How has this not been fixed? I am constantly having to change my Button layout each time i play a different character. As i play characters that either have no weapon swap or various F buttons i am having to change the layout each and every time.
Surely the controls should be bound to the character and NOT the account as it is SO annoying the way it is at the moment.
It won’t change zergs at all.
If the punishment is high enough for just zerging then i think it could work. Last night the map i was on had like 5-10 defenders we faced a server that had a BLOB that split into like 3 20+ groups and STILL didnt have outmanned….
My vote would be 100% duration increase and the Boons applied getting 100% increase, this and remove the sharing aspect, but hey i am greedy ^^
lol new ElE grandmaster trait
Selfish Powerful Aura
-Remove all Boons from friendlies in radius of 360 units and transfer them to the player
-Get instantly booted from group
Would be great for WvW, They could even make it like The Condition signet of Necromancers (before the fix) where it just COPIED the conditions but of course in this case it just copies the Boons, Maybe swap it from ally to Enemy
I prefer it the way it is now. You already have traits to get boons, not to mention Glyph of Elemental Harmony performing a similar role. Also, assuming you use Elemental Attunement (which most boon users would), you’re already close to maxing boon durations anyway. So a condition version is much more useful imho.
I am at 45% Boon duration. I guess we do have some decent amount, i just thought it would be neat for those that can’t go into Arcana for what ever reason.
or new Legendaries skins for very expensive gems price just for tease….
Yeah like 5,000gems or something lol
I personally think this would be a good addition, especially for builds that can’t go into the traits to get other boon based traits.
or just take Greatsword for Rush…
The ONLY people that think Warrior is balanced is those that play them. This includes the Devs who several/most of them actually Main Warriors…
“decent” can be improved and most of them require certain traits in different lines.
Right, I quite like Glyph of Elemental Power but i think we should have have a more defensive version that gives boons rather than conditions.
Fire: Might
Water: Regen/Health Steal
Air: Fury
Earth: Protection
It would still be the same as the current one with 45second cool down, 30 second duration and 25% chance on Critical Hit.
What do you guys think?
So i was thinking, Outmanned, terrible “Buff” but what if the servers that out number you are given the same “buff” but that gives:
-33% XP
-20% Magic Find
-33% World XP
Double cost of armor death
Also thought about things like lower Karma and such as well. Could this be a change that would stop the servers from just throwing HUGE zergs onto maps if they know they are going to get Less XP, worse Magic Find, Less Karma and such?
My vote would be 100% duration increase and the Boons applied getting 100% increase, this and remove the sharing aspect, but hey i am greedy ^^
So I think it is nice that the Devs add new weapon and armor skins (even if they are VERY overpriced for a 1 time use) and thought that maybe it would be a good idea for like a 24 hour period that some of them (or all of them, over different days) were put back on the store of those of us that managed to miss them.
I think this would help bring funds to the company which i am sure they will LOVE and mean that players will have another chance at getting those weapon skins or armor skins that they missed out on first time around.
I would suggest at a “sale” price, but not to sure how those that purchased them first time around would feel about such a move. What do you guys think?
Well, you will not have great damage with a bunker build. I am a fan of specialization — if I am gonna do a bunker trait build with 30/30 water arcane, I am also gonna stack Toughness and Vitality or Healing to play to my strengths.
Yeah that is what i am doing. I went with:
Power/Toughness/Vitality armor
Vitality/Healing Power/Condition Damage Back
Power/Toughness/Healing Power Earrings with Exquisite Sapphire Jewels
power/vit/Crit Damage Amulet with Power/Crit Damage/Vit Jewel
Power/Vitality/Condition Damage Rings with Embellished Bril Chry Jewels
Precision/Vitality/Healing Power Daggers With Sigil of Blood, Leeching and Perception (to be swapped out for one of the other 2 at 25 stacks
Saving up for Travelers runes as well
This would be SO overpowered, it would break the game :O
Mine is 1,250 and my damage isnt even that great :/
But then again, i am 0/10/0/30/30…
My necro isnt lvl 80 but I have played it in sPvP and its simular.. its easy to just come up and condition bomb someone to all hell, and 75% of the time that kills people easy and anything.. but mastering the proffesion so you can actually win 1v1s you should by rights lose I imagine is as hard as it is on any class.
