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Yes a vuln on crit should be a grandmaster….. Other classes get the same trait as an adept trait.
other classes also get Burning on crit as an adept trait…
as long as it’s way stronger than the other vuln-on-crit-traits (via 100% chance, longer duration, more stacks), why not?
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That skull splitter trait. That should be readded and it should work for all weapons.
replacement for dumbfire, huh?
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What the hell is shade?
http://wiki.guildwars2.com/wiki/List_of_historical_traits#Necromancer_traits
the old version of Foot in the Grave, which gave perma-stability while in DS
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492 heal x 9 (4428) @ 1K Healing Power, pretty good pretty good
Hmm x5 that’s 22,140 healing done. Not bad mate.
wait, how do you know its 20% per tick?
it could be only 20% for the entire heal.
which means 2828 @1k Healing power….
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Drat! I was hoping it was intentional, I was enjoying the lack of extra clutter!
fukcing this!
can we please have an option to remove certain things from the UI?
The Living Story thing would be one of them. Cause when im not interested in the current Living Story i just dont need it, and if i am, i still dont need it all the time.
Personal Story notification: I suffered through the personal story once and i have absolutely no intention to ever do that again.
The XP-bar and current effective level: this is just completely pointless when i’m lvl 80 already.
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The problem with dolls is that it goes against lore.
Necros don’t possess things, and they don’t actually raise the dead. They form minions from leftover bits of dead creatures, and form them into shapes. That’s why minions are do horribly disfigured.
How do the dolls in the Christmas event walk around and talk?
because theyre not made by a necro but a kittening asuran toymaker???
why do i even react to this…
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Ah, GW1, where Necros were still wearing pants instead of skirts…
Elite-Luxon was also my favourite, Elite-Kurzick, -Cantha and -Profane, Norn and Deldrimor were awesome too.
But i would rather bring my GW1 minions…
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I’ve wanted something like this to hit the gem store for a while. Unlikely to happen though as I’m sure it wouldn’t even be considered unless they were able to do something similar with all professions.
-Warrior Banners
-Engineer Backpacks and turrets
-Ranger spirits/pet skins
-Guardian weapons
They could basically sell skins for all sorts of summons.
But if this would ever come, i want an option to replace other people’s skins with the default skin, just in case they add something awful looking like these dolls. (And they could implement the same for the Super Adventure Box-kitten btw)
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The arguement that bhawb is talking about is that most classes have either fields or finishers on utilities or weapons. Not all everywhere. The problem is necro seems to be the only class that misses out on so many things in this game that other classes have no issue with. Our blast finishers either require an enemy or are on minions which is incredibly annoying for pre-stacking might.
Not really, it isnt split like you describe it. The other classes have most of their combo stuff on their weapons, while Necro is the ONLY ONE who has most of it on its utility skills, which, apparently, just doesnt work out well and needs fixing imo.
(also horn 5 would be bloody op as a blast finisher since its a ticking spell)
Oh yeah, because its impossible to let the blast trigger only ONCE when you activate the skill, right?
Staff is fine, i think, so the other weapons should get some:
Focus#4: Behaves like a projectile, can be reflected like a projectile, so it should be a finisher.
Dagger#4: same as focus#4, it’s a projectile, therefore projectile finisher.
Dagger#5: Blast MAY fit. Or whirl? Putting Blast finishers on everything is too much and this is one of the few necro-skills where something else than blast or projectile actually fits.
Warhorn: Like ranger’s and warrior’s skills, one of these could be turned into a blast finisher.
Life blast: just like Focus#4 and Dagger#4, this skill has all the disadvantages a projectile has, so it should also have its one benefit: being a finisher.
The lack of finishers doesnt even annoy me that much. More the lack of consistency when it comes to skills that sometimes count as projectiles and sometimes not.
Whirl finisher on axe #2
blast on #3
anet pls
both fits, but Axe#2 is good enough already. It’s the other two axe skills that need some love.
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and then 0.8s fear……
A full second. Not 0.8 seconds. ^^
I guess Afya assumes that the condition duration will of course be bugged and reduce your own conditions’ duration.
