Sigil of Doom: when you swap your weapon, the next attack inflict 6 seconds of Poison.
Be happy.8 seconds, basically near perma poison as long as you keep swapping weapons.
BUT IF YOU WANT REAL POISON BRING BACK DHUUMFIRE! 6 seconds of burning on ANY critical hit with no cooldown! It’ll kill the entire PvP community in a couple days
Dhuumfire had a 10 second cooldown since its introduction. That only changed on the Specializations patch after it was altered to only work on Shroud 1.
Personally, I feel that function of Unrelenting Assault is fine and should stay. Gives a counter-skill to Portal.
Haven’t played in a long while, thinking about coming back and picking up HoT because Reaper looks flat out amazing. But I haven’t played in so long that I’d more than likely be starting over.
Now, my question is, how soon can you start playing as a Reaper, if you made a level 1 necro and leveled it up through pve? Can you become a Reaper before level 80?
All elite specs are locked until you’re level 80.
How unfortunate.
Not really, since it’s meant to be further advancement. Necromancer is overall in a pretty good spot right now and is pretty fun to level up. Unlike, say, Mesmer, Necros perform at a decent level without much unlocked.
Haven’t played in a long while, thinking about coming back and picking up HoT because Reaper looks flat out amazing. But I haven’t played in so long that I’d more than likely be starting over.
Now, my question is, how soon can you start playing as a Reaper, if you made a level 1 necro and leveled it up through pve? Can you become a Reaper before level 80?
All elite specs are locked until you’re level 80.
leave it as is.
give warrior iron skin, immune to power damage if health above 90%.
That’s not really the same…. warrior already has highest base toughness and health. Regular damage is way higher than condi and innate. If you don’t have might or condi dmg a zerker would literally never get through that. There are hard counters but that would be pretty insane.
Sounds pretty similar to me.
Iron Skin warrior 10% effective health versus condi’s = 2821 with Soldier amulet
DS auramancer 10% effective health versus power = 2586 with Cele amulet10% of ele base health is 1165 vs 1921 for warrior. Cele amulet can add like 500ish to that which applys to both classes.
https://wiki.guildwars2.com/wiki/HealthNot to mention condition damage is over time and can be cleared. So I see some pretty glaring differences.
I even gave Ele an advantage in the effective health comparison by using Soldier’s amulet on the Warrior (900 vs 560 Vit).No one runs around without armor and amulets in Pvp, so tell my why base health means more than real effective health.
And as for condi’s being cleared, health can also renewed by auras, soothing mist, healing skills, etc. Ele’s have as many ways of healing as Warriors have healing and condi clear. Ele’s also ignore soft CC and CC conditions like Chill, Fear, and Immob. Warriors wouldn’t ignore power based knockback, just the power damage. Hahaha dang, I didn’t think this would look so even.
So I’m saying that your math appears to be off for the ele. If you’re looking at just base health plus cele ammy that’s not 2500. Base health matters because they can both use any ammy or rune. And if you don’t address the fact that everyone has base power damage but no base condition damage then I still don’t get how you expect a zerker to break that threshold 1v1. They are completely different.
Armor is being ignored on the Warrior, since conditions (the only thing that could take out this hypothetical 10% health) don’t observe it. It is, however, being factored into the Ele.
Increasing max life force with each kill (resetting on death) sounds like a great trait.
The current one might net you another 1/2% total life force in a match. That is just not even worth considering.
That 1 second of resistance is pretty crazy, am I right?
Yes, actually, since you can avoid over 9000 damage passively.
If you have say, 5 bleed, chill, cripple, vuln and some torment that’s probly over 9000. Because, if you aren’t chilled or crippled then you can actually move to prevent the rest of the like 6000 damage from physical attacks. And chill doesn’t affect you for 1s = your cooldowns are up quicker = blocks and heals.
And since that happens 3 times per minute…? kitten that’s a tanky rune. I’d say it prevents over at LEAST 27k dmg in a match. Might even be closer to over a million dmg per episode, even.
Vacuum calculations sure are fun, eh?
I want to see his reaction when he finds out just how much damage his armor rating prevented.
Celestial Ele with Soldier runes in PvP has an armor rating of 2548 outside Earth attunement. Let’s say he took 40,000 damage in a match. Armor rating alone prevented 101,880,000 damage.
Was the rev running jalis?
