I love every single Reaper Shroud animation. The greatsword looks nice too, now all that’s left is to make them worth using (GS) and tweak a few things on RS.
I thought they changed movement skills to prevent slow and quickness effecting leaps.
Not consistently. It still affects skills like warrior’s Whirlwind. Most likely because it is a channel skill animation and not a leap animation. It might even effect the distance of Ride the Lightning too.
No. neither do doly runes, mango pies, sigils of leeching, vampirism rune props, blood fiend leeching, signet of vampirism leeching, blood bond leeching well of blood ticks or regeneration.
Well unless they changed it recently the leaching of SoV works unlike the blood bond trait.
Well, at least sov’s passive healing doesn’t but that’s because no signet passives work in shroud. But I stand corrected. SoV’s active does in fact heal through shroud.
Yes. Letting us simply have utilities in shroud solves virtually all problems.
No. neither do doly runes, mango pies, sigils of leeching, vampirism rune props, blood fiend leeching, signet of vampirism leeching, blood bond leeching well of blood ticks or regeneration.
After playing for the last few hours I completely agree with you Ron. RS2 should function like ranger great sword four. It dashes until you press it a second time to stop for an instant are blind with damage.
This would not be too hard to implement.
You are a GENIUS ! (:
I’m going to put all my feedback for the reaper in the post in my signature, but I’ll mention this here first:
Reaper shroud sustain got nerfed. It was 2% lifeforce on every third auto, which is pretty bad. And in this beta it got changed to 1% every cycle.
RS1 should generate lifeforce as follows:
Life rend 1% per hit (max 3) > life slash 1 % per hit (max 3) > life reap 2% per hit (max 5). This would allow RS to scale better with more enemies.
1 enemy is 4% lf every 2.4 seconds which is 1/3rd as much as Staff auto generates in the same time.
2 enemies is 8% lf every 2.4 seconds which is 2/3rd as much as Staff auto generates in the same time.
3 enemies is 12% lf every 2.4 seconds which is as much as Staff auto generates in the same time.
4 enemies is 14% lf every 2.4 seconds
5 enemies is 16% lf every 2.4 seconds
(edited by Malchior.1928)
The shouts are really nice in general, the only that need big changes are Suffer and Rise. The others are all really fun and could be very strong with some numbers adjustments.
Scaling is the biggest issue.
The healing shout, rise, and you are all weaklings are rather underwhelming below 4 people. They need to so something about the cast times and cool downs as well as balance the abilities to have higher baseline effects that aren’t completely useless in 1v1 and 2v1s.
Those mushrooms with butts also hit hard xD
I like the suggestion.
Deaths charge through our dark fields gives us a useless combo. :/ who needs one blind when the skill grants are blind.
well, it helps on break bars.
LOL I can totally rs2 through nightfall with perfect positioning to hit that berserker specialization with a break bar. GG 2% less break bar
Deaths charge through our dark fields gives us a useless combo. :/ who needs one blind when the skill grants are blind.
I can tell you that for dungeon meta it will be as follows:
http://dulfy.net/gw2traits#build=AgQBaAVYBrw~
http://gw2skills.net/editor/?vRAQJQ4ND10YLN4YDc4wIXogBQDsC0y4NaWA-ThRBABXt/o8DPND5dQAA4IAQp6PmpEUUADE-eEmpty slots on the gw2skills.net link will be Reaper stuff.
For less organised groups it would change. Much like the variations i have on my updated dulfy guide.
Wouldnt blood magic be better team dps than sr in an organized group ?
Do you think it would be worth investing in Chill enhancing runes and sigils such as Rune of Ice and Rune of Chilling?
I think hydromancy sigils, sigils of ice, rune of the elementalist, rune of Svanir, rune of ice, and runes of Grenth could all find their way into different forms of a reaper build using chill.
Axe auto still unfixed :p
Burning is fine. Buff bleeds.