Very interesting rune… would need to know what the 6th add-on procs off when using flesh golem, if there’s an ICD and what the range limit is on it.
Arent the other on-elite-rune-boni only activated when the golem is summoned?
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oh wow… thats what i call a kittened up stat combination.
maybe the devs got confused with all the CD-stats and added a wrong one (CritDamage)?
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“Ugh, finally done with this kitten”
and next tier:
“Excuse me, Anet, but wtf are you doing?”
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Since we (might) have a tiny bit of dev attention in here
Can we PLEASE see some love for Vamp/Dagger builds? Seriously.
Give an overall health siphoning boost that makes it not abysmal (since the only real health siphon outside of minions leeching is on the dagger anyway), and allow us do at least half of our healing while in death shroud.So many cool ways the Necro could be done.. so many ignored…
Sick of being stuck just going “okay bleed… some more bleed… bit more bleed… some bleed…”C’mon guys…
Did you see the update from Chap in the general forum? They’ve stated the Oct 15th Patch should see some love for our blood trait line.
it’s very likely that this ‘love’ is just a equally horrible power/heal-scaling like the one vampiric has got.
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Guardian
We increased the power of many support skills which weren’t seeing much play. We reworked Purging Flames: it now removes three conditions from allies in an area effect around the guardian on cast while still burning enemies (enemies that enter or exit the flames are still burned). Once the skill has been cast, it then reduces condition duration for allies who remain in the consecration’s area. It’s hawt. Literally. All meditation utility skills are now instant, and monks focus now grants fury on meditation use.
Lol, really? Guardian is already overpowered, no need to give him more supportive kitten. And especially not more conditionhate.
We’re also looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.
I dont know, isnt the boonstripping the mainpurpose of the skill? Couldnt you tone down something else like the damage or the evasion-time?
Nec
The Blood line underwent some tweaks, as it’s something that Necromancer players often feel is a lacking trait line. Vampiric Precision, Vampiric Rituals, Vampiric Master have all seen improvements.
Now i’m curious. Increased base-leech? An actual scaling? Or this sad excuse of a scaling that Vampiric already got?
Everything else looks good tho, cant wait to try Pistol-Thief again.
Anyway, this information about waht youre currently working on and what we can expect in the next weeks is much appreciated, thanks!
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what nerf are you talking about?
wasnt it always 15 seconds ICD?
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it’s brought up in the past and I believe the official response was something related to it being a technical difficulty with the way “weapons” are programmed rather than a design choise, if they were to add the x2 sigils to 2 handed weps, they would have to rework how the game handles weapons, equiping them and such
I might be wrong tho..
but arent sigils and infusions pretty similar, technically?
there didnt seem to be a problem with giving two-handed weapons two infusion slots.
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Too much dodging
1- Reduce passive (unbuffed) endurance regeneration in half. Really that’s about it. It would change dodging from it’s current state of being able to dodge often, sometimes timing it, but mostly just spamming it and you’ll dodge something to, hold on to it for when you really need to dodge something. What it should have always been.
In my opinion that is an awful idea. The problem isnt the base endurance; 2 dodges + 1 every 10 seconds isnt much and it requires actual timing and forethought to make these few dodges count.
The problems are skills with free built-in evasion, high vigor-uptime and that vigor is so incredibly strong. And maybe the sigils of energy.
Im probaby biased as a main-necro (and nerfing the base-endurance would hurt nec’s a lot since thats all the immunity we have), but i think it’s rather vigor and dodge-skills that should be toned down, not the endurance-regen itself
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On-class-mechanic-use-Sigils, which, of course, trigger when the class mechanic of a class is used: For rangers, it’d be the F2-petskill, for necro’s, it would be activating death shroud and so on…
Only issue would be the elementalist tho, since their class mechanic already trigger the On-Weapon-Swap-Sigils.
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This isnt a simple “yes” or “no” question. Its more complicated by now.
If you mean the actuall buff: no, not really.
