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“Criticism is easy
It is, because you guys are making it so easy for me.
And what am i supposed to make suggestions for? The way the current elite spec shroud replaces the default one and requires you to make a decision is good in my opinion. I want it to stay like that, and maybe be changed for the other classes’ elite specs.
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Being able to cherry pick skills for your shroud would be awful in my opinion. As it is right now, both shrouds as a whole have to compete with each other; not exactly balanced at the moment but it could be worse. It allows the developers to make different shrouds which emphasise different things or skills that synergise with each other in unique ways.
If you suddenly allow people to pick skills together from death shroud and reaper shroud or whatever shroud, this wont be possible anymore.
Again, there should be trade off to choosing an elite spec. It should NOT be a straight upgrade. Being able to only pick the better skills between the two shrouds would be exactly that.
We (now I’m talking about necros) get a new shroud but only in with the Reaper trait line thus limiting our choice of trait lines to 2. So AGAIN we lose build diversity.
Whether you choose 3 out of 5 traitlines or always pick reaper and choose 2 out of 5 doesnt make a difference. Same number of trait line combinations. So that alone does not lower build diversity.
2) shroud skills 7-9. I had a thread where I suggested that they should have traits to unlock new shroud skills. So in order to get a new skill you have to pick a certain trait. For example take a crappy GM trait like Unholy Martyr and you unlock a skill shroud skill 7 that lets you damage a target and apply a stack of bleeding for every condition on you.
Thats a pretty interesting idea.
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It’s not an argument. I just think that Spectral Armor has a good cooldown for what it does and Spectral Walk has slightly too long of a cooldown. Spectral Armor had it’s cooldown reduced a while back, I’m just opting for Spectral Walk to have the same treatment. No need to sound like a jerk about it.
Well, it looked like an argument.
Im sorry, sounding like a jerk wasnt my intention
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Change active functionality of Signet Of Undeath to revive up to 3 fallen minions within a 480 radius. Reduce cast time to 1second. Reduce cooldown to 45seconds.
would you actually use that instead of a minion skill?
Reduce cooldown of Well Of Darkness to 25seconds. Change Dark Field to Smoke Field.
i’d rather not give necromancers stealth. at least not outside of a new elite specialisation
Reduce cooldown of Spectral Walk to 50seconds to match Spectral Armor.
what kind of argument is that? skill X has a cooldown of 50 seconds, therefore skill Y has to have a cooldown of 50 seconds aswell because of reasons?
Remove Unyielding Blast. Replace with new trait, Visceral Feast: Shroud skill 1 returns 2% Life Force on cast/per target hit.
honestly i think necromancer can stay in shroud a little bit too long already (with vital persistence)
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1: Having such a powerful form of defense which is mostly passive prevents the necro from getting things like group support because doing so would make it too powerful.
true, it’s still not that good. but we’re slowly getting some, despite death shroud. decent blood magic traits. things like transfusion. finally a way to destroy projectiles.
2: Since life force starts at zero, generally does not scale based on how many targets you are fighting & does not degenerate or regenerate to a specific point when outside of combat.
but thats not unbalanceable. it would be very to change life force so that it regenerates/degenerates to a certain point/margin outside of combat, just like the revenants energy. it has been suggested many times over the years. why anet still doesnt do it? no kittening clue.
(this causes life force to be a very strong profession mechanic for 1v1 but get progressively worse the more enemies your fighting & is compounded to how it absorbs damage like a mana shield)
that is not unsolvable either. while life force may not scale with the number of enemies right now, the life force generation does in some ways.
Examples are skills like locust swarm, spectral wall and soul marks.
Once upon a time spectral armour and spectral walk didnt have internal cooldowns, which made them scale very well too.
Anet could improve upon these things, make more life force generating abilities scale like this. They could also just cap the amount of life force necromancers can lose within a certain amount of time. So in my opinion the problem of life force doesnt really look all that unsolvable
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Why does I lost what I have?
For balance.
But, it’s justice to lose something and others professions not?
=> Why do my friends get some candies? And not me?
Like you said “the devs said the “intention” of elites were to basically be unique […]”
However, they don’t respect their commitment. Now, we are alone with the previous way of thinking.