That is down to the Condition meta. Necro can be easily countered. use CC like knockbacks, stuns, interrupts and everything
Well with a health pool of 30-40k necros are amazingly easy to play and more forgiving than other classes if you make a mistake. Generally if you want a class that takes some skill, isn’t op and won’t make you feel like a face roller you should roll a ranger.
Lol, they are just easy to kite, easy to run from and have the BIGGEST weakness of all classes – CC. They are far from “easy” to play, they are also far from “OP” considering they do LESS damage than before Dhuumfire got introduced and no one cried back then…
This depends on how wide one define support. For necromancer, support can be seen as condition manipulation (plague signet) and conversion (well of power).
But very little of that is stat related. And it depends on the enemy fought is using conditions in the first place.
Well everyone can burst conditions near enough. Condition manipulation has been nerfed so much that it really isnt that great anymore. I think removing the trinity actually did more harm that good balance wise.
scepter 3
Feast of Corruption 3% LF per condi, 10sec reus
Not as good as Axe or Dagger imo.
The problem with this, not every class can even be “supportive” You have Ele, Engi, Guardian as the main ones, sure you get a few AoE heals or something. Mesmer is decent with Feedback, Chaos Storm and such but still not enough compared to Engi, Guard and ele. Necromancer has like a Heal and thats about it for example…
@ArmageddonAsh:
The real deterrent here is that if you want to burst you’ll have to pop Death Shroud, involving the necessity for LF and eventually making you a possible focus when your DS-used for the burst- ends potentially leaving you with less defenses.
The problem here becomes for Condition builds now having to rely on DeathShroud a lot more, other than staff they don’t really have that much Life Force Regen compared to Power builds and DS is normally reserved for when you get burst attacked now having to go into it every 10 seconds just for the HOPE of getting Burning which could be dodged and such is going to weaken them even more in my opinion.
It has to be buffed in my opinion, or moved down to Master line, this could then free up 10 points that could be spent in Soul Reaping for much needed Life Force Pool as well as a few traits in there.
@ArmageddonAsh: with that noobs won’t have to sit autoattack scepter to win matches. And I welcome it.
It is nothing more than another Nerf to Necromancer. If this trait doesn’t get buffed enough to make it Grand master quality or gets moved down to Master then IP needs to be nerfed or moved up to Grand Master, the class can already have perma Burning anyway…
The problem with it before was you never know who would get the burning when fighting multiple foes, in this regard – its a buff in the fact that you have to stop attacking and using your skills and go into DS to get it off is going to be a damage loss compared to its current state. Then you have to consider the fact that Life Blast will be dodged, LoS and blocked more often now.
ArmageddonAsh:
Please stop with the “all reward and no risk” talk. Stealth does not have any risks, of course (well aside from fact that you can’t contribute to capture while in it). For the sole reason that THE RISKS OF STEALTH are already included INSIDE thief class already, regardless of whether he uses stealth or not.
Right so because just like ALL stealth it doesn’t capture a point in ONE game mode means it is perfectly fine. Lets be honest, Thief aren’t a capture mode kind of class anyway. They can STILL capture them as well, if people come just jump into the easily used stealth…
Now lets think about WvW, where is the risk? Don’t say Zergs because they can still get away from them and much more easily than other classes without access to stealth. Where is the Risk Vs Reward there?
You attack someone, from stealth into a BS you either know this is going to be a quick fight and they will melt or you do a few HS and then jump into stealth, regain your health and initiative only to repeat the same thing – worst comes to worst and you know you can’t win? Just stealth up and easily run away.
