I believe the elite is…
Chop Suey
CD: 180 sec
Radius: 1200
Slam your elemental stick of doom into fresh soil; feeling the power of last nights dinner shatter a thousand pieces of chop sticks creating random elemental effects and apply 25 stacks of bleeding and toilet torment.
This isn’t something they need to fix… They need to redo it. The concept was decent but it obviously doesn’t work with the system very well.
I can use it (in the past) effectively in WvW fights but I’ve always found it rather clunky and just plain meh. The sword is Meg of the Family Guy world.
A staff. Definitely a staff.
Stick a dolphin in a red wagon with a sprinkler on its back being lugged around with rope that’s tied to the players waist. Maybe have the dolphin with an implant that allows it to fire off hellfire missiles at enemies from the wagon while on land.
Sounds like it could work.
Grenths Crusty Finger
Stage 1: All boons become conditions.
Stage 2: All conditions explode for their full run time at once. All conditions converted on those who died become absorbed by the Necro.
Infernal Fire:
Radius: 350
CD: 80 sec
The Necro is surrounded in fire burning foes who cross the parameter and crippling those who stay within.
Improves Power & Precision (170 each) while wielding: Dagger/Axe/Greatsword(?) in main hand.
Improves Condition Damage & Power (170 each) while wielding: Scepter/Staff in main ha
You have no idea what the necro elite spec is going to be. Stop with the sky is falling kitten till we know what all classes are getting and till we know the full set of changes that are coming to skills and the actual numbers of all skills in HOT.
Geez people.
^^This.
Rending Claws 1: 262 damage
Range 600
Rending Claws 2: 205 damage
Poison Target
Range 600
Rending Claws 3: 205 damage (Would look cool if graphically this shot out like a wave from the Necro. Black fog traveling forward with hands coming up out of the ground grabbing at everything)
Chill Target
Range 600
Ghastly Claws
1040 Damage (x10)
Every 5th strike target explodes out dealing 150 damage and Poisoning the target for X sec if Necro is within blast gain swiftness for X sec
Range 900
Life Force: 12%
CD: 10 sec
Unholy Feast: Blast Finisher
Already in there.
FitG/Death Nova CD’s would obviously need to be tweaked, but I didn’t think the core idea of what they did and how they worked needed to change drastically. If the CD on the Death Nova Well was done right it would avoid being OP. Same for FitG.
Lingering Curse; yeah true the buff could be dropped a bit to make it more Master level.
If they did take some extra risk with Necros and tweaked things right they could baseline a few things to open up holes to be filled that synergize and make for more creative play.
Make it so the pet AI is smarter and you have access to two pets at the same time. Lol
Seeing proposed changes like these is so hard to read >.< Id rather just see a proposed list of lines with their minor, adept, master, and grand master traits listed out neatly.
That said:
I am actually really looking forward to stability spaming FITG with the way it is now using 3 grandmasters.i totally misread that, you proposed it baseline. Yes that sounds awesome. Im so sorry.Moving the fury trait out of the Crit line seems counter productive.
Stats have been removed from trait lines.
I like the idea of a curses GM trait that causes a group to do mroe damage to a target with condis.
