It’s pretty obvious, and nobody’s impressed.
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Dunno if you thought about this Softspoken, but you could run two axe’s…one in each main hand slot so that you can have an “On Weapon Swap” sigil that will fire whenever you change your secondary…
Just food for thought.
I’ll admit, part of it is me being a miser and not wanting to grab a second axe for my necromancer. I also haven’t given too much thought to sigils yet, I’ve just got a stacking sigil on my Axe. What would you use in the off-hand weapons in that scenario?
Edit: Just testing it now, and I can actually proc the on-swap bonus with just one main-hand axe. Obviously that’s only one type of on-swap bonus, but still something.
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As to the original topic, the dungeon forum just got two posts. The responses to the first post before the second was made are somewhat telling, in my opinion.
So it looks like they’re going to try and tie future Living Story segments in with dungeon updates. There may also be news about dungeon rewards coming out as part of a larger rewards summary in July.
Do you have 15 points in Blood Magic?
Dungeons will be part of this strategy, living world teams will be doing work on our permanent dungeons rather than them being ignored, the types of things you’re asking for will be rolled into living world updates to give a reason for them happening in the world.
The concept of getting the Living World team to do dungeon work on the existing dungeons is reassuring. I’m still a bit worried about the pace, but we’ll see how it goes. Looking forward to that July summary.
I, for one, appreciate the homage being brought to my attention.
I think the point is, they don’t want it to be an escape mechanism anymore. It’s supposed to be an aggresive blink to get you into melee(?) combat. I’m not really sure I like it, but it does help differentiate it from Blink.
As people said before: Spider Queen’s most dangerous attack is the poison pools. Getting her into that corner under the stairs forces her into extreme melee for the entire fight, which I think is what prevents her from throwing the poison. If she doesn’t throw poison, your typical group can tank her damage / kill her quickly enough they don’t have to worry too much about it.
However, if you mess it up a little and she makes any sort of distance, she can then throw all 3 of her (normally spread) pools directly across your entire stacked & trapped party, resulting in a near-guaranteed wipe.
I bet you could do a similar thing if your entire group got on top of her and pushed her into a wall, but as is, hiding in that corner makes her come to your group.
Maybe ANet is using player suggestions, or maybe players have just managed to throw enough multitudes of darts at the dartboard that they finally hit a bulls-eye once or twice.
Mine’s on CTRL. >.>
Death Magic
Unchanged.
That had better not be accurate.
Edit: I know I know, wait 24 hours. But I’ve been waiting for almost two weeks now! D:
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Currently, Kholer’s add summoning reminds me of the nightmare vine fight in TA. I’m sure the intention there was that the group would switch focus and take out the other vines as they popped up, but since you can avoid aggroing the other vines / just kill the main vine quickly enough, people never took to that tactic.
It’s a similar thing with Kholer, though his adds are drastically easier to focus down and remove. I’ve been in PUGs that can do this, and I’ve been in PUGs that will only focus on Kholer. The latter tends to get pretty tense and fails unless someone can either burn him down very quickly or basically solo the fight.
I’ve saved teammates multiple times through throwing down wells for protection, blood wells, going into Plague… I don’t even need to say. By doing that, I’ve technically sped up the run as people can’t DPS anything while downed. Power necro also certainly isn’t going to slow things down, either, if you’re good at surviving.
I think the issue is that for a group of sufficient skill and power, support / control things like well of blood, protection, blindspam are simply unnecessary. I don’t really blame Necromancers or their design for this, I just think it’s a combination of PvE mechanics never really requiring these things and players getting good enough to succeed without them.
We’ll see about power necros. But I highly suspect the numbers just aren’t there.
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Last time I check bone minions, they do proc twice each. What he’s describing is different though, it’s just them saying they’re doing a finisher when you first cast (even if nothing is happening at that point) and I believe effects a load of different finishers.
Bone Minions proc once each: there’s just a delay on the effect application. Plus, if Bone minions were proccing twice each, and I got double that with putrid mark, there’s still a problem there.
May I add something to putrid mark? It doesn’t actually trigger combo field twice, it triggers it only once, when it hits a foe in a field. The other finisher is just a visual bug which shows on screen but actually does absolutely nothing. It appears when you put putrid mark on a field. You can easily test it by using well of blood on yourself and blasting it with putrid mark. “Area retaliation” pops up, but no retaliation was given that day. Do it again with a monster and you get combo finish pop twice, but only get once the effect.