If you mean the mechanics around the buff and how you obtain it: yes.
basically what all the previous posters said:
Do i want a buff tied to objectives in the center of the borderlands: YES
Do i want this buff to give stats or other in-combat-advantages to players: hell no.
there were so many good suggestions for alternative bonuses:
-the point-on-stomp
-faster upgrades
-increased/faster supply-caravans
etc.
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It has an internal cooldown.
Try it with Ghastly Claws, which has 8 hits.
That means that the average of bleeds per cast you are supposed to get considered the 66% proc rate should be 5-6. However, you barely apply two bleeds per cast, which makes sense only if Barbed Precision has a 1-sec internal cooldown.
You seem to overlook that it is a 66% chance ON CRIT. not just a 66% proc chance.
Axe#2 has a duration of 2 seconds, so with an internal cooldown of 1 second i shouldnt be able to get more than 2-3 bleeds with it.
That being said, when i tested this with high precision(87%) and Axe#2, i got 5-6 bleedstacks pretty often, so theres probably no cooldown. and if there is, it is A LOT lower than 1 second.
Gluttony is also not bad. It doesnt matter what the actual LF-numbers of skills are, 10% more LF means 10% more LF. it’s okay for a minor adept trait and not even close to being the worst in game.
My vote goes to:
-Parasitic bond:
On-Kill-traits are usually crap. they help you snowballing or when youve already won. completely useless in 1vs1s or bossfights without adds. i want something reliable instead.
-Protection of the horde:
probably the only minor trait that is bound to specific utilities. which is awful. and the effect is, as previously stated by a lot of ppl, is pretty low too.
-Warrior’s Might-on-ress-trait (dont know the name)
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When ranger pets will be able to hit while moving/hit moving targets?
Why rangers biggest issues poor pet ai/pathing , horribile f2 responsiveness and bad scaling due to pet has been ignored for a year now?
^this.
also, some necro-related things:
In a previous SotG you stated that you dont want to allow necros to receive heals while in Death shroud because it could make them too strong.
-Is there any chance that at least Lifesteal (and regeneration, maybe) will be enabled while in Death shroud? That lifesteal, as a relatively unique feature of the class, is countered by using the class mechanic is kinda weird.
-Furthermore, what are your thoughts about enabling heals at least partially while in DS? with , let’s say, a 50% heal-reduction, similar to poison, for example?
-What are your thoughts about the blood magic and death magic traitlines? what changes will we see regarding them?
-When will you remove Protection of the horde as a minor trait and replace it with something that is actually useful?
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Can we get the Predator noise too?
Id rather have NOM NOM NOM NOM; Nyx, Nyx, Nyx, Nyx, Nyx, Nyx; Consume and adapt or Life Reaper, Soul Keeper~
kudos to who gets all the references
and while we’re at it, can we have some pudge-responses when we hook someone with spectral grasp?
btt: yes, a target lock on stealthing thieves would solve a lot of the issues i have with them. make it happen, anet!
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Scepter 3 gives you 3% plus 8% per condition on the enemy. If you follow a scepter 1 chain with scepter 2 and then scepter 3, you get 27% lf. 35%, if you add a dagger 5. You’d think that’s enough to reliably generate lf.
except that your numbers are wrong.
it gives 3% LF and 8% additional direct damage per unique condition. so a scepter1-chain + scepter2 gives 3*3%=9%LF. If you add dagger 5, its 12%.
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DS#2 is already way strong, so adding a stun break is not really a reasonable request.
why not? look at kraags post, lots of reasons in there
There are tons of things that need changing on Necro, one of which is giving them stunbreakers that don’t suck so bad, but adding one to shroud isn’t a good way to go IMO.
again: why?
As far as Healing on DS4 is concerned, just make it so Vampiric procs can heal while in shroud and all of a sudden it might be worth it to go into blood for something.
true, that would already help a lot. with vampiric alone, DS4 could already give a pretty good heal.
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Look, I am not saying that Physical Training itself is OP. Heck, if it was just lowering it to Adept, I would at most think it’s a pretty random thing to change.
But Daecollo isn’t suggestion just that. He’s also wanting a trait that doubles the healing Mending does. Basically, a 10 point trait that would turn Mending from 5,240 to 10,480 hp heal. That’s higher than a full adrenaline Healing Surge, along with having a lower cooldown and removing 3 conditions.