Life siphon doesnt need you to be facing your target to do its damage and heal you. As long as you cast it facing them you can move around however you want ans still benefit. Its a sustain skill. Its one of the reasons why cele can last so long because with your #6 skill, signet of leeching and dagger #2 you pretty much have 3 strong heals on your bar. I dont think it needs to do more damage for what it gives and how it works.
It doesn’t need to do more total damage but it needs a channel time reduction. 2.5 seconds should be good enough.
The Apocalypse
http://dulfy.net/gw2traits#build=AgQG6AL8Baw~
This is literally the apocalypse haha. I think this is the most condi burst a reaper can do without having condis stacked on them and then transferred. You use scepter/x and staff. Either dagger for chill in transfer or warhorn for sustain and daze. Runes are flexible but perplex is probably best.
You can run this full dire or rabid or a mix. Maximum damage would be to run sinister stats though.
I’m not that good at straight condi necro so this is as good of a theory craft as you’ll get from me haha.
A bit curious ot see which gear you want for the builds, my first instinct would be to slap Cavalier/Valkyrie on most of them or maybe even Dire.
For the Juggernaut, I’m going to try to test full cavalier + melandru runes, a mix of cavalier and valk, and then full valk with wurm runes. The food will be -40%condi duration but we will see if that, melandru runes, and relentless persuit are all necessary in zerg v zerg play.
Dungeon Build will be full zerk. I don’t take deathly perception but even then, with ally buffs it should be close enough to 100%.
PvP build will use the cele ammu
As the above poster said, just make it work exactly like whirlwind attack and attach an evade to it.
It already blocks projectiles.
And to the others, like I said, its a gap closer. You don’t magically appear next to the enemy every fight, and other classes have some form of mobility. This lets you enter fights or catch up to enemies, and if you use it this way you blind them.
Which it wouldn’t have needed if it were an evade like whirlwind.
I’m simply not convinced the class has sufficient tools to survive in a front line capacity. I don’t know how many of you out there GvG or play on a server with blobs the size of mountains, but an evade on this skill would have given a little counterplay beyond just hitting Infusing Terror on every engage.
Currently we have deathshroud which mitigates damage. I don’t think we need the evade on top of that.
The reason we have infusing terror and relentless pursuit is exactly that, so we can cover our weakness to cc. Sure, we can’t activate endure pain and balanced stance and go ham, but then again, could we ever? This is probably as close as we will get to it. But all in all, I don’t think evades are necessary here. The projectile deflect is nice icing on the cake though
I like the idea of Chillbains converting 2 boons to conditions. ^^ Although I don’t want a cooldown increase to add this effect, so I’m kind of conflicted about it.
Agreed. Thank you for taking the time to keep us informed ! It is much appreciated by all of us here in the necromancer community.
In my opinion the niches of dagger mainhand and greatsword should be pretty clear.
Dagger is supposed to have high sustained damage and sustain, with dark pact being useful both offensively and defensively.
Greatsword, while less defined right now, would make a better CC and burst weapon. The chill on auto is good for baiting dodges, but I think greatsword will probably need some tweaks.
1. The auto needs a damage boost considering how slow and easy it is to blind, block evade and avoid.. It doesn’t need to be warrior axe, but in its current iteration it could use a little buff.
2. I think the 1 second cooldown on gravedigger needs to be reverted to 100% cd reduction. Really, it should do its job as a digger of graves.
3. I think this skill is fine Fast hitting, stacks vuln, good setup skill. We will see how well its lifeforce generation is soon enough.
4. Greatsword 4 needs to pulse blind every second, because a 2 second intervals is the difference between living and dying to heartseekers. I don’t think it needs cripple. We have enough chill.