I recall specifically testing this and getting double the retaliation I usually get with a bone minion. I’ll check it again though.
To be completely honest, I’m not sure if enemy triggers it, would it then cause double effect? But in any case, when not triggered, the putrid mark does not give proper finish even though it says it does.
Yeah, the blast finishers never go off unless the mark is set off as well. The double-effect is reliant on the combo field still existing (or a new one coming up in its place) when the mark is placed and triggered.
May I add something to putrid mark? It doesn’t actually trigger combo field twice, it triggers it only once, when it hits a foe in a field. The other finisher is just a visual bug which shows on screen but actually does absolutely nothing. It appears when you put putrid mark on a field. You can easily test it by using well of blood on yourself and blasting it with putrid mark. “Area retaliation” pops up, but no retaliation was given that day. Do it again with a monster and you get combo finish pop twice, but only get once the effect.
I recall specifically testing this and getting double the retaliation I usually get with a bone minion. I’ll check it again though.
Edit: Ah, found it. It depends on if the field is still present or not when the mark triggers. Putrid Mark creates and ‘stores’ a blast finisher when it’s first laid. I guess it’s making another one when it’s set off. For funsies, lay a spectral wall, put a putrid mark on it, then wait for the wall to vanish. Lay down well of blood and pull an enemy across the mark and you’ll get both the retaliation and chaos armor.
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Ah. Somehow I missed how important being down-leveled was to this the first time, and just noticed the weapon loss when I went and tried it out myself.
I’ll look into this further though. Stats capping early would really hurt the effectiveness of some elites, so it’s probably worth a thread in the Bug Forum.
Edit: As for the topic, if that means that Lich isn’t getting its full power boost, the auto-attack probably is hitting for less overall than a dagger chain. I think this would also imply transforming to power up Well of Suffering wouldn’t actually do anything if you’ve managed to hit a cap without its additional Power. Or at the very least, won’t do much if you’re near the cap already.
Edit2: Wow, that thread was made six months ago. Now I really feel late to the party.
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It’s not just signet of the locust, it’s not just signet of undeath, and it’s not just necromancers. Flipping around a lot of utilities can saddle anyone with a mismatched recharge. At least, in my experience I don’t see this happen on the first utility I swap: I have to switch around two or three before it happens.
You know the distant between Golem in the mist, that is about how far Ricochet can reach, as far as I had tested it.
It can reach this far, at the least. I’d say around 300 units, independent of how far you are from your target.
Depends 100% on how strong Death Nova is. It will need to do a decent amount of damage to become an actual AoE threat.
It had better work on those minions summoned by Lich Form as well. Because I am kind of getting tired of all the necro skill synergies that never work.
As far as I know, everything works for Jagged Horrors. Death Nova makes Mark of Horror absolutely hilarious.
We don’t know how much damage though, so it’s pointless to speculate on that until we do.
Also on a random note, Anet repeatedly said that DS is supposed to be like a regular transform – so no utilities, and why they removed the weapon swapping. There is one rather useful thing however, that every other transform in the game has. The cool down for other transforms start when you go into them, DS’s CD starts once you leave. Now wouldn’t that be something nice for us to have?
I actually just found out that DS’s recharge does start ticking down as soon as you enter it. But if you leave it voluntarily, it resets again to 10 seconds. However, if degen / damage kicks you out, the recharge timer doesn’t go back to 10: it just winds down the way it was already ticking down.
Still, maybe we’ll get lucky and they’ll remove the recharge reset thing. I don’t know all the gameplay implications that has, just yet.
As far as i know, the DPS of lich is not rly higher.
The insane amount of bonus-power you get is countered by the abysmal scaling of lich’s autoattack and the slow attack speed.
Also, Lich form seems to be a bit bugged when youre downscaled or in dungeons (or something like that, i dont know it exactly and i never used it in CoF1.).
When you’re in Lich Form (And I think also in Plague Form) you lose the stats from your weaponry, but not your armor.
Edit: I think the bonus power might only be enough to match dagger’s auto-chain, but Lich form gives about 40% additional crit rate. I’m not sure how relevant that is to a full berzerker set-up (It’s not like you’ll have many more opportunities to sacrifice precision for power / prowess) but it’s still something to factor in.
On a larger balance scale, it’s also a 1200 range piercing attack, so that’s pretty great. But if all we care about is single-target damage, dagger makes a strong case.