Go ahead, try telling me that doubling the base heal on Mending wouldn’t be drastic and potentially very OP.
where the heck did you get the idea that he wants to double mending???
the trait doubles only the DAMAGE of physical skills, not simply their effect or eventual healing or anything else. The only benefit mending would get from becoming a physical skill would be the reduced cooldown
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Or we could just add cast bars….
for asuras only, yes. that would be fine too
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All I can say is LOL at this thread and all who agreed with it…. 1st of all stealth stomping doesn’t mean we cannot be interrupted AND we can still be damaged.. 2nd engi, ele, warr, guard can stomp uninterrupted and unscathed via shrink potion, mist form, stability even invulnerability… sooo before you guys complain about stealth stomping check on other classes that don’t use stealth.. I myself use shadowstep instead of stealth for stomps you might want to nerf that too eh?
elixir s has an untraited cooldown of 60 seconds, mistform has 75 seconds. if you would have a similar cooldown on your stealth, then yes, stealth stomp would be fine.
thats also the reason why i think shadowstep-stomp is fine: it has a reasonably long cooldown.
It’s true that you CAN be interrupted theoretically, but as a downed player with a rupt that you have to target (like necro, warrior), it’s pretty much the same.
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Wraith > Skull > Demon.
But i also use T2-charr for my conditionmancer.
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Is there anyone who DOESNT share this opinion?
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Skill 4: Gathering plague
draws a condition of up to 5 nearby allies with each pulse
Skill 5: Plague sending
transfers one condition to up to 5 nearby enemies with each pulse.
would offer great team support but since you have to give up the permablind for it, i think it would be fine.
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-single mobility/invulnerable skill
http://leaguecraft.com/spell/sanguine-pool.xhtml
Ninja this so hard Anet.
Solves mobility problems. Solves 1hko when out of dodges in high end pve. no need for peelers- we can become self-sufficient necrophilic loners again. Blood suddenly becomes viable… oh wait
Blood magic becomes viable? what are you talking about?? 1 new bloodthemed skill doesnt suddenly make blood magic any better.
Shade:
http://wiki.guildwars2.com/wiki/List_of_historical_traits#Necromancer_traits
the old, permanent version of Foot in the Grave, just like you suggested
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- We will be locking all threads related to the AoE cap
this, please. this so much.
also, every thread with whining about the jumping puzzle and every post that has the phrase “have to go” or “need to go” should be deleted instantly.
but back to topic:
-Commander tag and functions updated
-reduced the Ecto/Laurel cost of ascended items. increased the badge-cost
-you are now able to buy upgrades with badges
-the missing ascended item stats have been implemented
-Guardians got hit by the nerfbat
-Revealed has been updated so permastealthing isnt possible anymore
-Arrow cart damage dealt to siege has been greatly reduced
-Arrow cart targeting has been updated so you cant shoot through roofs with it anymore
-line-of-sight calculation has been improved so you dont have to stay on the foremost pixel of a wall to attack something below you
-revive-speed of downed players has been reduced by 50%
-the downed penalty takes longer to wear off now
-completely dead players cant be revived in enemy structures
-dead players arent able to see enemies or hostile siege.
-ppl on your ignorelist cant use your siege
-the ridiculous stat bonuses of guard killer/guard defence have been removed/greatly reduced
-the +-40% cond.duration food buffs are nerfed to +/-10% to bring them in line with the other foods.
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Here’s a somewhat related question: what’s your oppinion on kill stacks in duels?
If you fight many duels in a row you are likely to lose them anyway.
But the other day I met with a thief for 2 duels only, because I had to go offline. He had 25x bloodlust, 5x Guard Leech and 5x Applied Fortitude. (+350 power, +100 condition damage, +2,5k health).
He wanted a rematch after I killed him in the field earlier, but then I had corruption and Fortitude stacks myself, later in our duel I didn’t. I lost both matches, one of them was really close and I bet I would have downed him if he had 2,5k health less.