I agree that it isnt entirely fair. But just because other classes’ elite specs are kittentily designed in that regard, this doesnt mean reaper has to be dragged down to the same level of awful design.
Also, most of those other classes only got very few new skills added to their class mechanic, not an entire transformation of new skills.
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You go tothe elementary school. You gain some knowledge adapted to this grade. Right? Now, you go in university. Do you lose what you learn in elementary school? No, it’s same here. Why necro loses death shroud whereas others professions lose nothing? (except Guardian)
By the same logic: Why do you have to replace a traitline when you want to select a new one? Why do you lose a utility skill and can no longer cast it if you put a new one on your skill bar?
Because having access to everything at once would make it boring. Choices and exclusive things make the game interesting.
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Having it function as is (basically like a mana shield from mage in WOW) prevents the necro from being able to be balanced.
How’s that? I dont see a necro with death shroud as unbalanceable
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It’s the only profession which auto damaged you. It’s weird for me.
i would like to keep this unique aspect and see it being improved instead of removed.
So F1 is going to a new death shroud with appearance and abitlities of Lich form
And F2 Reaper Shroud.
We get in this manner close and mid~long range
i’d rather stick to having one shroud with clear advantages and drawbacks.
Herald, warrior, mesmer, engeneer and ranger have not sacrifice a single ability to run elite skills.
yes and thats a bad thing. those elite specs should be changed to be more like the reaper. not the other way around.
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- spectral grasp: any suggestion?
just anythin to make it more reliable. maybe just remove the projectile if possible?
- well of darkness (buff or rework)
yes, but no idea how
- signet of calamity (useful but it need more utility in teamwork)
this is not a thing.
- Corruption abilities: remove auto conditions
absolutely not. maybe some unfitting self-conditions should be changed or the additional conditions of master corruption, but self-condition should definitely stay. if the corruptions are too weak, than their power should be buffed, not their drawback and unique aspect removed.
- Rework warhorn
No. Warhorn does no need a rework at all. why would you think that? it could need a blast finisher on the Wail of Doom but thats all.
Substitute Death shroud by lich form. Decrease initial damages, conditions or boons. Why am I doing this? Lich form is pretty cool (appearance and abilities) but we can’t use it often (180 second) I think two transformations in elite skill are far too and repetitive. So for me death shroud is underwhelming and I thought replace its abilities by these one:
i love the shrouds and would hate to see this happen
Get F1:
Death shroud
And F2:
Reaper shroud
Share the same cooldown
no. why? look at ronpierce’s argument in the other thread. elite specs should, despite the name, not be straight upgrades. also didnt you just suggest replacing the shroud with lich form as class mechanic?
[Seen in a previous thread]
[…]
why do you repeat this?
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- Dark Path (Magnetic Grasp): Chill and bleed your foe, making them vulnerable to a Dark Teleport attack.
Activation time: 1/2 sec, Recharge time: 15 sec, Chill, Bleed, Range: 900, Unblockable, Physical Projectile
why would you nerf the range?
- Doom: Make your foe flee in fear. If this ability interrupts a skill, that skill’s recharge is increased.
Recharge time: 20 sec, Fear: 1 sec, Range: 1200, Skill cooldown increase: 10s
Increased skill recharge is something that should stay with mesmer in my opinion, instead of being something thats default to many necros. Another effect on interrupt would fit better. Torment maybe. Or a buff for the necro, like stability.
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I’d argue Reaper and Dragon Hunter is in the right. They’re intended to be unique sub-classes. Classes which only gain and lose nothing broke the whole idea of Elite specializations if you ask me. Something should have been given up for each.
As such I don’t really think Reaper should get to chose, nor do I think Virtues should be chosen between.
And frankly, I do think Chronomancer should have altered shatters.
Completely agree here. Same with warriors; primal bursts should have replaced their burst skills, not been slapped on top of them.
Not really sure where thieves stand in this since daredevil didnt really do anything with their class mechanic, but in my book it is in the right aswell
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kitten no!
/15chars
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Life blast:
And make it a Projectile Finisher (20-40% chance)
screw the 20-40% chance. not only is it a relatively slow skill, but it’s also meant to be something special: part of our class mechanic.
making it 100% finisher wouldnt be too op.