That would have to be it:
http://wiki.guildwars2.com/wiki/Rite_of_the_Great_Dwarf
Throw in 40% reduced from protection, 10% from frost aura, and another 10% from http://wiki.guildwars2.com/wiki/Geomancer%27s_Defense, and you are over 100% damage reduction. Guess he was either missing one of those things or there is a cap so you don’t do litterally 0 damage. Kind of dumb that damage reducing traits stack by adding instead of multiplying like with damage increasing modifiers, but that is the result. Fortunately Rite of Great Dwarf is rarely used, though that may change in the future.
Pretty sure damage reduction effects are multiplicitive, otherwise a Reaper should be showing hits of 0 frequently(Protection 33%, Rise 50%, Frost Aura 10%, Cold Shoulder 10%).
This, though, is some seriously strong reduction. That Tempest had to have the perfect storm of reductions on them at once to get single digit crits.
Minions inherit your Boon duration, Condition Duration, and Condition Damage stats, but nothing else.
Which weapon is “best” is either going to be Axe for Vulnerability stacking or Greatsword for preventing the kiting. Staff gets at least some honorable mention for giving a decently easy way to extend the lifespan of the melee minions, albeit by how much varies greatly on build and situation.
If Life Blast attacked faster and Dark Path travelled faster, it would really be a tossup between the two.
Reaper nerf idea seems fairer than most I see. That only works out to about 65 less damage per tick, since you said base damage, which works as a decent shave.
I posted this already under heart of thorns and got no replies, I been trying to find out for hours now what is up with this, please help, for anyone who knows?
I need some help guys.
As you can see, I am in my Arena, I just finished the ability to put walls up, and talked to the Coordinator, he puts me in the Arena, as you can see in the picture, the walls are in the Arena Inventory, but it will not allow me to place them in the arena itself.
What am I doing wrong? Please don’t tell me I had to first build the walls through Scribe to be able to put them in here or… I’m punch something (sobs)
Do you have permissions to change the arena for your guild?
That Herald at the end. So salty.
Plenty of them felt like garbage when first seen- matter of overcompensating?
More than anything my money is on this. Anet has a habit of over-doing buffs and nerfs instead of making smaller adjustments. In my opinion, the whole push to get HoT out the door felt a bit rush. Without a doubt, the Elite Specs should of had more beta weekends.
Bare minimum, on poor Druid, Berserker, and Daredevil, who only had 1 weekend.
“poor druid”
:LI’ll just pretend I didn’t read that.
Maybe I’m the only one that has never seen the legendary Druid sustain on either side of the fight. Regardless, they did not have the feedback time of Reaper, Chronomancer, and Dragonhunter, which was my main point.
Plenty of them felt like garbage when first seen- matter of overcompensating?
More than anything my money is on this. Anet has a habit of over-doing buffs and nerfs instead of making smaller adjustments. In my opinion, the whole push to get HoT out the door felt a bit rush. Without a doubt, the Elite Specs should of had more beta weekends.
Bare minimum, on poor Druid, Berserker, and Daredevil, who only had 1 weekend.
Seeing the cooldown for skills 6-10 while in Shroud would be a welcome quality of life change. More information about your own abilities is always good.
Reaper doesn’t push Daredevil out of the meta at all. Daredevils generally have an easy time with them if played with half a brain.
League of Legends is kind of a bad example, as many of the original 40 champions are played in competitive play and still haven’t seen significant changes to their kits. Anivia, for example, just got nerfed because she was dominating too well, but her kit remains the same as it was in beta.
I can see an argument for nerfing shivers of dread from 3 to 2 seconds. Sounds like a very reasonable nerf to me.
Yeah, you’re remembering it wrong. The only change to Well of Power regarding Stability was to give it 1 second on cast. It has never granted more than that.
Didn’t it get slapped with a hidden ICD too? I’ve tried running it recently in large fights like dragons stand or wvw zergs and I might as well not even be running it at all. Don’t think I’ll make that mistake again
No ICD. It’s always pulled on a 3 second interval.
First and foremost, conditions need a nerf across the board before even considering touching Diamond Skin.
With that said, a reasonble change would be to make it effective only in earth attunement like Stone Heart.
Why would condis need a nerf when people
A: aren’t avoiding the heavy hitters
B: are running builds light on condi cleanse.
Tempest shout builds are much lighter on the cleansing than cantrips.