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The only reason I’d be worried about adding heal scaling to the vampiric traits is the thought of creating the next Immortal Ranger build (The one that heals what, 700 health per second, while shedding conditions?), but on a Necromancer.
Actually the Ranger heals 1,500+ health per second, while shedding conditions, while being able to kill you.
Is that 1500 with Troll Unguent running, or 1500 averaged overall? I can’t remember the details of that build. Either way, there’s definitely room to add scaling to vampiric traits before we get near that level of healing.
@Softspoken: we lack vigor and evades on weapon skills. so we would probably need smthg like 1500 healing per second to come close to rangers in terms of survivability (obviously this ignores DS and numbers are straight out of some place where the sun doesn’t shine)
Good point. Part of the reason the immortal ranger build works is the huge amount of evasion skills they can chain (Sword/Dagger for them, I think?). With the current DS-blocking-heals situation, DS can’t quite fill that role since it sort of works against your over-time healing.
Although, it’s important to keep in mind that significant amounts of LF generation can act as pseudo-healing, so it would have to be added to the heals acquired in other ways somehow.
Of course, if they ever let heals go through DS, it would become a much more relevant stalling tactic. (Life Transfer and Vampiric)
The only reason I’d be worried about adding heal scaling to the vampiric traits is the thought of creating the next Immortal Ranger build (The one that heals what, 700 health per second, while shedding conditions?), but on a Necromancer.
I think there’s a lot of room to add scaling before it hits that point, though.
Edit: I really don’t think the damage from any of them should be buffed though, to be honest. I just don’t think people should go into Blood Magic (Vitality + Healing Power) and not be obviously sacrificing damage. Splitting the heal and the damaging component like with Leeching Venoms seems like the best approach.
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That having Healing Power on a profession where only Regeneration benefits from it is a complete waste.
It also benefits life siphon and the dedicated healing spells. (It also boosts Deathly Invigoration but we don’t talk about Deathly Invigoration.)
Overall, it depends on how much regeneration you can apply, and to how many people.
Edit: How long did I have this tab open? Completely missed Ascii’s post. But yeah, Signet of the Locust is another good one. You can actually get a lot of healing out of a build with high healing power, bloodthirst, dagger 2 and signet of the locust. (Plus a dedicated heal of your choice.)
I actually have this staff; What is the bug? do you mean it doesn’t appear? because I see it all the time when I cast and then it goes away.
I think the bug was that the scythe graphic would appear half-way down the staff, rather than at the end.
Got on to Mists PvP today and seems Lyssa (effect 6) runes don’t work at all with Lich, but work fine with Golem/Plague. Tried in and out of combat and reslotting the runes and the gear. No change. Anyone else able to test this? Also not sure if bugged in PvE, I don’t have a Lyssa set.
In PvP at least, Lich Form isn’t proccing it for me either. I’m not getting the boons, and it also isn’t cleansing conditions. I’m reluctant to drop the gold for Lyssa runes in PvE, hopefully someone who already has them can provide the info.
Edit: So, after some testing in PvP (and a little in PvE as well, though it’s far less certain there) Strength of Undeath is bugged. For one thing, I don’t think it gives 5% damage, it may just give a static boost to power that scales from 0%-100%, (I’ll experiment more on that later) but more importantly: in PvE (and I think in PvP) the bonus is recalculated only when you enter or exit combat, but never during. So if you go into a fight with 80% LF, that bonus sticks with you until everything is dead. Same thing goes for entering with 0%: you don’t get your bonus until the fight finishes.
Edit2: So yeah, it’s 100 power at 100% life force, so depending on how much power your build has that’s anywhere from a 4% – 10% boost in damage (For 2500-1000 total power). And it does scale throughout at 20% intervals, as this post clued me into. (Thanks Targuil!) So from 0-20%, no bonus, 20-40%, 20 power, 40-60%, 40 power, etc.
Edit3 – And after being alerted to it by Targuil, Blood to Power (25 Blood Magic) is similar, but with a flat 90 power. On the bright side, if you start a fight above 90%, the bonus doesn’t go away unless you enter a transformation. (besides DS) On the not-so-bright side, if you enter a transform below 90%, it will never come back unless you get above 90% health and enter another transformation.
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I am so glad we have people like you on these forums Softspoken.
You really think that ALL of our utility wells should be dark fields?
Anyway this is getting off topic,some people really need to grow up a bit more.