Spite Changes:
Chill of Death: Move to Adept
Spiteful Renewal: Move to Master add effect – Apply chill to weapon for 3 sec on critical strike. CD: 10 sec
Siphoned Power: AOE Allie
Spiteful Talisman: Move to Death Magic Adept
Signet Mastery: Move to Adept
Replace GM (Signet Mastery): When chill is applied while wielding a dagger grant Fury (8 sec) & Might 3 (25 sec) CD: 25 sec
Curses Changes:
Reapers Precision: Move to Blood Magic – Combine with Deathly Invigoration
Lingering Curse: Move to Master
Replace GM (Lingering Curse): If target has X stack of condition(s) the next condition applied by the Necro will apply <insert fancy spell name> to target enemy. Target receives 5% extra damage from all sources. (Stacks in duration) Lasts: 5 sec CD: 10
Death Magic Changes:
Shrouded Removal: Combine with Speed of Shadows
Reapers Protection: Add effect – Apply Protection for 5 sec
Greater Marks: (Make Unblockable baseline) Add new effect – When blind and chill have been applied on target enemy <insert fancy spell name> is cast causing pulsating damage for X sec which improves allies (170) Power & (170) Condition Damage. Damage. Lasts: 5 sec Pulses: 1 sec Buff Lasts: 60 sec CD: 100 sec (Buff is applied to players who were in the pulse)
Death Nova: Add effect – Creates Well of Power
Blood Magic Changes:
Vampiric: Combine Vampiric Precision into this trait
Replace Vampiric Precision: When life is stolen more than X times from one enemy gain Protection (5 sec). CD: 15
Vampiric Rituals: Add Cripple effect
Deathly Invigoration: Add Reapers Precision
Soul Reaping Changes:
Strength of Undeath: Buff to 10% Damage Increase
Foot in the Grave: Make baseline
Replace GM (Foot in the Grave): Pulse a fog (Radius: 600) Buff Allies: 170 Power 170 Precision while in Death Shroud
————————————
See anything you’d change? Explain what why and how; if we vote up lets change it revise it and push it to the devs.
Spiteful Renewal: Remove & Replace with …
We get a really nice sustain trait for once and you want to toss it. lol
Fixed.
Spite Changes:
Chill of Death: Move to Adept
Spiteful Renewal: Move to Master add effect – Apply chill to weapon for 3 sec on critical strike. CD: 10 sec
Siphoned Power: AOE Allie
Spiteful Talisman: Move to Death Magic Adept
Signet Mastery: Move to Adept
Replace GM (Signet Mastery): When chill is applied while wielding a dagger grant Fury (8 sec) & Might 3 (25 sec) CD: 25 sec
Curses Changes:
Reapers Precision: Move to Blood Magic – Combine with Deathly Invigoration
Lingering Curse: Move to Master
Replace GM (Lingering Curse): If target has X stack of condition(s) the next condition applied by the Necro will apply <insert fancy spell name> to target enemy. Target receives 5% extra damage from all sources. (Stacks in duration) Lasts: 5 sec CD: 10
Death Magic Changes:
Shrouded Removal: Combine with Speed of Shadows
Reapers Protection: Add effect – Apply Protection for 5 sec
Greater Marks: (Make Unblockable baseline) Add new effect – When blind and chill have been applied on target enemy <insert fancy spell name> is cast causing pulsating damage for X sec which improves allies (170) Power & (170) Condition Damage. Damage. Lasts: 5 sec Pulses: 1 sec Buff Lasts: 60 sec CD: 100 sec (Buff is applied to players who were in the pulse)
Death Nova: Add effect – Creates Well of Power
Blood Magic Changes:
Vampiric: Combine Vampiric Precision into this trait
Replace Vampiric Precision: When life is stolen more than X times from one enemy gain Protection (5 sec). CD: 15
Vampiric Rituals: Add Cripple effect
Deathly Invigoration: Add Reapers Precision
Soul Reaping Changes:
Strength of Undeath: Buff to 10% Damage Increase
Foot in the Grave: Make baseline (Tweak CD so it’s not OP)
Replace GM (Foot in the Grave): Pulse a fog (Radius: 600) Buff Allies: 170 Power 170 Precision while in Death Shroud
(edited by Ragnar.1546)
Add to traits:
1.) Trait: When blind and chill have been applied on target enemy <insert fancy spell name> is cast causing pulsating damage for X sec which improves allies (170) Power & (170) Condition Damage. Damage. Lasts: 5 sec Pulses: 1 sec Buff Lasts: 60 sec CD: 100 sec
2.) Trait: Apply chill to weapon for 5 sec on critical strike. CD: 10 sec
3.) Trait: When chill is applied while wielding a dagger grant Fury (8 sec) & Might 3 (25 sec) CD: 25 sec
4.) Trait: If target has X stack of condition(s) the next condition applied by the Necro will apply <insert fancy spell name> to target enemy. Target receives 5% extra damage from all sources. (Stacks in duration) Lasts: 5 sec CD: 10
5.) Trait: When minion dies it poisons (8 sec) and cripples (5 sec) nearby enemies and creates a pool of stability(5 sec).