To kill a Thief you have to actually play A LOT better, Timing CC and stuns perfectly to make sure they can’t get into stealth and even that doesn’t always work.
XII) Dhuumfire: The noob&FOTM-metabuild-abuser carrier. With the incoming patch it will have what it deserves.
The only problem with the changes is explained by Lopez in this thread.
https://forum-en.gw2archive.eu/forum/professions/balance/PvP-Too-much-placed-on-Death-Shroud
The change will have no affect what so ever on builds, Condition builds will STILL take it as without it its a BIG damage loss. Powermancers i still don’t see taking it as Close To Death is in my opinion better.
Now if it was moved to Master level then that could change things, but we all know that won’t happen despite the fact it is tied to Death Shroud and Life Blast unlike IP which already lasts longer, in Master tree as well…
Heavy target golem –
Dagger nr1 spam only
With Close to death ~14 seconds
With Dhuumfire ~15 seconds
Life Blast spam only
With Close to death – 11 lifeblasts
With Dhuumfire – 10 lifeblasts (9 if you let burn finish him off instead of casting extra one)Dhuumfire incrases your dps always, close to death only if target is below 50%.
You need condition removal to avoid dhuumfire, you can line of sight, dodge, CC the necro, stay above 50% etc. to avoid close to death dmg incrase.
Dhuumfire helps to protect your CC conditions from condi removal, close to death just incrases your already high dmg.For me personally Close to Death is garbage trait and i would never use it cause its just plain dmg incrase and is very situational, but i understand people who like to see big numbers yet i dont understand how can you flame dhuumfire when its basicly same dmg incrase yet 10 times better trait by design.
No mention of the stats or anything else. That isn’t really a fair comparison unless you are doing it with no gear on what so ever and even in that case the duration extension just by getting Dhuumfire would make it have an edge.
Any chance you retry with a FULL Powermancer build (30/10/0/0/30) and then a test with a condition build (30/30/10/0/0/0?) As surely the results are dependent on what your other spent trait points were, what your over all stats were, what sigils, runes and accessory you were using as well….
Thieves use stealth because they don’t have something else. Once you have something to propose for them to have instead of stealth, we can talk.
More damage? you wont agree
More health? you wont agree
More what? you wont agree.
You just want everything around you to become easier. You are not the least bit concerned about the “Maybe some changes would actually BENEFIT the class” you mentioned.
I disagree in part, they use stealth the way it is because it is ALL reward and no risk. Sure they would die if they never used it and i am not saying that it should be totally removed i am fine with them having perma Stealth outside combat but inside combat it should be a little toned down.
Of course to counter that, yes they would need their stats buffed up to counter the loss of stealth would it break the class? I don’t think it would as long as the stats and other buffs to counter the loss of Stealth are both worth it to the class it self and not over done (we all know what Anet is like…)
I have said several times on several different posts that Stealth should be reduced and stats should be increased. Initiative would need to be fixed so that Chill actually WORKS on it like it does every other class. They could even turn a few of the stealth related traits into other defensive traits.
Yes, please nerf one of the most balanced classes atm. If you dont play a thief and know how it works and actually how hard it is to play them properly you dont deserve any say in if they should be nerfed/buffed because you’re just spewing nonsense.
“balanced”…..Lol.
I am fine with lighter classes being faster, i would even be okay with Necromancer not being that fast if to counter that it had ATTRITION! but it just seems SO very broken that a HEAVY armor class with all its traits, skills, immunities and everything should also be able to leave combat SO easily.
Added my opinions to the poll
In my opinion if it doesn’t get moved to Master level it is a nerf. With it being tied to DeathShroud and it having a lower duration even with more Condition Duration than IP it is a joke that it would be kept as Grandmaster trait when Engineer can easily achieve Perma burning anyway.
