply more than 17-19 stacks of bleeding on a player he’ll go down quicker than vs. usual burst classes in tpvp. Fear is great facto and Terror imo is totally mandatory in tPvP as a conditionmancer. You’re not forced to use it everytime it goes out of cooldown, really. Save it, even for interrupting if you wish so, but sometimes bursting with Terror is a way to flawless victory (Guardian, Elementalist, Thief, Mesmer, Engineer. All these are very vunerable to terror if you catch them at right moment). As a necro, remember that you transfer conditions a lot, applying burning, confusion, whatever we lack and melt opponent. Other thing is that Terror damage lets you force the foe to panic and waste heal or stunbreak.
[SALT]Natchniony – Necromancer, EU.
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There are other condition bursts. Engis can load someone up with 6 conditions in no time flat, and Burning hits pretty hard in an HGH build.
Only about 3k of the damage was Axe. 5.5k was Terror ticks, and the rest was bleed ticks from Barbed Precision, Sigil of Earth, and BiP. I count those as part of the combo. Probably shoulda mentioned BiP in my post.
No need to interrupt a heal if you save the combo for when they’re at about 60% health. It downs a lot of builds from that point. Usually you gotta wait for the stunbreak too.
You can negate thief and ele combos with a single dodge too, so not sure what your point is there.
40s or 32s cooldown on a 12k damage combo is fine with me. Steal, B.Venom, and Fire Grab are 45s.
There are other condition bursts. Engis can load someone up with 6 conditions in no time flat, and Burning hits pretty hard in an HGH build.
Only about 3k of the damage was Axe. 5.5k was Terror ticks, and the rest was bleed ticks from Barbed Precision, Sigil of Earth, and BiP. I count those as part of the combo. Probably shoulda mentioned BiP in my post.
No need to interrupt a heal if you save the combo for when they’re at about 60% health. It downs a lot of builds from that point. Usually you gotta wait for the stunbreak too.
You can negate thief and ele combos with a single dodge too, so not sure what your point is there.
40s or 32s cooldown on a 12k damage combo is fine with me. Steal, B.Venom, and Fire Grab are 45s.
Well yes, those skills do have long cooldowns, but others that deal signficant damage do not. And effectively, you have burned all your available high damage skill at once. Ele can shift to earth for a big hit, or use another fire skill for a big hit, such as burning speed. Thief can do any number of things to get a big hit in after steal fails, such as backstab or whatever. So my point is, a dodge in your combo nullifies it significantly and leaves your pants down so to speak until you recharge. Missing fire-grab or steal isn’t going to cause that to happen.
My point on conditions are that there are really only burning, bleeding, poison, confusion. Confusion isn’t a burst really, as it does nothing if they stand still. Both burning and poison can hit hardish, but they hardly qualify as burst in the conventional sense. Bleeding can be psuedo-bursty if you could apply 15+ instantly, which we cannot. Terror just hits so hard and for such a short duration, it really is the only burst condition by my loose definition.
But sure, if someone has no stun break in their build, and they are around 50%, they probably would have died either way. I find fear much less effective (compared to stuns) because it is both a condition and a stun, meaning it is that much easier to clear passively or actively.