I’d say you’re welcome, but I’m betting that’s sarcastic. [/Ace Detective! ]
I actually don’t think all our utility wells should be the same type! I just thought it was an opportunity for confusing word play to make the only well that had the word ‘Dark’ in its name to not be a Dark field. Plus I just think invisible necromancers is an inherently funny idea, much like invisible warriors or guardians. They just aren’t, you know? Doesn’t really fit.
But while I apologize for going off topic, (Life Blast, having that condition transfer per shot on land would be pretty great ArenaNet!) I’m sad to find out that light humour isn’t allowed, apparently. I mean if I tried to take myself any more seriously on this board I would probably spend most of my time internet-yelling at people, and nobody has the time or interest required for that.
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Tainted Shackles should also be a tether that inflicts damage, controls, or does some other detrimental effect if that tether is broken (due to distance from opponent) while it is in casting. Not the other way around, as this is counter-intuitive and would give the opponent a reason to actually run away, aside from simply becoming bored with the fight. This would also see many more strategic uses, whereas it is currently nothing more than ‘Stay on enemy after tethered’
Honestly, a tether-like effect that doesn’t proc a negative effect when you stay close to the source for the duration is highly counter-intuitive. When there’s a line between you and an opponent, getting further away is a pretty typical reaction to try and break that line (sort of like stretching it until it snaps), and breaking the line is how you break the effect.
As it is, yeah, the line encourages a person to run, similar to any strong effect that’s proximity based (Like Wells, or the dagger 1 chain, maybe?) but the Torment being applied will discourage that, or at least punish for it.
As for the wells, we could trade 1 of our (4)dark wells for one more ethereal right?
Or maybe turn Well of Darkness into a smoke field, just to confuse everyone with the naming. Also, invisible necromancers! What could possibly go wrong?
Ahaha oh my gosh. I figured it out, I think.
When you enter Death shroud, it puts F1 on a 10 second recharge. When you leave Death Shroud, it does the same thing again. But if you’re forced out of DS, it won’t reset the recharge to 10 seconds, instead it’ll just be whatever is left of that first 10 second duration. And yeah, the lockout is consistently just whenever you’re forced out of DS.
This means that if you stay in DS for 10 seconds before being forced out, it won’t be on recharge when you leave, you just need to generate the requisite DS first.
How have I never noticed this before.
That does seem to be the case, if you get kicked out from DS, be it by degen or enemy attacks, the CD is not being reset to 10 seconds unlike when you manually press a button to leave DS.
I think it does reset, but to the value as if we had Near to Death (since you seem to always get 5 seconds). You know how the skills with different cooldowns arent actually the same thing by script (what was the reason for the whole bugged greater marks/cooldown), maybe it triggers a different ds exit if you get kicked out.
I’ve gotten 8 seconds by making sure I take a spike of damage as soon as I enter (with only 11% available in DS) and 0 seconds by taking the long slow drain.
So um
if you’re talking about taking 20 in SR to get Master of Terror, you’re not allowed to bring up Soul Marks as a reason to go into SR. Because it’s also a 20 point trait. So unless you’re now dumping 30 points in SR it’s not an option, and at that point you’re choosing between it and stability on DS.
Granted, Last Gasp is very good, and Path of Midnight is useable. I guess the greater argument is: does Spite have traits that are useful to
a wide variety ofcondition builds?Wanted to point out that the trait line is pretty much useful in any build and has lots of good stuff, even for condi builds. I actually have 30 in SR for my sPVP build aaaaand I have master of terror for 20 and soul marks for 30. Stability is too mainstream, heh.
Well, I won’t criticize for bucking the mainstream.
Ahaha oh my gosh. I figured it out, I think.
When you enter Death shroud, it puts F1 on a 10 second recharge. When you leave Death Shroud, it does the same thing again. But if you’re forced out of DS, it won’t reset the recharge to 10 seconds, instead it’ll just be whatever is left of that first 10 second duration. And yeah, the lockout is consistently just whenever you’re forced out of DS.
This means that if you stay in DS for 10 seconds before being forced out, it won’t be on recharge when you leave, you just need to generate the requisite DS first.
How have I never noticed this before.
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No one seems upset about dropping 20 into SR for Master of Terror when it’s otherwise useless stats for a condition build, but somehow 30 into Spite is unacceptable. We knew it was a grandmaster trait, so it wasn’t going to go somewhere that was comfortable for everyone.