This change won’t make much different Condition builds will still be forced into taking it thanks to the nerfs to other conditions and i don’t see many Powermancers taking it as the Close To Death trait is in my opinion better.
The warrior is not the problem, any weapon skill on any profession that is a gap closer, being used for mobility and escapes, IS the problem.
This. It is about time these skills required a target. I mean if a Warrior decides to run, Good luck catching him. Engineer even with Rocket boots CAN be caught but isn’t exactly easy and of course it shouldn’t but you should at least have a CHANCE at catching them if they decide to run…
This would be a WvW build, I am just waiting on how badly hit my Crit Damage is going to be before deciding if i will make a switch out.
I normally use a slice of candied dragon roll with a master maintenance oil for 50% precision and roll with a second staff with a bloodlust sigil if I feel like getting stacks (I normally don’t). That’s an interesting take but wouldn’t the staff be far better for utility since it would be a dps loss anyways if you aren’t on dagger? I don’t make it a habit switching to staff but when pressured, that fear is invaluable imo. I like the idea of warhorn on your build and actually want to throw it untraited onto mine since it would probably alleviate the issues I have with everything but warrior but conditions are too strong for me atm.
I never really thought about using the well of suffering, but it seems like a good choice over spectral walk. I only use spectral walk for the utility of being able to reposition in a fight, to close distance with an opponent who kites, to lose opponents in an outnumbered situation, and it’s a sort of double stun breaker + I have it traited anyways.
I have a staff but in my opinion it is better suited for zerg defending and attacking, I had a fight against aflow (member here) who uses staff and the fights came down more to Crits than anything else, him having the staff didnt affect the fight that much and a crit here or there was what really decided the fights that we had while i was running Dagger/Warhorn and Axe/Focus i did swap it up a bit which proved to be better at times but the fights still relied on that 1 crit that happened or didn’t happen.
I find the Warhorn to be very good when combined with Dagger, you could even go with Dagger/Warhorn and Axe(or scepter)/Dagger if you really need the added condition cleanse. None of my weapons take the traits for them, i used to run with the Axe trait but swapped it out for Chill of Death.
if i could only choose one Spectral (ignoring Grasp) i would take Armor, the Life force gain and the Protection are a must in my build as i am normally “face tanking” so if i am out of Life Force and in trouble i can easily pop that and have plenty of Life Force in seconds. I take Grasp despite its issues as when it works it is great, it just needs the projectile to be fixed or better yet made instant hit without any stupid travel issues.
This is mine, it’s not as viable as it is fun but it gets the job done. It’s major weaknesses is patient thieves and warriors (more like necro’s weakness lol). Guardians will have you in a never ending battle since this build has no real burst and it can go either way with elementalist. This build relies heavily on using situational tankiness to get by since it’s running off of 2.3kish armor. The combination of dark armor, protection, and weakness is normally enough to out last most opponents if played well and it still has the power to get some kills.
I was planning to use the trait points in spite to either split up amongst death magic and blood magic depending on the changes to the two lines and was hopeful that I could use the signet of vampirism to make up for the lack of dps if I did, but who knows if that will happen. Weakening shroud (lol) can be used instead of a dagger oh if conditions and non weakened opponents aren’t a massive issue for you and any oh can be used.
Edit: I also used to use dagger mastery instead of the 10 points in spite to good effect, but I’de rather hold my breath for them removing blood thirst and building it into the necro before I go back to using it.
Is what i would run. with the Sup Perception sigil at 25 stacks you would have 50% Crit Chance and taking into account the Detahly Perception trait you would have 100% Crit chance.
Now from here few traits changed weapons changed to Dagger/Warhorn and Scepter/Dagger picked up WoS because it rocks it damage wise. taking the Vul on Life Blast means you can be bringing plenty of Vul stacks to the target as well. High damage, decent health and better Toughness.