6.) Trait: When life is stolen more than X times from one enemy gain Protection (5 sec). CD: 15 sec
Stuff that could help…
1.) Trait: When blind and chill have been applied on target enemy <insert fancy spell name> is cast causing pulsating damage for X sec which improves allies (170) Power & (170) Condition Damage. Damage. Lasts: 5 sec Pulses: 1 sec Buff Lasts: 60 sec CD: 100 sec
2.) Trait: Apply chill to weapon for 5 sec on critical strike. CD: 10 sec
3.) Trait: When chill is applied while wielding a dagger grant Fury (8 sec) & Might 3 (25 sec) CD: 25 sec
4.) Trait: If target has X stack of condition(s) the next condition applied by the Necro will apply <insert fancy spell name> to target enemy. Target receives 5% extra damage from all sources. (Stacks in duration) Lasts: 5 sec CD: 10
5.) Trait: When minion dies it poisons (8 sec) and cripples (5 sec) nearby enemies and creates a pool of stability(5 sec).
6.) Trait: When life is stolen more than X times from one enemy gain Protection (5 sec). CD: 15 sec
The “changes” seem really boring. Most of the review seemed to be them saying things were the same as they are now. When I looked over Dulfy notes its like 2 changes. I just hope they aren’t finished.
The drop of Condi cap is good, what I wish they’d do is give a synergistic buff based on conditions. Say once an enemy reaches X amount stacks of conditions the Necro begins to apply something that increases damage dealt to them by 5% for X sec. So say if the trigger point is 25 stacks; the enemy gets 25 stacks of bleeding the necros next bleed stack applies the effect for (say) 5sec. If the same enemy gets 25 stacks of poison then the effect lasts 5 secs longer…. Or something.
Do something similar for Power builds that give allies might and fury on dagger crits.
The really need to sort out the class as Power Build/Minion Build/Condi Build/Blood build. Blood synergizing with all builds which adds protection/stability/life steal.
As it stands the class is kind of disorganized but I wouldn’t think it would take much time to fix if the effort was put into it.
No.
ANet have said they won’t drop the pet from the Ranger. How bout they upgrade the pet AI with the BM tree?
Normal dumb pet without BM or smarter pet with BM.
Taunt + Fear = Instagib
It is legit.
Thanks for the responses, I am semi-noob as I’m coming back to the game from a break. I have lvl 80 War/Necro/Ranger so while they are 80 I’ve got some perspective to other class playstyles. That and the person I’m playing with is next to me, we gear exactly the same stats and tend to upgrade gear every 10 lvls.
The main reason I went ele is because I wanted to do a class I never play in RPGs so the staff and arcane utilities seemed best suits for that mage feel. But the staff just feels very slow and more so next to a Rangers RF, I am at the point I have to use instant cast abilities to ensure I get credit for a kill lol.
I will try D/D even tho its breaking the main reason I went ele. So at later levels (50+?) does the staff become better due to mobs not being KO’d so quickly like in earlier levels?
I’m finding the time it takes to start damaging enemies with my ele my friend who is a ranger probably about half the time has killed it before enough of my rotations have gone out.
We are only around lvl 30, but the build up time seems far too long compared to my friend who is bursting them down too fast. I was running staff but the casting animations just felt horrendously slow so I’ve moved to S/D which seems faster.
Is S/D not good because focus is usually mentioned with scepter. I can’t get into D/D because it doesn’t really feel like what I was wanting out of the ele. I feel like the ele doesn’t contribute enough to the fight, in fact I was told that we worked well due to the support factor lol.
I appreciate things will change later, but what’s the best way to remedy the ele build up time when teamed up with others?
Probably a bit OTT but…
Pets:
Improve Pet speed
Improve attack responsiveness
Add Craftable Pet Gear – 3 items? Which allow the player to further improve and focus the pets stats.
