What do you think ? (Torment)
I like the fact that it’s another ‘bleed’, cause it doesn’t count for the bleeding cap at 25.
Tainted Shackles is fine as is.
Tainted Shackles is fine as is.
Honestly? It needs to stack higher. If you compare it to the other classes who got torment, our version has the least number of stacks with the longest cool down. ANet said Necromancers would have the most access to it. We don’t.
Tainted Shackles needs improvements i think, It doesnt stack that high to start off with. 3 Stacks on a 40second cool down and an easily escaped Immobilize is rather weak.
Tainted Shackles is fine as is.
Honestly? It needs to stack higher. If you compare it to the other classes who got torment, our version has the least number of stacks with the longest cool down. ANet said Necromancers would have the most access to it. We don’t.
You still believe in what dev’s say? Thats like me believing in the toothfairy..
oh wait..
E.A.D.
IMO I think necromancers need to get more regular torment. Personally I think tainted shackles is fine, since it makes up for the low single target damage by being a very large AoE, but there should be some other skill that gives torment alongside of it. Currently, torment is more of a gimmick than anything else.
Tainted shackles is an up to 5 target AoE that also has a pretty incredibly ending effect, whereas most other torment application is just that: an application and nothing more.
I agree that we could use a more normal source of application than Tainted Shackles, but that is something that should be fixed outside of shackles.
Tainted shackles is an up to 5 target AoE that also has a pretty incredibly ending effect, whereas most other torment application is just that: an application and nothing more.
I agree that we could use a more normal source of application than Tainted Shackles, but that is something that should be fixed outside of shackles.
The immbo is rather weak, it makes no sense to combine a condition that deals MORE damage to MOVING targets to a condition that STOPS them moving and it is easy to get out of its range.
The idea is that they have to move to get out of range to avoid the much more punishing immobilize and direct damage of tainted shackles. And it really isn’t weak at all, immobilize is a really strong condition that can completely destroy builds, and we can stack 8s in addition to a hell of a lot of other CC.
Tainted Shackles is actually a key part of my MM rotation, and it is pretty strong. But it is more of a hybrid skill than condi.
Tainted Shackles should be…..
Do what it currently does. But when its effect ends, give another 10-15 Torment stacks in range. Also reduce CD too.
I’m not trying to make this op but look at Mesmer’s torment (can apply at long range/short range on block) , Thief’s torment (venom share just makes Torment stacks really high) and Warrior’s torment. (seriously long duration). And after all Necromancer should makes Torment become more mayhem (they play with conditions in many ways and how they end up having inferior condition usefulness?)
I also suggest Dev (if they look at this thread) to add some attack skills to have torment like number 1/3 scepter to add both poison AND torment or maybe some utility that provide Torment too.
10-15 torment stacks is a terrible idea. That is almost a full stack of bleeding.
3 stacks simply isnt enough, for a skill that has 40 second cool down 3 stacks is pathetic.
It isn’t about the stacks.
There is no reason to change TS (stacks) without changing Torment. The idea was to make it more defensive not more offensive.
It isn’t about the stacks.
Yeah, it kinda is, but even if you don’t take the stacks into consideration, ANet said necromancers were supposed to have the most access to it, yet ours is on the longest cool down. Everyone else gets theirs on 10 second cool downs or 15 second cool downs. Far better access.
They changed their mind, big deal it happens.
And by it isn’t about the stacks, I mean the skill isn’t about putting a ton of damaging conditions on the target. Yes you can use it for the stacks in a condition build, yes it works really nicely for covering conditions, but that is at most half of the skill’s use. It also deals a pretty large amount of damage and immobilizes everyone in a fairly good radius, and will often force out a dodge or escape from anyone affected.
IMO change dhuumfire to torment on crit, make it replace withering precision, and make it less of a cooldown, so you can get around 3 stacks just from critting.
Would make necro more in line with what it needs to be, whittling your opponents down by stacking crowd control and slow dots.
How about this:
Keep the fact the trait is connected to Life Blast but change it to Torment and make it so that the FURTHER away you are the more stacks it gives, This way you have the choice stay close dealing better direct damage or stay at range and deal decent direct damage but supplement that with Torment
Something like:
Wiltering Blast – Life Blast crit inflict Torment, further away from the target means more stacks. 0 – 600 Range: 3 Stacks, 5 seconds. 600+ Range: 6 Stacks, 5 seconds. 10second cool down
A better change to torment would be to make it simply stack bleeds on a moving target, and do nothing if they stand still.
Tainted Shackles is good but we need a weapon to inflict it with as another source like a 2H close range weapon with cleave