With Furious demise if you plan on just staying in DS for under 5 seconds, you could swap out some of the Precision items and go for more defensive stats (Vit, Toughness) meaning that you wouldn’t be wasting as much
Additional changes that could be made – swap Scepter for Axe and swap Sigil of Spite for Spectral Grasp but i like the Poison on the Scepter as it is solid at slowly killing off people thanks to the 33% hit on healing.
I agree with you OP. Sounds like a solid change to me.
One thing tho. I would want it so it only applies a couple stacks per hit, with a shorter cooldown. Some thing like:
2 stacks 5 seconds 5 sec cd at 600- range
3 stacks 5 seconds 5 sec cd at 600+ range
This would promote hybridmancers as well as keep the “condi bomb” situation under control. I’m not saying you do, but many people underestimate how powerful torment is.
The problem with that – the damage would be less than that of current Dhuumfire. With 3 stacks for 5 seconds that would be about 480 damage if the target doesnt move, increasing to about 900 damage if they are just getting Dhuumfire currently is 984 damage (WvW)
Maybe make it 3 stacks in Closer range, 4 stacks at 600+ range and increase the cool down to say 7 seconds. Remember having a cool down of 5 seconds and having it proc on crit would pretty much be Perma Torment.
But maybe the number of stacks for 600+ range could be lowered a bit. I would sday 3 stacks for Under 600 range and 4-5 stacks for 600+ range, the cool down would NEVER get reduced to 5 seconds with a duration of 5 seconds, i think this way it would be better.
This trait moving to Soul Reaping Master would also serve to up the cost a bit due to the fact that in i8ts current location condition builds would still go 30/30 gaining BOTH 300condition damage as well as the 30% duration. This way they would have to pick either damage or duration, not both.
this is working as intended.
warriors are meant to be fast.
what is the problem?do you remember that warriors have no direct access to:
- stealth
- illusions
- death shroud
- pets
- minions
- protection, aegiswarriors are balanced and not overpowered, it has been more than a year since launch, please accept that already.
DeathShroud? I would take Damage Immunity over DeathShroud every day of the week. Without traits deathShroud is nothing more than a meat shield that gets worse the more people that are attacking. Damage immunity how ever gets BETTER the more people that are attacking them.
Minions – you mean those easily killed brainless creatures that attack anything and everything no matter what, just like pets Minions are used more as meat shields than anything else.
Stealth – Why have stealth when you have Healing Signet, Adrenal Healing, Greatsword, Condition Immunity, Damage Immunity and Dogged March…
Why have Protection or Aegis when you have Healing Signet, Adrenal Healing, Condition Immunity, Damage Immunity, Shield, Dogged March, High health and high toughness and Armor as standard.
Why have Illusions when you can just face tank everything?
Warriors are far from balanced.
Bone FIEND XD
It’s basic attack (x2 shots) are a 100% projectile finisher proc. Blast finishers grant aoe retaliation on light fields.
But the positioning is indeed a factor in which lies most of the fun :P
Gotta love the terrible skill notes, doesn’s say ANYTHING about it being projectiles lol
Knowing Anet they will classify this as a bug and remove it lol
So, with the fact that Zerker is getting hit and those that mix gear (like me) apparently going to be hurt more than actual full zerkers i have been looking into new builds.
From my current build I would:
Power: -149
Attack: -123
Precision: +34
Crit Chance: 2%
Toughness: +148
Armor: + 148
Vitality: +239
Health: + 2,390
Condition Damage: -86
Condition Duration: -10%
Boon Duration: No Change
Healing Power: +203
Crit Damage: -17%
Build wise I am currently
Spite:(30) – VI, X, XII
Curses(10) – V
Death Magic(0)
Blood Magic(0)
Soul Reaping(30) – II, VI, XII
Changing to
Spite(20) – VI, X
Curses(0)
Death Magic(0)
Blood Magic(20) – II, V
Soul Reaping(30) – II, VI, XII
So while losing some stats mostly in attack with losing 17% Crit Damage and 123 Attack Power i am also losing 20% Extra damage to targets below 50% but i gain more than 2,000 health, some toughness and gain leeching on attacks and critical hits while also gaining improved Siphons. This i would hope would make surviving longer outside Death Shroud a little easier
What do you guys think? I am pretty confident that i WILL have to make changes to my build due to the nerf coming the way of Crit Damage Think this would be a good change?
