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Assuming Lingering Curses with its HoT buff will work the same as the axe damage trait with regards to Death Shroud (apply its effects while in Death Shroud as long as you were using the weapon outside of DS) – and the wording makes me think it will – I think Terror and Lingering Curses would be too strong if allowed to be run in the same build, especially if Path of Corruption was moved to Adept.
That said, I agree with the general point of this thread, at least when it comes to the major grandmaster traits. Two traits catering to the same build type (power/condi) is fine in my opinion as long as they are different enough and balanced enough for one not to be considered objectively better, and I think Terror and Lingering Curses pass on that criteria. I don’t like having all three be condition based choices though, since it like you said forces non-condi builds to take a condi major grandmaster if they want to invest in the line at all.
I think a solution would be to design a new power based GM for Curses, let it take Parasitic Contagion’s place, and move PC elsewhere (Blood Magic springs to mind; they are redesigning that anyway, it currently lacks a properly condi based GM, and as a lifesteal type thing I guess it kind of fits).
(edited by diadox.3076)
Alright, thanks for your answer.
I recently got back into the game after a long time away, and during my absence these reward tracks were introduced. It would seem the requirements to permanently unlock the reward track of a certain dungeon is to do the story mode version of that dungeon. The thing is that I did all of the story modes with my first character back at launch, yet the dungeon tracks remain locked for me. Were these unlocks not retroactively applied, so I have to redo the dungeons after the introduction of the tracks? Or is there something not working as intended that’s going on? I prefer pvp to pve, and not too keen on doing the story modes again if I can avoid it.
Before investing (i know this is kind of late reply) you should note how little scaling the +healing does for regen boon though. However , +healing seems to be more meaningful on blasting water field combo heals and other direct type heals. In the case of necromancer, you can do the scaling heals with 1. putrid mark or bone minion blast on ally’s water field (staff/utility), 2. traited exit death shroud, 3. well of blood tics.
I disagree. As you can see here and here, healing power adds more healing with regeneration than it does with water field blasts unless you blast very frequently (as in once every 1.5 to 2 seconds). I’m not saying water blasts aren’t good (they most certainly are) only that their healing power scaling isn’t. To put things in perspective: a 0 healing power regeneration boon heals for 130/sec, and a 1 000 healing power regeneration heals 255/sec (125/second increase from healing power). By comparison, a 0 healing power water field blast heals for 1320, and a 1 000 healing power one heals for 1520 (200 increase from healing power).
I agree with what Cinnamonfox says about Well of Blood, though. It scales with healing power in a way that makes it so that the total healing from the aoe ticks equates to a number somewhat close an extra #6 skill, assuming high healing power.
(edited by diadox.3076)
In my opinion, making #3 instant (as in cast-while-casting-something-else-instant) might be too powerful for a 3-4 sec immobilize. I would be in favor of reducing the cast time to half a second or so, though.
I thought some already did… like the scepter 2 and 5 skills? Staff marks don’t unless they are triggered, but I could swear I’ve seen numbers from scepter 2/5 attacks before?
The direct damage portion of all skills have always affected siege.
@OP – I had no idea of this, can’t wait to try it out! ;-D