5. I have yet to form an opinion on this pull skill.
WvW:
The Juggernaut
http://dulfy.net/gw2traits#build=AgQDvAXoBvw~
PvE:
New Dungeon Meta
http://dulfy.net/gw2traits#build=AgQB6AS0Bpg~
(I think soul reaping wont be necessary here)
PvP:
Cele Dhuumchill Reaper
http://dulfy.net/gw2traits#build=AgQCpAWsBqg~
(edited by Malchior.1928)
At its core, staff is a hybrid weapon. It has bleeds, poison, fear (traited damage) and a condition transfer, however, its auto attack scales based on power.
If you want staff as a main weapon I would recommend some stats like carrion, sinister or rampager. For pve, staff is not ideal for damage. But for wvw and pvp: power, condition and hybrid builds all can work effectively with the staff
I think that the reaper feedback section needs to be constructed ASAP. I fear that by the time we get the solid numbers, it’ll be too late.
By golly, I think you’re absolutely right ! I will try to start working on it this evening
I already have a few comments.
#1: Augury of Death is a badly designed trait. While most traits give a 20% recharge bonus + additional effects with no strings attached, this trait only becomes effective when scaled up. In PVE this isn’t so bad (except that wells are better, period), but in PVP it means you have to be surrounded and thus about to die to make use of this trait. You have to hit all 5 targets for this recharge trait to be on the same strength as every other recharge trait.
“Reduces shouts by 15%. For every enemy hit, reduce the cooldown by an additional 3%.”
Worst case scenario it’s 18% cooldown reduction. Best case scenario, 30% reduction. But if you are in a situation where you hit 5 people, you probably should be rewarded as such with that additional 10% reduction. Also, shout cast times are horrible still, their cooldowns are very long for the meager effects that they provide, and I still don’t agree with You Are All Weaklings being a stunbreak… :\ I’ll comment more on this in the evening.
#2: Chilling Nova: if this triggers once per enemy I would understand, but as it stands this trait does less damage than spinal shivers, even if it hits 3 targets. Also has less chill, too, and doesn’t remove boons, and is dependent on crits… This trait was nerfed 400% from its previous versions. Reduce the cooldown to 10 seconds.
If the ICD was completely removed, do you think 2 seconds of chill baseline would be too much? Should it be reduced to 1 second of chill AoE on crit?
#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.
What do you mean a condi damage scaling of 0.2? As in, it does not currently scale (with power or condi damage)?
#4: Reaper’s Onslaught: The first portion is fine. The second portion is useless. Death’s Charge has a cooldown of 6 seconds, and recharging early because of a killed enemy isn’t going to produce anything meaningful. I’d change this to 5% per enemy killed for Soul Spiral, or something like that.
I would change it to "Reduce the recharge of Death’s Charge by 1 second every time you hit someone below 75% (or 50%) health.
(edited by Malchior.1928)
Perhaps this design choice is due to how healing scales with toughness and vitality? xD… Just kidding, I have absolutely no idea what I’m talking about.
Dagger OH is not a 5/5. As a primary condimancer, its fairly weak but our only option.
The skill 5 is rather slow to cast and slow to hit compared with other skills and it doesn’t have a way to generate life force which forces heavy focus on the scepter making the scepter seem like a really bad weapon for life force. When it really isn’t. Allot of the misconception about a condimancer comes from their prefered Offhand weapon. Dagger. I’d say its a 4/5 maybe 3/5. It needs some love to it for sure.
Thanks for sharing this viewpoint with me. For a power necro, dagger is awesome! But I see what you’re saying. The transfer on 4 is powerful and even though it’s easy to dodge, you can still land it by baiting dodges first. I think a good way to alleviate some of the problems you mentioned would be to add life force generation on the 5 skill. Being an untraited 25 second cooldown, Enfeebling Blood should be decent lifeforce gain. How about adding something like:
“Gain 5% life force for every enemy hit. If a foe has bleeds above the threshhold (4 bleeds), the life force gain is doubled to 10%. "
This would help condimancers that want to use a dagger offhand still have a viable amount of lifeforce regen.
I actually disagree with giving axe a blast finisher.