Everyone else has cut waaaay back.
Rev need some love…please buff
Lol
He didnt said herald.
I would agree. Ventari and Jallis both need buffs big time.
I feel the weapons are all in a good spot, though. Some tweaks, perhaps, with things like making Unrelenting Assault only proc Confusion once, instead of 8 times.
What doesn’t make sense to me, is rev’s only stability(besides an unviable legend) being tied to the same line that comes with anti-cc trait.
Even stranger than that is that Herald trait line has a trait that gives another stack of stability when you get one… when the ONLY way to get stability is from another trait line.
Or allies, or Jallis legend.
Condition Necro does have bad life force generation compared to Power. Reaper doesn’t change this dynamic at all. Yes, Condition Reaper has better life force gain than base, but Power builds gain even more on that front.
Being out of Shroud means no defense. This is not a case of being unable to manage conditions, but the Mallyx/Shiro build is also running significant Power damage capabilities, which Necros deal far less well with when they lack Weakness.
And if people haven’t learned by now that trying to fight a Necro solely using conditions doesn’t result in a really hard time, you really can’t help them at this point. Necros are, by design, very strong against condition builds of any type. But meta Mallyx Revenant builds aren’t only capable of using conditions either, and they are certainly not without ways of handling a Reaper, even after the Demonic Defiance nerf.
Maybe when you’re fighting a Necro, your regular active sets should be sword mainhand and Mallyx, using Mallyx skills sparingly (save elite, use that every 5 seconds) instead of sticking on your mace. Trying to condi burst Necros has never ended well for their attacker.
(edited by Drarnor Kunoram.5180)
Not just you. MM’s once ran it to juggle conditions to permanently stay in Shroud, then it got nerfed from 10 to 7%.
The jumping puzzle itself is fine. Was fine the last two years, is fine now.
But prior years, I could actually get in to the puzzle. I have never seen a “this world is full” message when trying to enter in the past. Heck, never got that for mad king’s clocktower either.
So, if any programmers want to step in, what changed?
Personally, I wish that fewer of the “when disabled, do X” traits proceed stunbreak skills. Traits liked Mirroed Anguish or Reaper’s Protection I feel are better for gameplay as they don’t nullify the CC, they merely prevent follow-up. The automatic stunbreaks when you need it, though just don’t feel good to me.
So, basically what Revenant players are saying is now that they can’t ignore enemy condition builds entirely on Mallyx, that they won’t try being more careful with timings of the tools they have? I’ve already explained how to use the tools already in the build against a condition Reaper, but only got replies that ignored facts.
Let me summarize
- Keep an eye on the weapon set they are on. Shield isn’t helpful against staff, but Riposting Shadows is. Conversely, shield is great against scepter and stops locust and plague signets.
- Look at his nameplate to identify his build. Two signets likely means he is running consume conditions as his heal, meaning the fight will probably be more drawn out, but their only unavoidable corruption isn’t a factor. You can save facet of nature to counter signet of the locust. However, this also means they could be running a Curses variant. I suggest hitting him with sword 1 and 2 once each to open, as that will most likely force plague sending to proc early on when you probably don’t have boons to corrupt.
- If your chill gets transferred, it will not deal damage.
- Get out of range of Reaper’s Shroud when he enters. Condition Necros have bad life force generation, so they won’t sit in Shroud longer than they have to. Beware, though, that Executioner’s Scythe has a much longer range than the other Shroud skills, so dodge this if you are remotely close to the Reaper. Watch what he does next. If he pops soul spiral in the ice field when you’re out of range for the regular hits, that’s good for you. If he uses Death’s Charge for frost armor, account for that in your play over the next few seconds. On the Curses variant, make sure you avoid the last hit of the charge, as that will corrupt.
- Once they drop Shroud, you have 10 seconds where they lack any defense. Meta build has no weakness access and no blinds outside of Shroud. Only thing they have is Protection from last gasp and possibly active spectral armor.
- Save Pain Absorption for after they use Plague Signet. This will be the highest influx of conditions you see, and you can’t react to the cast time. Alternatively, bait the signet with Shiro elite.
- Don’t use Facet of Nature as part of a rotation. You need to save it to cover resistance. Signet of Vampirism, being unavoidable, also gives the most response time. If they aren’t running SoV, Locust is the best one to respond to with it. It casts fast enough to be reasonably used as a reaction.
