(edited by Spaztwit.8972)
Showing Posts For Spaztwit.8972:
Currently, the cooldown for placing turrets is the same regardless of whether you pick up the turret or detonate it. Doesn’t it make better sense to halve the cooldown if the turret(s) are picked up before they’re destroyed? It’s odd that anet gives us 2 options to move a turret with the same cooldown. Maybe even 0-5 second cd if turrets are picked up. Would that be game breaking? To balance out such a change, redeployed turrets could have the same health they had when they were picked up. I.E., pick up a turret when its at 30% health, its still at 30% when you redeploy it. Detonating a turret would have the normal cd but would be full health when deployed. Can I get any official feedback on this ?
Chatting with guildies in vent a few weeks ago, mentioned my ideas for necro traits that I’m surprised don’t exit already. Guildy suggested I post them on forums so here I go…
[CONTAGIOUS] Version 1 – While under the effects of Spectral Armor/Walk (or Death Shroud), new conditions applied to you are shared with nearby enemies. Version 2 – When entering Spectral Armor/Walk (or Death Shroud), all conditions you are suffering from are shared with nearby enemies.
[PAIN IS POWER] Version 1 – You gain Might for 5 seconds when a condition is applied to you. (This wouldn’t include new stacks of bleeds, torment, etc) Version 2 – Your outgoing damage is increased by x% for each condition you are suffering from. (x = 2,3,7 or 10%. Not sure which is best.)
Since some necro skills apply a condition to the necro using them, the 2 traits above would open new possibilities for builds that take advantage of that. I welcome any helpful comments, criticism or suggestions that tweak my ideas here.