My other idea was swapping out Axe for Scepter, keeping my traits the same and just swapping out some gear to get Condition Damage to about 5-600 at the cost Critical damage.
@ArmageddonAsh
Well thats just counting staff. Bone fiend is a 100% proc and is x2 per basic attack. So 10 seconds u could probably get about 8 or more if timed right and ur BF doesnt die right away. You’ll usually get at least 2 off staff, more if you’re lucky.
But yes, I do agree with the DS issue. I think Anets fear is that if you can restore your life while in DS through traits like vampiric master or vampiric rituals it will be too much. I would hope they could figure some form of compatability but we’ll have to just bare with whats given for now :P
Bone Fiend is 100% what?
Do you mean Bone Minions? If so that requires blowing them up and them being inside the Light field at the time doesn’kitten Not always possible so i wouldn’t really count that as “100%” due to the requirements
Well, they could just improve them so they are more worth while outside of DeathShroud, so you aren’t forced into taking them all for it to be worthwhile, that being said, i am looking at a possible new build thanks to the nerfs to Crit damage that involves going 15 into it and grabbing the 20% more effective trait (going to post a thread about it)
and what should thief do dmg with? AA? spam HS? great solution…
plenty of evades come only from acro/trickery s/d build, every other build has to waddle and has 2 dodges like everyone else… so we should all play kitten s/d and scrap every single weapon set and every other tree when we are at it…mkay
Rather than the class being a class that pretty much RUNS the moment they back stab and see hey would have to WORK to kill someone, rather than just going Stealth and repeating the Stealth, Backstab, HS, HS, HS, Stealth, Backstab until the person dies.
Maybe some changes would actually BENEFIT the class, so you know – they don’t have to rely on stealth and they can’t use stealth to run the moment they are beginning to lose.
HERE MY VIDEO WATCH DIS
for fun purposes and an equal feel for support/dps/healing I find this build to work the best for me. ^^ The build is at the start of the vid
Might work in SPvP, will get slaughtered in WvW. It is also an out dated video, looking at how the condition damage is being shown.
wut? I just made it this week the footage and everything. Not outdated at all.
But yes the fact that WvW relies heavily on mobility this build isnt quite fit for it.
Strange, the conditions shown are very different to how they are shown on my screen – that a different option or something?
I wouldn’t say that WvW relies heavily on Mobility for why it wouldnt work – what is your condition removal like? That will be more important as to why the build would have problems 3 conditions every 18 seconds won’t be alot against Condition bombs.
The healing as well is rather low. Well of Blood gives nice healing. Cool down is rather long. The Field is rather weak as well depending on the weapon set. The siphoning traits are just terrible. Until they are made to work inside DeathShroud i don’t think that a Siphon build can work. Might work in SPvP but in WvW? Nah and that’s not because of the mobility.
Yes I said it’s an option in the options screen (simple condition floaters)
If you’re talking about group/zerg as opposed to solo roaming then I suppose you might be on to something but WoP and WoB (projectile + field) gives decent condition removal/flip. The siphoning off wells is also decent especially in teamfights or vs clones. Yes, the DS and siphon incompatibility is an issue. But I still have fun and do well with this build.
I am talking more about Solo when it comes to the issues with condition as you see much more condition based classes when roaming than you do in zergs. 20% chance on Staff for it to proc, 10 second duration 3/4 of a second cast time per a shot. Lets same 1 second for the sake of it, you would get 2 procs of it on average, How much conditions does it remove per a proc?