Burning hurts. You need to work to get it. I don’t see how that’s surprising.
Anyway, we don’t even know if this is the final place for it. It could end up in another line altogether.
SR has a lot of stuff, it’s got master of terror, it’s got soul marks, it’s got path of midnight, it’s got the minor spectral armor, it’s got spectral utility CD reduction, it’s got stability. So it’s not really only about master of terror, seems a lot more people in sPVP would prefer soul marks actually and this trait line also increases the LF pool. Soul marks is very important for a condi build.
Surely it doesn’t boost your condition output but it gives you a lot of other things, mostly survivability ones which is very important. That 15 SR minor trait is huge.
So um
if you’re talking about taking 20 in SR to get Master of Terror, you’re not allowed to bring up Soul Marks as a reason to go into SR. Because it’s also a 20 point trait. So unless you’re now dumping 30 points in SR it’s not an option, and at that point you’re choosing between it and stability on DS.
Granted, Last Gasp is very good, and Path of Midnight is useable. I guess the greater argument is: does Spite have traits that are useful to a wide variety of condition builds?
Would you like us to post a video to show how we kill this boss after waiting for spiders to spawn? I really do not understand whats so bad about killing stuff fast…
I’d actually be a bit interested in it, but I’m worried that the essential factor is: your group is heavily damage invested, so you can clear mobs very quickly. More on why that bothers me in a minute.
In a situation with perpetually summoned adds, your DPS has to cross a certain mandatory tipping point. If you can kill things more quickly than they summon, eventually you can win. If you can’t, it doesn’t matter how much support or control you have coming out of your allies, eventually the mobs will pile up too high and overwhelm your group. Which means that now damage isn’t a good strategy, it’s the only strategy, and that just seems boring. And also punishing to anyone that thought Control was a valid role in this game because apparently it isn’t?
I’m not trying to criticize players here: you have found the solution to the boss fight, good job. I’m mostly criticizing ANet because I’ve always thought that a DPS race removed the skill component from gameplay in favour of a subtle gear check. And weren’t we trying to get away from that with GW2?
Edit: I guess I have to address the “PVT gear is good enough” thing. Is that PVT exotic? And what about the armor sets in the game that don’t have power or condition damage as a primary? Do those characters just have to hope others can carry them through because there are no other strategies…?
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Please don’t mention this or they’ll move it to a grand master trait.
At least it would be one less Minion grandmaster.
…and introduced several new problems;
1) The activation time on most venoms are instant cast, so in order to balance this, they will have to give each of them casting time like Basilisk Venom — and I will hate it.
2) The venoms needs fixing first. Making them more programmatically complicated is a waste of resources. Why use DV if Sword #2 is easily accessible? What situation will you ever use Ice Drake Venom? Why use Spider Venom if you can get poison free from DA traits and Shortbow? The only Venom I find useful, besides BV is Skale Venom (certain situations), which will become more valuable in the up coming patch — which is prefered to be triggered consecutively, thus it will not benefit from your proposition. They all need improvements first and foremost.
3) They’re still garbage even if they implement your changes. (see #2 for reasons).
4) Manually triggering each charge is cumbersome, that’s another action in addition to our current rotation. I hated Mantras for that very reason.
I rather have it function like Engineers kit where when activate, it stays active the whole time until we deactivate it. Then the trigger effect will function like Guardian’s Virtue of Justice where it procs every 3-5 attacks.
1) I really don’t see why they would need to add a casting time to any of these. It’s very possible to telegraph to an opponent that the venoms are available and that they’re being used just as clearly as it is conveyed already.
Basilisk Venom would probably have to keep its casting time on application, but I think the extra 1s cast (with residual venoms) would be a worthy cost for getting to throw the second basilisk at a time completely separated from the first.
2 and 3 are the same thing and I don’t agree with either of them. You take devourer venom when you’re not running sword and still want an immobilize. Or even if you don’t want to bother with the initiative cost of IS&SR.
4) This is true, and a serious concern for something like spider venom, which would then become a 6-7 button press skill. Maybe holding down the button could apply / queue up all the charges immediately…?
Turning them into % chance or every Xth hit procs would be an interesting alteration, but I can’t see it applying well to things like basilisk venom or devourer venom.
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What does this solve?
Among other things, it would let you split devourer venom into two/three distinct immobilizations instead of running it all together into one long immobilize. The same also applies to basilisk venom with Residual Venom.
Once you transmute them, they become account bound.