Not a problem, however I do still think it is necessary to improve both Axe, and the Spiteful Spirit trait. ^^
A whirl finisher on skill two might not be as attractive, but fits a bit better. As for boon corruption on the auto, well that was my idea so of course i’m in favor of that. Though I still am of the opinion that Axe should be a skill chain with its 3rd strike corrupting a boon.
I’m glad we both came to the same conclusion ! Axe as a boonhate weapon would give it a solid identity. As long as changing the auto to a chain gets rid of that horrid axe animation, I will be happy.
Again, as a OH I feel warhorn isn’t as good as you think it is. If any weapon should have a blast finisher its this one. Warhorn always disappointed me as its wail of doom was supposed to fear and confuse foes. Which it does neither. Which also means its potential synergy with traits outside of Banshee’s Wail is fairly limited. Still, a 4/5. Its good but not great.
Spiteful Spirit blast finisher synergy, Spiteful Spirit blast finisher synergy !! :P I feel that Warhorn 4 already does a lot. It’s an AoE unblockable 2 second daze untraited. I’m sorry it doesn’t fear, but if you have perplexity runes, it does confuse foes
Also, sorry for taking so long to reply, I had a lot of people posting and I wanted to think about your points for a while before answering and then I forgot xD
(edited by Malchior.1928)
Other than movespeed signets (which the Necro has), signet passives are almost never actually useful out of combat, though. Who cares if you have +250 Power if you’re not hitting anyone? I think it’s fine for this particular passive to disengage outside of combat, particularly since I maintain that it would be a nerf to our Quality of Life by making optimal play more fiddly.
Very valid points! I guess that +180 power doesn’t matter outside of combat while you flaunt Sunrise or something in Lion’s Arch. Perhaps I slightly tunnel-visioned on the principle of having signets that aren’t rendered useless by Shroud 50% of the time and I maybe took it a bit too far in comparison with the persisting effects of movement signets
At the very least, they need to make this work through shroud. After that happens, we can decide if the passive effect is adequate enough or if it needs to be altered to make the skill more valuable.
Compared to most other condition builds, our condition application is pretty bad. Engineers in particular are much better at it than us, and condition Mesmers can straight-up burst people (or mobs) with heavy Confusion application. Elementalists can pretty much only apply Burning, but they can apply so much of it so quickly and so consistently that it doesn’t matter; I’m talking 10k ticks of burning here for long durations, crazy numbers. Burning’s probably gonna get nerfed soon, but still. Outside of the Signet of Spite active, it is quite difficult for Necros to get conditions to stack up quickly enough to really melt face with a Scepter.
I’m not asking for 10k condition damage ticks in the first 2 seconds of combat, but the Scepter’s autoattack just feels so futile. Even with heavy condition damage and condition duration, those bleeds never seem to amount to much.
Fear thee not! I read somewhere that our savior Mr. Gee is reworking scepter as we speak It might be getting more sustain on auto, changes to 2 and maybe even a reflect on three. We will just have to wait and see.
This really constrains build options, though. Putting aside that dagger power builds are probably one of our strongest specs right now, most other Necro builds don’t have anywhere near that level of LF generation, which means most are going to struggle really hard to get stay alive. Starting with some base LF would bring a bit of parity and leave the Necro as less of a sitting duck in general.
I agree. You are basically forced to take Warhorn, at least one Spectral, and Soul Reaping for Last Gasp and Vital Persistence, regardless of whether you are a power or condi necro. Condi necros are a little bit less suceptible to burst due to the tanky nature of non-sinister condi sets, and their ability to apply pressure at range. This slightly offsets their lower lifeforce generation, however, as shroud is our profession mechanic, I think there need to be some changes that allow condi necros to benefit more from it even as just a defensive mechanism. Hopefully the scepter rework allows for more lifeforce generation.