- Plague Signet can be encouraged to not get used by limiting what you apply. This depends on the Reaper player, though, but trying out sticking to one or two condis or low stacks of multiple can cause the Reaper to hold off. In teamfight, this is nigh impossible because of the conditions plague signet pulls from allies.
- Stay above 50% health. Once Chill of Death starts to proc, things are going to become really difficult.
- Plague signet can be blocked! If you land a good condition burst, you can immediately jump into Crystal Hibernation to not only recover, but also deny the transfer back . Revenant conditions tend to be shorter duration, which helps out a lot against Necros. Putrid Mark will transfer though, but it lacks boon corruption and only transfers 3/target.
(edited by Drarnor Kunoram.5180)
Don’t regret it a bit. Like every product, it has its pros and cons. I’m not a fan of the scribe implementation, for example, but overall, I feel the expansion is great.
If you’re using a direct damage build I’m like you and feel like the Reaper (or necro) have a mid-low damage compared to other classes. Our best dps weapon is still the Dagger, with it’s good Auto Attack. The GS is good but only when the enemy hp go under 50% and if you can spam Gravedigger all the time, that mean that the enemy don’ move, don’t do high damage and more. The dagger can deal it’s max damage from the start of the fight and you can stop and restart to deal your high damage whenever you want.
But if you try a Sinister or Viper build it’s different. With conditin damage combined with direct damage your dps go up.
It’s not the best dps class, don’t give anything to the team and can only be useful to send back some conditions or remobe boons from the enemy.
One or two reapers in a raid team can be good, but there’s better classes to deal dps to a boss.
You are aware you can move during Gravedigger, right? Reaper DPS is no more reliant on an opponent standing still than any other necro build, and far less so than eles.
Youre not supposed to beat necro with condi.
Olny necro is supposed to faceroll condi builds with condi -Anet 2015
Duuhm Fire with no ICD helps too.
People were complaining about old Duuhm Fire and Incendary Powder, but now Necro has a 2nd perma burning called chill, on top of AOE attack frequency burning from Reaper’s shroud. Stacking 7 stacks of Torments or 12 stacks of poison in ONE cast doesn’t help either.
Not to mention they can deal with conditions while spamming them like crazy while you can’t do anything about it.
You could try…I don’t know..avoiding some of the attacks? Soul Spiral should always be gotten out of ASAP since it hits as hard as Gravedigger before accounting for the poison. Executioner’s Scythe should also be avoided and don’t stand in the ice field. That is where the Chill comes from. This seems obvious, but I see people doing it all the time.
I know Mallyx Revenants have gotten used to just ignoring condition attacks, but it really isn’t impossible to beat a condi Necro with any profession. Mallyx Heralds should still have a strong shot at it, since they only observe the conditions about 40% of the time anyway. Necro boonstrip has cooldowns, after all.
doesn’t matter if you avoid executioner’s scythe or chill shout or all the reaper attacks
you die by no cast time plague signet, which transfer 5 conditions also corrupt 2 boons and it’s 1200 range…
So once that pops, hit Pain Absorption. Bam, you aren’t dying to those (up to) 7 condis. The more allies in the area, the less you have to worry about it. If they’re running Curses with Plague Sending, that one can be baited out with a single stack of 3 different condis. You know it’s coming, so save some energy for when it does. Or bait its stunbreak functionality early so they can’t use it for 24 seconds.
And yes, you can see when Plague Signet pops, as the icon appears over the Necro’s head.
doesnt matter if we hit pain absorption or not, just use another signet to corrupt the resistance
not to mention, necro can easily set up plague by corrupting one of the stab on dodge to fear then plague, shiro mallyx only have one chance to cover the resistance with one with nature for 8 seconds, every 25 seconds.
necro can easily chill or tickle the rev with bleed or weapon swap easy chill to force the mallyx resistanceThat’s really not that easy to do, but it also requires blowing two signets, which have the same cooldown as Facet of Nature.
Which means yes, you can counter it just fine.
You have the tools to beat a condi Necro in the meta build, but it requires more thought and planning now. Using conditions to try to take down a Necro has always been an uphill battle by design, but far from impossible.
You don’t need to corrupt through one with nature, just kit for 8 second and their resistance is free to corrupt for the next 17 seconds.
One With Nature has a shorter cast time than any signet aside from Plague. You can use it in response to them casting another to corrupt.