*Reduce AOE damage by 25% default +25% with trait
Longbow:
Remove close quarter damage debuff
GS:
Improve AA base damage
4 ability if knock back connects add remove boon effect
5 ability extend damage bonus to player
Sword:
Fix aa…. It is annoying
Spirits:
Improve health
*Reduce AOE damage by 25% default +25% with trait
Hey, I’m a returning player after having got 80 War/Ranger/Necro – 50 Guard & 70 Thief and bored out of my skull. Now that I’ve come back the game has changed so much it’s pretty much a new game.
As such I decided to play a class I’ve never played before.
Could someone generally shove me in a direction for Staff builds? I’ve been thinking about doing an Arcane Staff Ele; as it stands its just PVE atm but I will do some PVP and probably more WVW when I pay the bill for a server transfer :|
I’m kind of clueless on the Ele traits as for which are better for staff builds. Skol!
IMO
Norn faces in the makeover kits should be more brutal looking than chiseled human faces.
Charr should just have better armor options I love my charr.
Sylvari have horrendous animations and a horrible voice. Outside of that they are cool in the sense that you have a lot of options during creation.
Asura… Not too much of an opinion here. But I’m not big on their voice.
Human… Meh. I like playing beast races personally so I find humans boring.
I think adding more voice options would help vary the feel of the race/character. I’ve generally been ok with my Norn as they and Charr are my favorite races to play I still think the Norns should appear more brutal and scarred. After all they have the stature for it. I don’t play females so all of that is male based.
Edit: I would be up for a new beast race for sure. But something creative; the Tengu I find are a bad option despite the overall general love for them.
(edited by Ragnar.1546)
I would totally be up for this. I just came back to the game and noticed that it seems like my character speaks less. Now this is great for me because I decided to roll something I never would have normally played (Sylvari Elementalist). When GW2 was announced I was most excited about playing Sylvari but by Odins beard their voices are horrendous. Not a great lover of the Asura voices either… Charr tho is the best
Think people just get complacent about things until something changes and then OMGWTF occurs.
I’ve always generally played a Power Ranger but as a Ranger GS block turns enemy RF into a pointless skill and most of the time they still channel the ability while I’m blocking.
I’d still like to know how the hell an engi has had a problem with such a basic channeled skill. I thought most channeled skills in PVP were bad ideas. O.o
Answers my question then, think I’ll stay away. I left around the time they released the update with the “new player experience”. That royally ruined any chance I ever wanted to make a new character.
I logged on the other day I moved one of my characters half way across a map and was already bored lol. It’s too bad for me that the expansion is like a year late and they have that “new player experience” in place.
I hate spirits personally, why not change Frost Spirits functionality and move the +10% damage bonus to a BM GM trait so as long as the pet is alive allies get the 10% boost.
I would much rather spec into BM than dump 4 for frost spirit.
Birds and the Wolf…. I made a Norn and assumed that the pets would have gotten bigger with me (this was on release). Got to 80 and I’ve got kittenedly small pets, I do need to resize my Norn so the pets aren’t so tiny but I’d wish Anet would just adjust them accordingly to character size.
Birds are good because they are birds and isn’t as easy to pick out the size difference. I’m not really keen on their attack animations.
I usually main Warrior/Necro but have been wanting to get back into my Ranger. I used to be very good with my Ranger in WvW but I’ve moved on to PvP now (My server blows in WvW). One massive area I am having problems with on my Ranger is countering evasion thieves.
They are so annoying but haven’t found much of a way that really can hit them. Can anyone give me some good tips on countering evasion thieves? My build won’t matter much as I am not locked onto one yet.
Oh nice, yea hopefully we still get invites from dungeon runs.
Not sure what happened but after a year of hiatus, most players became elitists and only wants a single build to run dungeons rather than let people have fun with their own builds.
So even though im not a jerk who wants everything done fast rather than enjoy the company of more people, i still want to go dungeon runs sadly, being in the meta is now a requirement
step 1: post your own lfg
step 2: add “any build welcome, no charrs, P1” in the lfg
step 3: kick anyone not matching your lfg
step 4: do your dungeonMeta is not a requirement, and every team can complete any dungeon. It’s just that some people enjoy support, and the meta is support oriented.