I didn’t complain, they were really good and intense fights… but what’s your oppinion on this matter? Should one lose his stacks if the other one doesn’t have any?
both duelists should have equal stacks imo.
i definitely wouldnt agree to a fight where my opponent simply has 700 statpts more than i have.
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never heard of an unwritten rule regarding this. but i wouldnt start without any life force ever. at least 20%; thats what i start with in pvp.
comparing adrenalin to lf is a kittening joke. you can get a full adrenalin bar in a couple of seconds if you want it. gathering life force in a fight is much harder.
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Again you need to stop switching around your numbers for Attack and Power. Attack is influenced by the weapon you have on but power isn’t. This is especially important for Necros to know the difference because DS skills are only affected by power. Your skills in DS are going to do the same amount of damage if you have your staff on or if you have your dagger on when going into DS.
Wrong. Go to the heart of the mists, use life blast
1.with a normal weapon
2.without any weapon (or a steady weapon)
and then compare the damage.
The weapon strength does matter, when it comes to damage while in death shroud.
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btw, does deadeye have some sort of condition cleanse?
i noticed that sometimes, when he has 20+ bleed stacks and low HP, the bleed stacks vanish when tainted shackles goes off.
Tainted Shackles seems to have a ~30% chance to cleanse all conditions on a foe in PvE.
I’m assuming it’s a bug, but you either need to open with it or not use it at all if you are condition spec.
not all conditions. deadeye still has all the other stuff when that happens: torment, chill, weakness etc.. it’s just the bleedstacks that sometimes disappear
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On another note, saw the dota2 finale yesterday looks like a interesting and balanced game that requires skill and real tactic instead of the crap put into guildwars pvp.
This. I love Guild Wars 2 because of the world and because of WvW but if i want s/tpvp, i play dota2.
Its mechanics are way better documented, their patchnotes are complete and you dont have some weird crap in each update where you dont know if it is a bug or intended or a bit of both. (but dota2’s mechanics also lack a bit of consistency, just like gw2)
btw: yesterday? for me it was 5-6am in the morning when the last game of the Grand Finals finished. >.<
If anyone wants love for the necro i would suggest speaking up in spvp because noone ever checks these boards
then why do you post that thread here and not in the pvp-forums?
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btw, does deadeye have some sort of condition cleanse?
i noticed that sometimes, when he has 20+ bleed stacks and low HP, the bleed stacks vanish when tainted shackles goes off.
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No, i dont want it. I have 8 chars, some of them with multiple armor sets and i dont want to have to equip them all again.
1.they havent even implemented all stat combinations for the current ascended items yet. Valkyrie and Carrion are still missing cause ‘it takes time to build new items’.
2.last time ascended stuff was introduced WvW has been completely forgotten and it took a couple of months until we got a way to get ascended items with badges. And now you still cant get earrings for badges+laurels. It’s very likely that Anet will forget WvW again and implement the new ascended armor/weapons in a similary half kitten manner.
3.it’s going to be timegated, which means we wont be able to get it with laurels/badges and need another kittening currency instead.
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Heres a vid of how to farm Deadeye, its actually much easier and earns more too as you can 5 gambit him.
Your almost always going to go down but the bleed ticks will always kill him before your finished off. Pick all gambits but crowd favorite.
you’re probably the un-necro-iest looking necro ive ever seen.
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well, at least they fixed the left over oozes that were still in the arena in the next round.
but why do you still fight subject 7? Arenanet nerfed it into the ground in the last update.
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this looks fun! would love to play it
but banishs cooldown seems to be a little bit too high for that game tho.
have you tried other launch skills?
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Hmmm, I bet they’ll patch in an ICD.
In the meantime, anyone know if this will work with fear?
nope, doesnt work with fear cause fear doesnt count as an interrupt. which is sad.