One with Nature has has 1/4 cast time, signet has 3/4 cast time, let’s say you see the signet the same time he uses it (which is impossible btw, that would require you to see through the future) you still have to react to it within 1/2 seconds
and let’s assume you have 50-70 ping.
that’s some next level super human stuff right there.50-70 ping is .05-.07 seconds. Average human reaction time is .24 seconds. .24+.25+.07=.56 seconds total time, giving you quite a reasonable time frame in total. No precognition necessary.
I wish I had a constant ping of 50-70…that would be nice.
Oh, I do too, but that was his example. Even a ping as high as 200 is still considered reasonable for that particular sequence, though.
Charr, no question. Their Reaper animations are the best, too. Brutal, efficient, and strong.Also, the Axe animations aren’t actually that bad either. Not great (nobody has that on the auto), but not bad.
You do realize Fear has always been a condition since its original announcement, right?
my bad, I should have been a little more specific.
yes, I was referring to the back slot item specifically. and i am as sad as the rest of us that we lack either a viper of sinister back.
i will edit the post
Well, unless you have the legendary one, anyway.
It can probably work in a hybrid build, but Necro overall doesn’t do those fantastically.
maybe i don’t understand how the skill functions but it sounds like its very easy to leave for most classes and skills like ring of warding sound better or just as powerful with no penalty
Fair enough. This is a ranged version that can’t be escaped with Stability, but I can certainly see your point. I’ll see what I can come up with to add to it.
Pistol. One that summons a jagged horror on one of its skills ^.^
i think dark prision would be worth the cost I would make it stronger or change it
Is or isn’t worth the cost? Main thing about it is that it’s an area your opponent can’t leave, which can mean quite a lot. If nothing else, run it, Well of Suffering, and Well of Corruption for a highly effective bomb.
Giver’s Armor has never been worth getting. Giver’s weapons are decent, though.
I mean, Reapers could need some nerfs, but definitely not because they aren’t taking damage.
Reapers (and Necros in general) really can’t do much to not take damage. Only thing I can think of is that you’re a Longbow Ranger trying to pew pew into a Corrosive Poison Cloud. Even that only lasts for 8 seconds, though.
To be fair, in a condi vs condi fight, the Necro sort of should be the apex predator, since the profession was designed as the “master of conditions.” They’re not unbeatable by any stretch, but they will be an uphill battle.
Whenever descreption lists damage as hit per attack and not damage combined (i.e. 2000 (x6) ), it procs damage with each hit.
That’s the reason why Confusion has been so strong against Revenants since beginning and it’s always been like this. Intended.
Nightfall on Reaper Greatsword only procs it once.
As of right now, only condi Reapers really struggle vs a DS ele. A chance around this would be making fear an effect rather than a condition. This would keep the strength of the trait vs condis while still making it able for Reapers to chain-cc a tempest in order to break the threshold.
I do however think that this may cause issues elsewhere in the game.
Only condi Reapers struggle because Reapers are the only condition builds that are even being played. Even Mallyx Revenants are still hybrid builds leaning toward Power (due to Sword’s incredible damage). Heck, only half a Revenant’s skills can ever be condition-related right now due to only having one weapon and one legend for it.
So, if the only condition build that is seeing play is Reaper, and “only condition Reapers are complaining about Diamond Skin” (hint: they’re not, as this thread proves even a number of Ele players hate the trait as-is), it says nothing at all about how other condition builds fare against it. None of them can scratch it either.
Meanwhile, strong hybrid builds like Revenant or Power builds hardly notice the trait. It’s just too binary. You either win because you picked the trait (not because you out-played), or you wasted your Grandmaster.
hey like the idea I have a few question about how some of the skills work exactly.
1st Price of failure : does it only cause damage when miss occurs from blind or does it affect any attack that doesn’t connect ie out of range
2nd Dark prision : is there any actions that the foes within the barrier to get out
ie evades or teleports or stabLife pact : does it have a cd? think maybe should be block instead of evade
evade=no counter play
if the evade only affected us i would be okay with evade cause it uses life force but it affect teammates.
Discord : the source of the fear might be better off being you programming wise and effect wise. you can trait for terror you know your condi duration.
maybe a multi-hit knockback effect may work betterI recommend for your other torch skill to provide life force in some way.
maybe
Soul sieze
your flame becomes a wisp that flys out chilling foes returning life force to you.