I’ve been wanting the dungeon reworks for a while. Even moreso because it looked like the next one up for alteration was Caudecus’ Manor, and Turmaine’s periodic invulnerability is just a pain, not to mention the fortified turret encounters right before him. Path 2 of Sorrow’s Embrace has been needlessly long forever, and Subject Alpha still has so many wasted mechanics.
I see a lot of people in here talking about how speed runs can get through a path fast enough, and I’m amazed that people think that makes it okay. A speedrun can get through Sonic 2006 quickly enough that it isn’t horrifically painful, but it still could have been improved tremendously.
So that video was informative, but didn’t improve my view of this boss much. It’s a DPS race. You have about 25 seconds before the spawns really start. Sure, after that you can block the spiderling shots with reflect/block walls and try to kite around the bigger silvers, (Does it summon Deathtouch spiders or whatever the stone-inflicting ones are?) but the adds will quickly ramp up to overwhelm any group that’s already having trouble killing the boss in under 35 seconds.
You could go the Mantra route, maybe. Use the skill to ‘prepare’ them, which flips the skill to a ‘Use X Venom’ and gives a buff on your bar with a number of charges and a total duration (30 seconds is the default, I think?). Then you activate the ‘flipped’ skill every time you want to use a venom. The venom would be shared on the second activation: your allies would use the venom on their next attack, the same way you would.
The recharge timers could be kept the same, in that they start counting down after the initial channel finishes. The major problem I forsee is, sometimes you want to use all 5 of those spider venom charges immediately (Sneak attack?) for really quick / high stacking. Maybe you could apply them in advance as well?
Burning, which is a condition damage, in the spite tree which gives power. Is this real life?
Spite also gives condition duration.
While it doesn’t play as a record attempt, it’s a solid proof-of-concept: 4 power necromancers can go just as fast as your typical 4 warriors.
Guess what? This is fixed. I’m not sure what release it’ll make it into since I just fixed it today. Its a pretty risky change, but I’ll do what I can to get it out asap.
[snip]
Thank you, Bill. Could you elaborate on why you call this a “risky change”?
Heh this really peaked my curiosity too.
Maybe there is the chance of creating a Necromancer somewhere with triple the intended health in downed state.
Downed Necro best tank
BhawbWant finishers? Get friendly with minions. 3x Blast finishers, 3x projectile finishers.
Whats your point? I guess you simply felt the urge to mention minions again somewhere? :P
Minions really are a great source of finishers. That said, I really wish the Necromancer had finishers that weren’t on minions, because right now they basically don’t.
It isn’t a true stun breaker but it is still an instant cast teleport. So you’ll be stunned for all 1/4 of a second but you’ll be 1200 units away from the guy who’s trying to jam a sword down your throat.
Bahaha. I was waiting for someone to say it, and so tactfully.
But seriously, the man’s right. It’s still perfectly useful, it’s usable while stunned, but it’s not going to let you cheese with permanent mobility.
For an example of a useful skill that works somewhat like this: Mesmer staff’s phase retreat. If nothing else, they can escape skills like 100 blades very nicely.
Edit: I’m honestly a little sad to think of this skill without its stunbreak. I always thought it was hilarious that a cautious S/ thief could basically never be locked down.
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Coincidentally, Morgana also has a skill called dark binding. It’s a slow moving projectile that hits for fairly high damage and also immobilizes the target for a very long duration. Sort of like if you charged a life blast with dark pact, somehow.
My tinfoil hat theory is that the version of DS5 people are reposting is the underwater variant.
Well, it was fun! I hope the listeners found it interesting.
If these are true, we’re going to be considerably overpowered. Though I don’t know a single person whom would take “Dhuumfire” over “Close to Death” having to spend 30 points in Spite. It should be a minor trait.
However, I doubt these are true. A) Most of them are too good to be true, despite having no fixes to vampirism/siphoning.
Several of the format items are different, and the name was off from their official announcement.
Okay so while I think “Dhuumfire” feels like a really fake name (Dhuum is barely mentioned in GW2, and never in a light that would make the player want to align themselves with him) I have a comment about the Dark Binding ability outlined there: they had to add an underwater DS5 as well.
I can’t handle these. The notes overall actually look really legit, but still miss a few things I was desperately hoping for, so I’m not sure if I even want them to be true or false. Ugh. Now I really need that official announcement, and I’ve been kind of wanting it for a week and a half already.
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