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i usually do this with the standard 30/20/0/0/20-build. in the beginning it was a bit difficult to get the fears right but then it worked very well.
but now, for some reason, my golem always dies when i get ported out of the arena. when subject 7 dies, die golem is usually at full health and the quaggan is still alive; then, a second or two after i left the arena, the golem goes on cooldown
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Mostly stolen from GW1 and dota:
Parasitic Bond: Every 25 seconds, a parasitic bond is placed on your current target for 10 seconds. While active, it slowly leeches health from the enemy. Will be removed when using a condition cleanse (or when dodging, like the bees/karka/birds?). When the bond is removed, runs out or the target dies, the necromancer is healed for a big amount.
Heartstopper Aura: Up to 5 enemies near the necromancer lose 2%/3% of their max health per second. The necromancer gets 0.5% life force per affected enemy.
Insidious Parasite: You siphon life from enemies every time they attack you. (Blood magic, grandmaster/master)
Defile Defenses: Every time an enemy blocks/evades/blurs/distorts one of your attacks, you deal X damage to them. (the attack itself is still avoided).
Corrupting Combos: Your combofields corrupt the ground, removing any hostile combo fields (or turns them into a poison-field for the enemy). Main purpose is to deny enemies heals/might stacks in wvw and get some area controll. I actually wanted Corrosive Poison Cloud to have that effect, but since the thread is about traits…
Eldritch Resonance – Upon generating 100% life force, you let out a wail of sorrow, binding enemy hp to your life force for x amount of seconds
what do you mean with ‘binding’?
Sigils for everyone!: Your minions use your current Sigil(s). The internal cooldowns of the sigils for each minion are independent from each other. On-crit-sigils will trigger on crit, On-swap-sigils will trigger when the minion’s special ability is used or the minion dies.
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Fear doesn’t interrupt… ever. Apparently the “interrupt” indicator has to pop up, which never happens when you fear people. Not with Reaper’s Mark, Doom, Corruption or downed Fear.
This must be a bug and should be fixed.
The Flesh Golem Charge: lots of "Interrupt"s but apparently it doesn’t count for you or the rune. Not sure if that’s a bug or not.
Minions and their skills never trigger Sigils or Runes, as far as i know. I#d say it’s not a bug.
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dont label things as a ‘bug’ when theyre just not how you want them.
Malice/Bursting has 4/5/6% cond.duration and thats fine. Sigils for a single condition give 10% so giving a sigil for ALL conditions 7% or more might be OP compared to the other sigils.
how could it not be a bug? two completly new sigils released that do… the same exact thing? either the tooltip is wrong on one of them or they messed up somewhere
I was talking about No. 2.
He said that 6% is too low for the superior rune and called it a ‘bug’.
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Spite power and condition duration is because you need to kill with power, and for your conditions to have longer durations, for example chill and weakness (not bleeds).
that doesnt make any sense. almost every necro-build has a couple of conditions in it and can benefit from condition duration. it fits into spite as it would fit into any other traitline.
However, assuming a player invests 30 points into Spite, that Critical Damage is then worthless due to having no Precision. The Boon Duration is nearly worthless due to gaining only one particular boon. And the Condition duration is approximately as useful as the Boon duration is in the Death Magic line; that is, it doesn’t really matter one way or the other. Boon duration, however, compliments the passive defense that the Death Magic line portrays.
Critical damage wouldnt be any more useless in Spite as it is in Soul reaping unless you get the GM-crit chance-trait.
For every class, the traitline that has crit-damage should either have precision aswell or minor traits that provide crit chance. Moving Crit damage to spite would make sense since it is the Burst/Power-traitline and it would also work, when you move Furious demise into Spite aswell (it could replace one of the three kittenty Spite-minors).
Boon duration doesnt really fit into any line since our boons are scattered across all traitlines.
Might and retal in spite,
Fury in Curses
Protection, retal in DM
Regen in Blood magic
Stability, (Protection?) in SR
By Bhawb:
Off-hands are put in logical places with what is left. Obviously dagger off-hand is treated the same as mainhand. Staff is a two hander so takes both slots, leaving focus/warhorn. Focus is power, goes into the power tree, warhorn gets leftovers and is into curses. SR doesn’t get its own weapon.
Having Warhorn in Curses cause ‘it gets leftovers’ isn’t logical at all. Since it can hit often, Blood magic would fit better. Or death magic, cause of the swiftness.
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