(works like ranger axe 4)
1. Price of Failure damages on any attack that doesn’t connect, regardless of reason.
2. Life Pact only evades one hit (then the buff is consumed, it doesn’t stack at all), so there is still counterplay. For example, it could avoid one tick of a well, or it could avoid an Eviscerate. I chose Evade so it’s guaranteed to protect you from something (as the 10% life force it costs would), but the more you have coming in, the more likely it is that what you evade is something rather unimportant (like a Locust Swarm tick). There is no cooldown, however.
3. Dark Prison can still be escaped with teleports/shadowsteps, but the area is large enough that you can dodge roll without leaving. It should also not interrupt, so evasions that take you farther than the wall should last their full duration. Some skills like Burning Retreat might see some interesting counterplay options with this.
4. Discord’s idea is to make the enemy team basically abandon your target, so they need to be the origin of the Fear. It will, however, mean some targets are more interesting picks. Terrormancers are obvious, but what about Moment of Clarity Rangers or Slow Time Chronomancers?
Torch is the spot where things are tricky, because the weapon has to have good life force generation capability to fuel the profession mechanic. I’m also considering ways to make Pacts interact more with the new weapon and utility skills. You can see an example of it on the Torch 5.
Anyone else noticed how there was absolutely NO talk about Diamond Skin before tempest and the current meta? Honestly, if you remove DS from ele, bunker Tempest becomes as useless as it was when the specialization was released (thats horrible for ppl that didn’t see tempest get developed). Marauder Tempest is way to easy to kill, since you don’t have reliable damage negation outside of dodges and Mistform. Condi tempest is non existent in PvP. Bunker is the only way and you removing DS will make it much, much worse, since you would need to swap runes then. How about Anet make it scale depending on the amount of enemies attacking you?
The thing is, Diamond Skin has always been a topic since it got changed to what it is today. The only thing different now is that it’s much more difficult even for Power builds to break through the threshold.
And again, nobody wants to see it removed, just reworked.
TLDR:
Waaa! Why can’t I faceroll every spec as condition reaper??
He probably doesn’t even know what chill affects eles twice more than other classes, and that without diamond skill they are just locked out of skill usage. Reapers are the clearest example of why Diamond Skin needs to stay as it is.
So basically, because a class has a distinct advantage due to certain class mechanics, that makes a poorly designed skill, that affects stat choices and completely hard-counters certain builds from multiple classes, okay to have?
Yup, because the game isn’t shaped around 1 v 1. Its a team game. T E A M .
1v1’s are part of the overall team effort though.
Pure 1-sided builds, like pure condi or pure support, are team builds not builds made for 1v1.
I’m betting you don’t hold Power builds in the same regard.
Rather than creating a new thread, I figured I’d post my ideas here. I still need to create one weapon skill, two adept traits, and a master trait.
Cultist
Elite Specialization: Necromancer
Cultsits tend to be a bit more fanatical than most Necromancers, willing to go to greater lengths to meet their goals than most consider sane. The effects cannot be denied, however, as they do reach heights of power considered impossible by others.
Cultists gain access to Pacts in addition to Death Shroud as part of their profession mechanic. Pacts require life force to activate or maintain, but do not have cooldowns. Maintained Pacts can be deactivated by pressing the key again, but automatically end on foes that leave the leash range.
This elite specialization is meant to emphasize high-risk, high-reward playstyle. Pacts can turn the tide of a fight, but the increased strain on Life Force can mean the Cultist can find themselves without death shroud at a crucial moment if they aren’t careful. Sacrifice skills also make the Cultist easier to kill and may require that the Cultist wait for their full effects to be realized. The up-front cost and delay for effects can mean the Cultist is very vulnerable for a period, but the payoff should be well worth it.
Pacts:
F2: Price of Failure
Cast time: 1/4 second
Cost: 4% Life Force/second
Cast Range: 900
Leash Range: 1500
Your foe takes damage (~1,000, does not scale with Power, and cannot crit, but also is not subject to reductions) when they fail to hit with an attack. Damage can only occur once per enemy skill use. Every 3 seconds (starting after 3 seconds), the target is Blinded.
Damage: 1000
F3: Defilement
Cast time: 1/4 second
Cost: 6% Life Force/second
Cast range: 900
Leash Range: 1200
Boons applied to your target have -50% duration. Applies Poison (1 stack, 3 seconds) whenever they gain a boon.