I think, once they fix the issues with Siphons not working, so stupid and should have been sorted at launch considering they are KEY traits in a trait line and they don’t even work with our class mechanic and a tad bit of a buff to the healing then i think a SiphonDS build could be possible.
HERE MY VIDEO WATCH DIS
for fun purposes and an equal feel for support/dps/healing I find this build to work the best for me. ^^ The build is at the start of the vid
Might work in SPvP, will get slaughtered in WvW. It is also an out dated video, looking at how the condition damage is being shown.
wut? I just made it this week the footage and everything. Not outdated at all.
But yes the fact that WvW relies heavily on mobility this build isnt quite fit for it.
Strange, the conditions shown are very different to how they are shown on my screen – that a different option or something?
I wouldn’t say that WvW relies heavily on Mobility for why it wouldnt work – what is your condition removal like? That will be more important as to why the build would have problems 3 conditions every 18 seconds won’t be alot against Condition bombs.
The healing as well is rather low. Well of Blood gives nice healing. Cool down is rather long. The Field is rather weak as well depending on the weapon set. The siphoning traits are just terrible. Until they are made to work inside DeathShroud i don’t think that a Siphon build can work. Might work in SPvP but in WvW? Nah and that’s not because of the mobility.
It could be countered a bit by slightly improved stats for Toughness and health. ….
I see, that must be why Guardians and Warriors don’t need and have protection and blocking on their weaponskills.
Personally – Stealth > Blocking skills. You have access to stealth, what you shouldn’t have is access to stealth any time you like. Removing the Leap on Heart Seeker would go a way to stopping the multiple stealth’s and stealth attacks, especially Backstab.
Plus, you have PLENTY of evades and knowing most thieves they would just go to that sort of build anyway.
HERE MY VIDEO WATCH DIS
for fun purposes and an equal feel for support/dps/healing I find this build to work the best for me. ^^ The build is at the start of the vid
Might work in SPvP, will get slaughtered in WvW. It is also an out dated video, looking at how the condition damage is being shown.
I think that when it’s maybe not a ideal change, it’s not that bad.
Allows to control your burning and now it’s not a spammed condition. Instead, you use it when you want to put higher pressure for timed spike.
While the change was decent, they should now turn it into a Master Trait. It is no longer worth the Grandmaster it was given. I think they could even Buff it and put it into Soul Reaping.
In that Sort of situation, i would easily take it if it was a Master in Soul Reaping, sacrifice Life Force generation for extra damage is the right kind of changes they should be making.
Of course, they wont and it will still be stuck in what is imo the wrong tree. Moving it to Soul Reaping would open up different possibilities i think.
Healermancer. lol.
I can feel the nerf incoming
Lol. They could’t exactly make that any worse. What does it even offer? I would assume Transfusion trait, Healing on Exit DS Trait and thats about it. I mean they can’t exactly make the siphons any worse….
Personally, i wouldn’t bother. First of all – Until they fix Siphons so they WORK inside DS that alone is a big reason not to take them, then you get onto the fact they are rather poor the traits are very badly done, scale terribly as well.
You COULD get a MM Siphon build i reckon. Though even that is getting nerfed a bit.
What i don’t get we are getting nerfs everywhere…
Condition builds : Dhuumfire Change
MM Builds: Nerf to damage and change to putrid explosion
DS builds: Zerker nerf
What other builds do we have that they have not targeted yet?
blood fiend in itself has 294 hp/s.
Technically that is wrong, seeing as it has to HIT something first, then you get onto what happens when it dies
I find it hilarious they think MM passive healing, Which to get it high requires an entire specific skill bar and major trait, on the SUSTAIN CLASS OF ALL OF THEM, is too strong at less than 200 hp per second while warriors 400 HP per second signet only gets an 8% decrease and a BUFF TO IT’S ACTIVE. This is such blatant favoritism it isn’t even funny.
Well, this is what happens when a Dev team ALL play the same class…
Bias doesn’t even begin to cover it.