Dark Path:
compared to how fluid and reliable most other gap closers in the game are, this is a kittening joke. If anet doesnt want us to use this as an escape mechanism, fine. but it at least should do its job.
it needs to connect faster and be more reliable. my suggestion:
Faster projectile speed. Unblockable. 100% projectile finisher.
Cooldown: 15 seconds
Cast time: 1/4 seconds
Cast range: 1200 (this only matters/is checked when the cast is started. afterwards it doesnt matter how far away the target is)
Range: 10000 (this is how far the projectile will follow an enemy)
Effect: target is marked for 5 seconds and chilled for 3 seconds.
Follow up skill:
Dark Pursuit
Cast time: 0
cast range: 10000
Effect: instantly teleport to the marked target. Target and nearby enemies and chilled for 3 seconds and receive 3 stacks of bleeding for 5 seconds.
Doom:
3-Doom) Is good enough to stay as it is. Insta fear with top range, not bad.
i thought so too but since almost everything seems to be AoE these days, i think this might need an aoe component too. not aoe fear but maybe something else.
Life Transfer:
4-Life Transfer) Good enough, expecially if combined with traits, but add Stability at every Pulse.
i’d prefer it if life transfer has some other aspects buffed and thus is more rewarding if you manage to finish the entire channel instead of just making it too easy with free stability.
it also needs damaging conditions so it’s just as good for condition builds as it is for power. Life transfer could also be a whirl finisher imo.
Tainted Shackles:
my biggest issue with this skill is that it doesnt really help keeping your enemy close to you.
Suggestion:
Cooldown: 40 seconds
Cast range: 600
Cast time: 1/4 sec.
Effect: Bind nearby enemies within 600 range for 4 seconds, damaging and applying torment every second. when it ends, all bound enemies are crippled for 1 seconds. if enemies try to leave the 600 range before it ends, they are immobilised for 2 seconds.
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Would it help if […] Deathly Swarm a blast finisher?
maybe. but how the hell would that make any sense? it’s more of a projectile.
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dagger is a difficult one. on the one hand it would be great if dagger would be usable for more than auto attack in pve. on the other hand i’d prefer life siphon to stay a heal, mainly, instead of a dps increase.
i’d rather have a strong healing life siphon and then a way to turn that excess health into damage, if it’s not needed in pve. but no idea how to fit all that into 3 skills.
a pseudo ranged weapon (300-750 range)
thats what axe was supposed to be, i think and i prefer axe to be turned into that again instead of the dagger.
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“Hybrid weapon” can you specify that?
one that deals reasonable direct damage and condition damage at the same time.
@deceiver: is that one chill on the auto attack and the conditions from reaper shroud really enough? to justify investing into some condition damage, i mean
For nightfall, weakness and fear are far too or not?
yes, i think so. cripple, damage and blind should be enough. having both weakness and blind in one skill is also kind of weird. other than that it’s rather well of darkness that might need a buff
No opinion for Grasping Darkness?
i didnt really have anything to add to that. your suggestion is just fine
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I’d love greatsword as more of a hybrid weapon.
that being said, the auto attack should probably stick to one or two conditions, not 5. something like torment, torment, chill(+torment).
Gravedigger really just seems to need a slightly faster windup, if it should stay a power weapon. otherwise i agree, some conditions of course.
Death spiral: the blink suggestion is great. besides that i dont think this needs the same effect as you suggest for gravedigger
Nightfall: it’s already a superior well of darkness. weakness AND fear might be over the top. it’s completely fine to have skills that just add utility. no need so slap damaging conditions on every single skill.
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Vampire cat?? Charr (lol I can’t think of a good reason for there to be a char necro)
what reason is there AGAINST a charr necro? theyre intelligent, proficient in all kinds of magics and usually try to win by any means necessary.
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Nah but in 5v5 though with extra team boons/support/heals/res you’d be hardly killable.
Plus imagine a team of condi necros all bursting and spamming epidemic, that’d be comical.
Not any more than any other class with active mitigation instead of lifesteal and stuff.
Also, as mentioned by others: cleanses
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One-on-one it doesn’t seem so strong, but when there are four or five mobs/players ticking for 3-5k condition damage each, things get crazy.
sure, when there are four or five players, it will heal way more. but then youre also dealing with 4-5 players.