No Charr? You racist!
P1 – Open 80 – No pink haired human elementalists
No…. Warriors will still be wanted. Warrior damage is nice but can be easily topped by an actual damage class. What makes Warrior so loveable is the good damage and excellent offensive support.
People use Warriors, they make us think how great we are but really just use us for our buffs.
I didn’t want to suggest a new Elite but rather a replacement of one. I feel Flesh Golem is very underwhelming for an Elite… The dumb thing can’t even swim!
I’d suggest that they simply demote it to a normal pet option. One problem we have with conditions is the stacking intensity limit, here is a possible solution… To a degree.
Elite
Signet of the Cursed
120 Sec CD
Mark of the Cursed
Activation 1
Increases condition stacks of your Bleeding and Torment by 5.
Damage builds for 5 seconds.
Mark lasts for 20 seconds on foe.
While Marked; Allies receive 5% damage increase against foe.
Reaping of the Cursed
Activate 2
Detonate Mark deal X% stored damage.
Surrounding foes of Marked receive 3 (Stacks) Bleeding and 3 (Stacks) Torment.
If Marked foe does not die apply 5 Bleed and 5 Torment.
____________________________
NOTES
Mark of the Cursed cannot be cleansed.
Signet Mastery lowers CD.
The Necro’s conditions are prioritized for this Mark so if the Necro is Condi specced then the Signet deals more damage.
In PVE it could be used as burst for the Necro with the queued conditions plus applying an additional 5% damage bonus stacking obviously with player traits/runes and vulnerability.
In PvP/WvW players would have to decide whether they stay near their allies and risk infecting them/dying during the Reaping or removing themselves from the group.
The Necro would need to manage their CC in PvP/WvW to ensure that they get the Reaping off, if not then they could potentially lose out on the burst.
The first five stacks of Bleeding and Torment from the Necro after Signet of the Cursed was cast will be dumped into the Mark.
Then again so do a lot of players, I’ve soloed a lot of content on my zerker necro while all the other “uber” classes were laid flat out on their backs watching the spectacle of a zerker necro smash face and rez 4 team members.
We aren’t optimal compared to other options but the factor will always be the player.
The other argument would be that if you did that well on a Necro, you would have done even better on another profession.
Yes true and I have as I’ve got other 80’s; I used to have an 80 Guard it was so boring to me I deleted it (Already had a War which I do like). So I could have sat in front my screen for 2 months playing a class that made me want to claw my eyes out and quit GW2 or play something I had fun with.
The Necro definitely needs some tweaks/fixes and add ons but I can be good, hold my own and contribute to the best that Anet has allowed me to while doing better than other bad players in “better finished” classes. Does that mean I should play a Guard or Warrior to carry a bunch of bad players? Nah.
Warriors have access to everything but are average to good at it all. But Healing Signet?? Really?? Keep slapping poison and the jobs done, scepter has constant access through the AA chain.
Vs a Necro it’s their CC and our lack of stability which doesn’t help.
Warriors actually have pretty good uptime on stability via Dolyak signet & balanced stance.
The real problem a warrior runs into when fighting a necro is if the necro is specced for boon removal.
If & only if the necro is specced for boon removal do I have problems against them on my warrior.
Why ? Because warrior damage relies on lots of might & fury, that gets stolen or converted to conditions and you end up just being tanky.I’m not complaining about it though, its really just one spec of necro that does it & its the main thing they excel at. (besides single target damage)
Eh?? I was saying Necros have a lack of stability not Warriors. Balanced Stance is fine enough really.
If a Necro is Condi specced then Corrupt Boon should be a given in any form of PvP, you don’t need to be specced for it. Use Corrupt Boon and Scepter/Focus and boons aren’t too much of a problem.
On my Warrior it all depends on who gets the jump and how my crits come out…. And then the Necros player skill. But Necros can be inherently tanky, Dire gear Condi Necro in WvW can be hard its a crap shoot most of the time for me.