Would 3% lifeforce generation on the second skill in the Scepter auto chain be overpowered? haha
(edited by Malchior.1928)
I just had a quick look with berserker am and no Soul Reaping Tree, You have a max of 13,245 life force.
With Soul reaping this increases to 15,245 just from passive traits.
My minion mancer has 25,045 life force. With soul reaping. without 21778.
I’m not sure what my point is really, perhaps something along the lines of there is not much you can do with 13k life force that disappears in seconds especially without vital persistence.
Yet the amount I have as minion master is op.
Hmm I think going full zerk without SR basically forces you into taking at least Spectral Armor or Spectral Walk for the lifeforce regain and survivability increase. And then the rest is probably a damage well or something because at that point, its kill or be killed haha.
And I’m actually impressed with bunker necros at the moment. 2v1’d a soldier necro the other day who decapped one of our points and when his hp got low, he had full shroud. When he came out of shroud he LoS’ed and healed back up to full for a good minute xD. Last Gasp triggered at least 2 times, which shows just how powerful SR is for necro sustain.
Use it as both. You can offensively CC with the 5. You can offensively limit your enemies movements by putting down 2 and three around them— this makes them have to choose whether to eat the marks, dodge through them, or move in the limited space around them. Putrid Mark can be a very offensive skill if you manage to transfer a lot of burning, perplexity or torment.
Although staff auto attack is not going to be your best damage skill.
Without a doubt this upcoming beta was the final straw that got me to pre-purchase xD
Bear form confirmed ! We’re getting kits !
Anet dont stop there, utility access in ds !!
Depend on how you want to play the reaper.
Lookin on the traits there’s a chance to make it the best condition build for the necro, with the combo of the trait for the scepter and dhuumfire on reaper, making you able to stack 10-12 burn all the time against a pve enemy and stack 4-8 burn all the time on a pvp player.
The same about www, in a zerg you will be able to stack a insane amount of burn.
Plus chill and all the other conditions.If you llok at that, scepter can be your weapon.
Didn’t scepter trait get nerfed to only apply to skills on scepter? Correct me if I’m wrong.
Desperately needs either a flip-skill or functionality of standard target-leaps, because without a shortstop it will be incredibly hard to make useful in close quarter pvp.
Ronnie <3 I’ll leave this here:
guess necros without leaps can’t know this…
turning up your camera cuts the leap distance. burning speed is 600 range, only if you turn the camera up it is half the distance. that’s how all leaps in the game work.
I’ve been throwing this around the subreddit a bit and this is my idea on how to make this other wise useless trait better.
Master of Corruption – Your corruptions skills inflict an extra condition on yourself and gain an extra ability. Corruption skills recharge faster. -Some numbers should be tweaked-
Consume Conditions – Draw one condition per ally to you and consume the conditions (does not grant extra healing) (5 maximum allies)
Blood is Power – Grants AoE Fury and Swiftness(Could be Quickness instead) to your allies (5 maximum allies)
I really like your Consume Conditions idea. I think a better change for Master of Corruption would just be applying the self applied conditions to up to 5 enemies within 240-300 range of yourself. As for BiP, a buff is a buff and it needs some sort of buff at the moment.
Of anyone is suggesting this without nerfs, cele necro would be so oP
What would you propose ?
you changed the passive to function out of combat. The way I see it is, if Necros need access to out-of-combat LF, they should get it baseline, regenning LF as soon as they finish regenning their normal health bar. If they don’t need that, then they shouldn’t be able to get it through a method that encourages micromanaging your skill bar (or your traits, for that matter).
Oh right, haha, but my justification for this was: all other signets on all other classes have 100% uptime on their passives while not used. Necro only has the uptime ~50% if they are using deathshroud properly. Additionally, if Signet of Undeath’s effect only works in combat, then its basically terrible because that’s maybe 25% uptime. It’s more of a QoL change in my opinion to bring it up to the level of other signets.