I dont see how it can be ok in 1vs1 but op in 1vs5 at the same time.
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Of course it should. That thing is kitten since its in the game. Making it work in Shroud would not only be a good buff to it, it would also make it feel better to use this trait.
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Most of them look great but i absolutely dislike the Axe change. Wouldve preferred it if they make it work as a 600 range weapon instead of just buffing the range.
Also, i really liked old feast of corruption; that was kinda interesting. all it needed were some better numbers. A suggestion about aoe-lifesteal has been made; that also wouldve been great.
Why does it have a cap now? why did they have to reduce the reward for using this on an enemy with many conditions?
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Thief is my second most played char. The mobility is just ludicrous. And it’s also my first pick if i dont feel like dying in WvW.
After thief come my elementalists and my warrior
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I guess every vote counts, I completely disagree with this. Reaper is done how all classes should have been, which is a full alteration of the mechanic. Having base and more reduces the value of running a core build. Plus that just sounds janky as heck.
yep. elite specs should change something and not just be a straight upgrade.
if anything, it’s some of the other elite specs that need to be changed in that regard.
im very happy that we get a different shroud and not multiple shrouds. this brings back horrible memories of people suggesting 3-4 different shrouds on f1-f4.
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Dont know about mesmers specifically, but im pretty happy with my necro at the moment.
for a long time i just accepted the kittening skirts but was never quite content. then i switched to the embroidered pants and kind of build the rest of his looks around that.
As for the rest:
I always use the invoker’s boots.
For the chest, there are quite some options. Winged and Dry bones fit both very well.
Arms and Head are easy.
Alternatively, the entire heritage set looks pretty good.
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If it’s any consolation, Eles are seriously underwhelmed by their Elite specialization as well.
The warhorn and shouts might be good and it wouldnt matter.
Since Elementalists are at the very top of the chart, almost everything will be underwhelming to them.
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I don’t quite understand in this case why classes like Guardians that is a melee class gets an elite spec that turns him into some sort of weaker version of a Ranger (not to mention that the Guardian has the lowest health pool with the Thief on top of not having a pet).
That part doesnt make any sense to me. Elite specs are supposed to change the way a class is played. Why is it not fitting to give a melee class an elite spec more focussed on range then?
So if I understand it right, with the Elite specialization, you are forced to use the associated weapon, utility spells, elite spell and trait that comes with it?
No. The only thing youre forced to use is the change to the class mechanic, for example the reaper’s shroud for the reaper instead of the normal death shroud.
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Since the beta weekends, the strawberry garden in Diessa plateau is one of my favourites.
Looks just beautiful
other places i really like are parts of the black citadel and the first valley of the norn starter area. but nostalgia might be a big part of this.
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Completely agree with the OP. So some sort of ignore-list for cosmetics would be very welcome.
Nowadays theres so much crap in the game that is not only ugly as hell, but also really annoying. Some of them appear to be designed solely to be obnoxious to other players
Especially Wings, very noisy harvesting tools, backpacks and miniatures.
I dont understand how people can actually be against this. You wont even know the difference in most cases, if someone chose to not see your obnoxious crap.
And whoever created this farting super banana miniature deserves a slap in the face.
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sry for the sarcasm but i dont think anet even has the possibilitys to make minions work. the engine just doesnt allow it. there is no way to make minions behave like we want them too in every situation without control button like ranger has.
Why apologise to me? Theres nothing sarcastic about it. After 10+ Years of failing to make a somewhat good AI in Guild Wars 1 and Guild Wars 2, it’s pretty obvious taht theyre incapable of doing that.
But can it really be that hard to speed up their animations and give them an attack order when the shout is cast? Right now it seems that they just let the normal AI figure it out for itself who to attack.
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I think jagged horrors in general could be made less kitten if they’d automatically use putrid explosion, like the bone minion’s active and a leap/charge skill they use when they come near their target.
But that wouldnt make! Rise any more interesting. It would be just a shout with some delayed but otherwise unoriginal explosions.
Goldenrevolvermake a new jagged horror that applies chill on hit. DONE! chilling horror op
Isnt the problem that it takes them ages to spawn, remember why theyre here, then to finally attack and even hit something?