(On my War)
Necro’s suck in pve dungeons and fractals at the moment but if you can find a guild that doesn’t care what you play then it’s fine
Then again so do a lot of players, I’ve soloed a lot of content on my zerker necro while all the other “uber” classes were laid flat out on their backs watching the spectacle of a zerker necro smash face and rez 4 team members.
We aren’t optimal compared to other options but the factor will always be the player.
Warriors have access to everything but are average to good at it all. But Healing Signet?? Really?? Keep slapping poison and the jobs done, scepter has constant access through the AA chain.
Vs a Necro it’s their CC and our lack of stability which doesn’t help.
Because the description said they were “Unparalleled archers”……
Unparalleled to a quadriplegic maybe.
Even that’s an overstatement.
Stephen Hawking made the Ranger and George Bush assisted with the Pets.
Because the description said they were “Unparalleled archers”……
Unparalleled to a quadriplegic maybe.
What does WTH mean? Want To Have?
What.The.Hell.
Because I made a mistake at character creation and rolled with it.
Lol
I play one due to the versatility they bring to the table. I enjoy a lot of their skill sets and some of the animations are my favorite in the game. Rangers get a lot of hate and are one of the most overlooked/underestimated prof in the game. I hear ppl go "ranger, free loot bag " on a daily basis… I just enjoy throwing it in their face for under estimating me and prove them wrong
Most Rangers are free kills really. It’s always the 1% who know what they are doing and end up decent or better.
To answer honestly I rolled one for the archer class (having played one in GW1) but it feels like something’s missing. I did enjoy it pre BM nerf, but not so much anymore I find it boring.
While I too hope for cleave in dagger, I remember a thread in here not too long ago about a dev stating strengths and weaknesses of each class, and that sustained power damage is supposed to be necromancers’ intended weakness. It should still be in the forum but as you know, the search option is useless. Anyway, unless they changed their mind about the intended weakness they talked about, we may not see cleave in any form any time soon.
WTH is the weakness of the Warrior. I main Warrior/Necro and the Warriors limitations are purely based on builds but it has access to everything really.
Add cleave to dagger 2-3 targets and give us swords and greatswords with cleave as well. I want my Fused GS on my Necro
Because I made a mistake at character creation and rolled with it.
I also have both and I personally suggest the Necro if you like both equally. I honestly don’t even play mu Guardian anymore. It’s a class that is simply not challenging for anything. There is no complexity and hard choices when it comes to builds. Same thing for playing it. Almost everything it has is designed with support in mind and you can play it like the dumbest player of the game and still do fine. I mean kitten, you can afk on bosses and still be a great support because the class has excellent support auto attack skills ! What’s fun in that ?
I think Guardians are kind of like Warriors except that their Iwin button is for support rather than offence. It makes them so so boring.
I’m with this guy… I deleted my Guardian, it was soooooo boring. But I knew people who liked the class so everyone’s got their own preferences.
Class shouldn’t matter, I’ve never kicked anyone for running X class but I’ve kicked bad players. Funny thing is most bad players have been Warriors, this is coming from a Warrior/Necro main. I’d much rather have a good Necro then a dumb Warrior/Guardian.
It’s unfortunate that Necros don’t provide many buffs as it would help the group.
If Anet is willing to fix Necro’s properly, giving them a group presence (blast finishers/reliable wanted buffs/cleave/better power options/well of blood being a water field ect) .
When I voted I was very heavy into WvW and was thinking from that stand point, Rangers almost always were guaranteed kills. I have 80 Warrior/Ranger/Necro/Thief (Used to have a Guard but found it not for me), I prefer my Warrior/Necro/Ranger in that order out of what I’ve played (War/Necro equal). I hope when Necro gets its turn we come up to par with Warriors group presence
I suppose the main points behind updating the Necro is to be able to bring it to the “group table”. They don’t bring a great deal compared to other classes in group settings, they could use blast finishers, cleaving weapons, access to at least another weapon for power specs, change Well of Blood to a water field instead of a light field.