Hmm, I don’t know how much you pvp, but the reason nobody uses this signet isn’t just the cooldown. 2.5 seconds is basically the casting time of a stomp.
I hardly play sPvP at all (I hate that kind of capture-and-hold gameplay). This makes sense, though. 2 seconds might be ok then, but then 90 seconds of cooldown is really much too short.
Yeah I took your advice and changed the recommended cd to 120 seconds ^^.
I see what you’re saying about boon corruption, but I still think our base condi application needs to be a little better. Necro condi builds are too dependent on external sources of conditions. We need to be a little bit more self-sufficient; otherwise, we’ll be too unreliable to compete with other profession’s condition builds.
In which game mode ? As a solo class in pve, our condi application isn’t bad. In a 5 person team, the residual conditions applied by allies is turned into massive condi application through Epidemic. This obviously is when there are more than 1 enemy, which could be considered our niche, sure we don’t bleedstack like a ranger or warrior on 1 enemy, but we can make their strengths our own.
I main Ele (Necro is my second main), and I really don’t see attunement cooldowns as anything comparable to Necros starting a match without LF. The Ele gets to choose when and why to jump into a defensive attunement (Earth if you’re anticipating trouble, Water if you’re recovering from trouble). There are consequences to that choice, but the choice is always his. The Necro, on the other hand, doesn’t get to choose to go defensive until halfway through the battle, making them heavily vulnerable to early focused fire. As I understand it, this is the biggest problem with trying to run a Necro is sPvP: smart opponents will just focus you down immediately because there’s not a whole lot you can do to stop them from murdering you.
Thats funny, I main necro and play ele as an off-main ! Honestly, in pvp, I just run into the fray and pop my spectrals at the start of the match. That plus dagger auto spam while having warhorn 5 up is more than enough to get a burst of lifeforce. If you are taking too much damage, pop plague. You still get lifeforce from warhorn 5, at 50% health you get last gasp for more lifeforce.
From there, skillful play just gets the momentum rolling. If you’re in a fight where you know you’ll die, its better to not let them burst all of your lifeforce. So it’s kind of fun strategically !
It’s nice having a discussion about it, I’ll address some of your points.
I guess I’m not often in the position where I am able to hit multiple opponents with staff 1, I’m either at some distance or right up close with dagger/warhorn. Being forced to use staff 1 at any sort of range and trying to hit someone is impossible unless the opponent is immobilized or not moving.
I usually just use staff auto when everything is on cooldown and I’m waiting for something else to do. If it hits it does give some decent sustain until mark of blood or wep swap or ds comes back up. Idk when you would be “forced” to use staff one. Although I do think it is a bit lackluster. I was entertaining the idea of adding a stack of torment, but I still think the main problem is that it needs better tracking..
Yeah axe change would be nice, I think it needs a range or speed increase as well. Axe 2 being possibly the easiest to dodge ability in game with the “oh look the axe is spinning I’ll just dodge” rinse repeat- It needs something.
Might stacking on focus 4 is not needed for me personally as I can might stack by myself, as well as the popular cele signet build.
900 range baseline would be perfect IMO. The best part about axe 2 being dodgeable in pvp is that its good for baiting dodges “oh? spinning axe? let me mlg dodge it…” and necro says “haha now eat my immob into fear into immob into dagger auto… dead”
Spite has good options at grandmaster with close to death and the signet gm, as well as some excellent passives- for might stacking.
All the other trees have some good things in them but I dont feel any of them are must haves.
Thanks for taking the time to respond.
Yes. Spite needs a buff for unholy feast though, right now I wouldn’t take it over the other two grandmasters, like it’s been said a 100 times, axe 3 needs a blast finisher. That would improve both axe and this trait quite a bit in particular game modes.
Thank you for the great discussion
1. Signet of Undeath passive could improve all LF generation by 20%. That would make it decently powerful.
Interesting idea ! It would reward more aggressive play. Hmm but if you can’t damage anything with auto attacks you’re losing sustain.