I’d like to keep the minion summoning mechanic. Dota 2’s Undying has a somewhat similar skill and that one is pretty cool.
But i think it needs a different minion, way faster reaction/spawn time, and probably an additional condition caused by the shout that allows the minions to hit stuff easier. AoE cripple with Grasping Dead’s animation would fit the shout pretty well.
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otherwise this trait behaves differently between RS and DS.
why is that a problem?
DS got the piercing and vulnerability stacking.
RS got the way faster vulnerability stacking.
that looks fair to me. not saying that life blast shouldnt have some piercing by default (or “on default”? i never know), but this shouldnt be the argument for changing that.
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Yeah, those feel a lot better then Guardian shouts. I mean using “Retreat” while attacking is not really immersive.
You’re just using it wrong :P
I wish the shout was just “You are all weak” the ‘lings’ part is what makes it sound childish and lame to me.
“You are all weak” isnt that much better.
I was just looking up GW1 shouts to see if i find something better, but havent found anything.
Off topic: But there was quite some funny and cool stuff when it came to shouts:
Vocal Minority
Motivating Insults
Maddening Laughter
Enemies Must Die!
You Move Like A Dwarf!
Can’t Touch This!
Go For The Eyes Boo!
I’ll Be Back!
I Was Meant To Do That!
I Will Survive!
It’s Good To Be King!
It’s Just A Flesh Wound!
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What ive heard from charr necro sounded okay. not awesome, but at least not too embarrassing.
Though i still think “You are all weaklings” is probably the lamest sounding shout in existence.
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[…]
Either that or the monsters work because all the protagonists are kittened mentally challenged.
Good idea tho.
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3 extremely low damage aoe attacks, one of which is an aoe fear but has a very long cooldown to “balance” this
Im fine with the long cooldown. Not everything should be spammy as kitten. And other #5 abilities have similar cooldowns.
Captain UnusualThe weapons have different focuses. Staff is a utility weapon, Hammer is only damage, plus a block. Staff has aoe regen, an aoe chill and poison, an aoe condition transfer, and an aoe cc. In comparison, Hammer has a projectile shield and an aoe cc with an absurd cast time and telegraph.
So Hammer isnt actually ‘only damage’ then? Looks not that bad when it comes to utility.
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#3: Deathly Chill: This trait is fine for now, but give it a proportional condition damage scale of about 0.2, keeping in mind that chill stacks in duration and not intensity.
how exactly does this thing work atm?
does it deal the damage whenever chill is applied, like halting strike? or per second?
the wiki suggest it scales with power
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RS#2 has kitten cooldown, i believe it can multihit too.
So every 5 seconds, you can corrupt 2 – 6 boons. (assuming you can be very lucky and hit 3 times with it, if it can’t multihit it’s “just” 2 boons every 5 seconds)
I’m not even mad! Bring it!
compared to that it almost feels like path of corruption for dark path needs some love
1,200 range unblockable homing projectile with shadowstep vs non-targeted 600 range “leap”
No.
it seems that you kind of missed the ‘path of corruption’ part there. 2 boons, aoe or 1 target, every 5 seconds vs. 2 boons, 1 target, every 15 seconds is a pretty big difference.
also, dark path shoud seriously be improved in terms of reliability.
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RS#2 has kitten cooldown, i believe it can multihit too.
So every 5 seconds, you can corrupt 2 – 6 boons. (assuming you can be very lucky and hit 3 times with it, if it can’t multihit it’s “just” 2 boons every 5 seconds)
I’m not even mad! Bring it!
compared to that it almost feels like path of corruption for dark path needs some love
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Both axe and focus are bad, because they don’t have clear identities. With this change it would make focus more of a bursty offhand than we currently have. The might stacking is more useful than regen, which we already have 100% AoE uptime through staff 2. I don’t know anyone who uses focus anymore at all, especially not for the regen xD
Fair enough.
Weird doesn’t seem like a valid reason to not try something like this. People have called for more torment, people have called for a buff to Dhuumfire. This is a middle ground ^^
Well, i cant really give you more of a reason than that. It just doesnt really fit together in my opinion.
Even with 3 spectrals I don’t think Spectral Mastery is currently better choice than the sustain you get from vital persistance. I’ll do some more testing, but I still think it could use a buff to compete.