I agree post suggestion some of the ones I listed as being OP, it’s not intended. I find pure Condi Necro very good but thoroughly enjoy my Power Necro, I wished that I could bring more to my allies while specced as Power like a Warrior can but with a Necro twist.
Edit: One thing that bugs me about Warhorn 5 is that dumb DoT that comes out, if you try to use it OOC and it hits something you end up moving slow again. I know it wouldn’t happen for obvious reasons but I would rather Wail of Doom infects the target with those Locusts and could spread to X nearby foes on cast. Then the Locust Swarm changing completely to give Might and Swiftness plus be a blast finisher. But that wouldn’t happen because they would have to rename that skill and edit too much of Wail of Doom I wouldn’t see it happening.
(edited by Ragnar.1546)
The two additions of GS & Sword are for cleaving options.
Greatsword being a pure power based weapon giving a good option for power builds and allowing for some viability in dungeons/fractals while still having it’s role in PVP/WVW.
Sword was my hope for a real hybrid weapon, one that can be either or both depending on the build.
(edited by Ragnar.1546)
Hey, so I wanted to post some possible suggestions for updates which could help some area’s of Necro’s (Definiftely not an end all be all fix to their problems). I’ve got UPDATES which are current skills/talents in the system which could use some slight revamping. Then I’ve got Additions which are things that are not available to Necro’s which I thought I’d take a stab at to suggest the implimentation of…
Updates:
Combine Ritual Mastery & Focused Rituals. Move (new) Ritual Mastery to Mastery Rank in Spite Tree. Move Training of the Master to Blood Magic tree in place of Ritual Mastery.
‘New’ Ritual Mastery: Wells use ground targeting (900), Reduces recharge of Wells (20%), Wells improve critical damage for you and nearby allies. (150 Ferocity 900 Radius)
Warhorn:
Wail of Doom: Grant Vigor to yourself and Allies (10 sec 100% vigor).
Locust Swarm: (Blast Finisher) Applies 5 Stacks of Might for 15 sec to yourself and nearby allies.
Close to Death: All critical hits apply Might to you and allies (7.5 sec 600 radius).
Additions:
Greatsword (Cleave)
1) CHAIN
A.) Tormented Swing - 250 damage 130 radius Torment (1 Stack) 10 sec – Swing at your foe.
B.) Tormenting Slash - 250 damage 130 radius Torment (1 Stack) 10 sec – Slash your foe.
C.) Grenths Power - 250 damage 130 radius apply Might (1 Stack) 5 sec – Slam your foe with the power of Grenth.
2) Hellfire Sweep - 2 × 1250 damage 130 radius Fury 10 sec 650 Burning 2 sec – Swing sword in a large arc twice slashing foes in your path and setting them on fire.
3 Soul Conflagrate - 310 damage 600 range 400 Burning 2 sec (Target) 200 Burning 2 sec (Surrounding) – Explode the soul of the targeted foe setting them on fire and foes surrounding them.
4 Necrotic Teleport: 150 damage 1200 range Blind 10 sec & 600 damage Poison 10 sec – Teleport to target location from the darkness of shadows applying blindness and poison.
5 Reign of Fire: (Blast Finisher) 1200 damage 180 radius 350 Burning 1 sec – Burn foes at your location gaining swiftness and leaving behind a line of fire that burns.
Sword (Cleave)
1 CHAIN
A.) Slash - 202 damage 130 range Vulnerability 8 sec – Slash at your foe.
B.) Stab - 202 damage 130 range Vulnerability 8 sec – Stab your foe.
C.) Rip - 250 damage 130 range Weakness 2 sec – Rip your sword from your foe and leave the foe weak.
2 Soiled Earth: 3 × 260 damage – 130 range 180 radius
A.) Pull all conditions from allies.
B.) Strike foe & transfer all conditions. Condition damage is increased by 1000 for 1 sec. All transferred conditions last 1 second.
3 Blighted Strike: 504 damage 130 range 2 sec Immobilize 180 radius – Drive sword into ground immobilizing foes in area.