- Second way could’ve been toying around with Scepter, as this prime condition weapon needs help.
What if Feast of Corruption applied some effect which would punish for cleansing? Or make it uneffective for couple following seconds after the skill lands? We could give it slightly better tell.
I will say that pure condi necro is not my strongsuit so I may not be assessing it as well as I do power or hybrid necros. Wouldn’t you say that the bleed and poison stacked from the auto punishes cleansing? Maybe not in a direct fashion, but every time they use a cleanse and those two conditions are cleansed, thats 2 less condis being cleansed. If you are covering perplexity and high torment or burning or immobilize or chill, then I think really it’s not an issue, especially because necro is extremely good at burst condi spam through transfers and signet of spite.
What I’m saying is that Necromancer should’ve actually be that Damage over Time condition spec, unlike others. To get to that point, we don’t need 10 conditions overload on target, but we need to have strong punishment for constant and AoE cleansing.
We need something like… Unstable Affliction
I wouldn’t know how this could be easily implemented in the current game. It probably couldn’t be a condition, so that would make it a specific class effect, the ones like warrior stances, or spectrals, but in reverse, as in you put it on the enemy. But then it couldn’t be cleansed due to its implementation, so where would the counterplay be?
3. Damage reduction.
Armor doesn’t seem to cut it. It makes us unkillable for non-zerk/marau Power setups, but at the same time it’s horribly uneffective against mentioned stats.% based Damage reduction, like Putrid Defense, seems like a good alternative, but we need to make sure we can get the effect more easily while under pressure, not while we are already dominating our opponent.
Sure you can’t tower dive past a zerg in wvw due to our lack of scaling shroud, but I think this isn’t that big of an issue. Necromancer defenses are very good with positional awareness. I think that currently, the only time an necro will get focused and die is if you had bad positioning or overextended. Sure there are times when two thieves will instadown you, but that happens due to slow reaction times or bad awareness.
Until reaper comes out I don’t want to quite address how toughness and damage mitigation should change.
4. And that brings us to Parasitic Contagion. A trait that suffers from exactly the same reason like Epidemic and many, many other things in Necromanced.
Under perfect circumstances it has potential to be great
What’s wrong with this skill? It can heal you for 5000 per second…or 50. It will heal you a ton when you don’t need healing and barely heal you when you’re dying.
For start, I’d make it heal for 100 HP/S when Bleeding is applied to any foe and then 10% of condition damage. Make it work through the Shroud. And give it a limit of 1500 HP/S.
Sure I don’t mind. I personally haven’t used this trait because I don’t go blood + conditions, but I’ll take your word for it.
Moving water fields !
I’m still in favor of projectile destruction on CPC and traited reflect on Spectral Wall ^^
Well considering that this thread is about adding torment to help condi necros, it doesn’t seem like the right place to talk about buffing staff because staff is really the utility weapon and it would overshadow scepter too hard if it was any better at condition damage.
1 stack of torment on staff auto is abysmal. It’s not even really a buff. I say lets do it!
+1 For the graphical design if not for overload and utility ideas
guess necros without leaps can’t know this…
turning up your camera cuts the leap distance. burning speed is 600 range, only if you turn the camera up it is half the distance. that’s how all leaps in the game work.
Praise the ele lifestyle!
I don’t like posts like this that involve removing flavor from the game. If you don’t like it, don’t use it. Coincidentally, it has its niches, CPC → Putrid Mark → Epidemic in high level Fractals. Master of Corruption, on the other hand needs a buff! Details inside my signature.
Malchior, thank you for putting all this together!
^^
I don’t agree with many of the weapon and utility changes though.
What don’t you agree with? I’m listening
The GS pull is one weapon skill that has utility value and I wanna see more of that.
I agree ! I am happy with how the Greatsword looks, but I want to see more damage on auto, and I wish the blinding AoE skill pulsed per second but I think they changed it to once every two seconds :\