But think about what it already does (or should do). Cooldown reduction and increased duration alone is already enough for banshee’s wail to be a good trait. spectral mastery then also has some life force generation on top of that.
Maybe it’s vital persistence that needs to be toned down a bit.
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The flaws are nothing that hasnt been said before countless times. Still very nice to have it all well formatted in one spot.
Dont really agree with a lot of the weapon and trait changes tho.
Staff should get its bleed stack and partial AoE cleanse (3 from self, 1 from allies) back.
Dagger #3 is kind of bland. Compareit to Magnetic grasp of elementalist for example. I would maybe even combine dagger#2 and dagger#3 into one skill and give it a gap closer as a new #3.
DS1 and DS2 must be projectile finishers, for obvious reasons.
DS1 needs a condition by default.
I also dont see why Focus needs to have its regen replaced by a few seconds might.
Dhuumfire: both torment and burning is weird. either buff the burning or turn it all into torment.
Spectral mastery: this doesnt need a buff in my opinion. the increased LF gain, duration and reduced CD are enough.
But those changes still dont address the issue that many enemies can just walk away when things go badly for them.
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The biggest one is 2. With necros they always say, “but but but necro can’t have X, Y, or Z because they are necros.”
their vision of necro theme is also pretty kitten weird.
Meanwhile, eles are getting aoe boon removal, and a cd reduction elite which don’t fit eles theme at all.
that’s even more disgusting than chill on guardians. or burning on necros.
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What if Dhuumfire also gave the ability to transfer condis at enemy with Life blast? One condi per a blast. There would be a cool down for Reaper specialization.
1.That would be OP
2.I think the two effects, burn and transfer, dont really fit together
Just increase the life blast speed by default, see how that turns out. if Dhuumfire is still kitten, buff the duration.
Condi transfer on life blast could easily be a trait all on its own.
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1. Make it 100% projectil finisher (not my favourite)
no, this should definitely be done. regardless of what other buffs it should get.
Life blast is slow. And it’s not just any auto attack. it’s supposed to be something special, part of our class mechanic; so i think 100% is perfectly fine. Also, necro is in dire need of some finishers.
So this would be the best place to start.
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@oslaf beinir, philheat:
it cant be that hard to think about it with changes to related traits/skills in mind.
if such a change would happen, of course all source of regen would need to be looked at.
the more i think about it, the more i like it. right now, regeneration isnt really something to care about. if it’s there, than it’s fine. if not, then nobody gives a kitten about it or goes out of his/her way to get it. changing it to stack in duration could maybe change that.
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You all cry over necros getting nerfed, while most of the stuff that are touched are fixes. Bug fixes. Maybe they didnt mean for a certain skill to act a certain way. Same goes for most other classes. They either recieve a small bugfix or nerf.
If youre talking about signet of vampirisim and spinal shivers:
It doesnt mean kitten whether it’s called a fix or a nerf. They turned bugs into ‘features’ before and couldve done the same thing now.
But instead, they decided it’s too much and ‘fixed’ it. So it’s a nerf.
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The goal of Dhuumfire is obviously to allow DS to be powerful EVEN on a condition build. DS 2, 3, 5 already apply some condi. 4 recharges DS, so it is still somewhat useful on a condi build. So dhuumfire has to apply on DS 1. I think just having it apply 2 stacks burn on a 1s ICD would be a good start. Life blast is meant to be scary, and is currently not in condi build.
Life blast should have a condition by default. without dhuumfire.
whats the point of the ICD? DS1 shoots way slower than 1 second anyway. The ICD would need to be per-target, otherwise it would be a pointless restriction against unyielding blast. is it just against plague blast?
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The point was making the blind-> chill cd on a per player hit base. meaning if the first pulse of blind would hit 2 enemies they’d get blinded and chilled, and after that it would hit 3 more they’d also get the chill. as it is now, if you only hit 2 with the initial pulse you are kitten out of luck. Same applies to Dagger #4. The first one hit gets chilled, the ones hit after that do not. Making it work like blinding ashes would fix that at least. Sure, the CD is still BS, but that way at least it would be bearable.
It would be great to have some consistency when it comes to how procs and ICD work.
But it fits the theme that necromancers get a worse version of it.
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