F4: Life Pact
Cast time: Instant
Cost: 10% Life Force
Radius: 600
You and nearby allies evade the next attack that would hit them (5 seconds). Heals upon evading an attack.
Torch skills:
Dark Ritual (Torch 5)
Cast time: Instant
Cooldown: 15 seconds
Summon energies from the underworld to absorb incoming blows. These energies may be blasted out to damage foes, dealing less damage the longer the shield is maintained.
Block duration: 3 seconds
Soul Burn (Torch 5, sequence)
Cast Time: 1/2 second
Burn off your shield to damage foes. Blind foes suffering from a pact.
Radius: 240
Blind duration: 5 seconds
Combo finisher: Blast
Sacrifice skills:
Note: Costs for Sacrifice skills are for level 80. Downleveled cultists will sacrifice appropriately smaller amounts of health.
Healing skill:
Blood Renewal
Sacrifice
Cost: ~3,500 health
Cast time: 1/2 second
Cooldown: 20 seconds
Renew your blood, regenerating health and cleansing Poison for a time. Heal a large amount on the final pulse. Grants Life Force instead of health when in Death Shroud.
Heal per second: ~200+5% healing power
End pulse: ~10,000+120% healing power
Duration: 7 seconds
Conditions removed: Poison
Utilities:
Atrophy
Sacrifice
Cost: ~5,000 health
Cast time: 1 second
Cooldown: 25 seconds
Rapidly age your foes, Inflicting Slow (8 seconds), Weakness (8 seconds), Chill (8 seconds), and Poison (3 stacks, 8 seconds). Remove Might from foes struck.
Range: 900
Radius: 240
Parasitic Bond
Sacrifice
Cost ~4,000 health
Cast Time: 1/2 second
Cooldown: 25 seconds.
Tether yourself to your targeted foe (duration 5 seconds). Half of all healing your foe receives is redirected to you.
Range: 900
Tether Range: 1,200
Dark Prision
Sacrifice
Cost: ~4,500 health
Cast time: 1/2 second
Cooldown: 40 seconds
Creates a ring of unholy energies in the target area. Foes attempting to cross the ring are teleported to the center.
Range: 900
Radius: 240
Duration: 5 seconds
Discord
Sacrifice
Cost: ~3,000 health
Cast time: 1/4 second
Cooldown: 30 seconds
Target foe Fears their nearby allies.
Range: 900
Radius: 360
Fear: 2s
Elite:
Unleash Soul
Sacrifice
Cost: ~6000 health
Cast time: instant
Cooldown: 60 seconds
Remove impairing conditions and gain Stability (10 stacks), Quickness, Super Speed, and 10% bonus attributes for 5 seconds.
Conditions removed: Blind, Cripple, Chill, Immobilize, Weakness, Vulnerability, Slow.
Breaks Stun
Traits
Adept
(minor)Occultist Study: Gain access to Pacts, off-hand torch, and Sacrifice skills.
Zealous Sacrifice: Sacrifice skills grant 5% Life Force when cast. Reduce recharge of sacrifice skills by 20%
Master
(minor)Blood Flow: Gain Regeneration (3 seconds) when disabled. Gain Regeneration (3 seconds) when critically hit (10 second ICD).
Dark Cautery: Torch skills give you Regeneration (4 seconds) and deal 10% increased damage to foes suffering a pact, Reduce recharge of Torch skills by 20%
Masochism: Gain endurance when you are struck. Endurance gained: 5
Grandmaster
(minor)Spiteful Recovery: Gain 2 seconds of Retaliation when you gain Regeneration. Retaliation heals you when it deals damage.
Insidious Parasite: Steal health when a foe suffering from a Pact uses a skill.
Cultist’s Fervor: Deal increased damage and condition damage as you lose health. (<75%=10% damage, <50%=20% damage, <25%=+30% damage)
Vengeful Soul: Gain a stack of Unholy Defiance (9 seconds) when disabled. Upon reaching 3 stacks, cast Unleash Soul without paying its sacrifice cost.
I have not decided on a ballpark healing value for Life Pact, and I know there are refinements to make. Yes, Discord has your target be the source of the Fear, meaning it will use their condition duration and traits to determine its full effect.
(edited by Drarnor Kunoram.5180)