Pacts:
F2: Price of Failure
Cast time: 1/4 second
Cost: 4% Life Force/second
Cast Range: 900
Leash Range: 1500
Your foe takes damage (~1,000, does not scale with Power, and cannot crit, but also is not subject to reductions) when they fail to hit with an attack. Damage can only occur once per enemy skill use. Every 3 seconds (starting after 3 seconds), the target is Blinded.
Damage: 1000F4: Life Pact
Cast time: Instant
Cost: 10% Life Force
Radius: 600
You and nearby allies evade the next attack that would hit them (5 seconds). Heals upon evading an attack.Utilities:
*Dark Prision
Sacrifice
Cost: ~4,500 health
Cast time: 1/2 second
Cooldown: 40 seconds
Creates a ring of unholy energies in the target area. Foes attempting to cross the ring are teleported to the center.
Range: 900
Radius: 240
Duration: 5 secondsDiscord
Sacrifice
Cost: ~3,000 health
Cast time: 1/4 second
Cooldown: 30 seconds
Target foe Fears their nearby allies.
Range: 900
Radius: 360
Fear: 2s
hey like the idea I have a few question about how some of the skills work exactly.
1st Price of failure : does it only cause damage when miss occurs from blind or does it affect any attack that doesn’t connect ie out of range
2nd Dark prision : is there any actions that the foes within the barrier to get out
ie evades or teleports or stab
Life pact : does it have a cd? think maybe should be block instead of evade
evade=no counter play
if the evade only affected us i would be okay with evade cause it uses life force but it affect teammates.
Discord : the source of the fear might be better off being you programming wise and effect wise. you can trait for terror you know your condi duration.
maybe a multi-hit knockback effect may work better
I recommend for your other torch skill to provide life force in some way.
maybe
Soul sieze
your flame becomes a wisp that flys out chilling foes returning life force to you.
(works like ranger axe 4)
(edited by Tadsoul.6951)
I would like to see MoC to add a base effect to corruption skill as they already have interesting uses to them. They just need some raw power to make up for the everyday uses.
I like this idea +1
I agree it should be a QoL change, why do you think it shouldn’t be a trait option?
I’m okay with it being a major trait instead of minor but it doesn’t hurt you at all. The only thing it provide is defense when you might not want it and since it won’t drain your shroud when it drops below 25% i don’t think its an issue if its a minor
This trait has two major parts to it let me know what you think of both
Spectral attunement
Upon leaving Shroud gain spectral attunement allowing to channel your shroud skills.
duration 3s
the purpose of this trait is to allow the necromancer to finish casting their skill they were using before using leaving shroud
example1 they would finish casting lifeblast or dark path
example2 complete the channel of life transfer, death’s charge and soulspiral
example3 infuse terror would continue pulsing (for 3 seconds)
risks
animations may need work
you wouldn’t gain the benefits of being in shroud or be able to use new shroud skills
A trait like this is still very weak and could just be completely baseline for the class
Discuss whether you think an effect like this should be baseline or become a trait
While shroud is recharging 50% of damage taken is dealt to your lifeforce pool. Ends if your Life force total drops below the threshold.
Life force theshold 25%
I would replace Soul Comprehension with this trait
I was thinking it would be merged with my previous suggestion
Risks
being able to access our higher healing and lifeforce generation while semi-protected from lifeforce
I think a trait like this could open up a lot of different playstyles for the necromancer
I think it also has the potential of providing a lot of defense like Vital persistence
What do you guys think of a trait like this? Which trait line do you think best suits this.
I dunno, cuz reducing its CD could be nice if you couple it with Path of Corruption…
but the way it is now, if you land it well it completely demolishes boon-heavy targets from 1200 distance, and if it was only 3 boons you’d lose this burst.I think what’s keeping Corrupt Boon from having a lower cooldown is Master of Corruption trait…. which is kinda dumb cuz I don’t think anyone even takes that… not to mention the self-damage is insane. No one in their right mind would waste Putrid Mark or Plague Signet just because they used a utility… >.> and if you don’t have those transfers up you’re kittened.
They should completely change Master of Corruption so they can reduce Consume Conditions by 5 secs and Corrupt Boon by a nice amount too :P
I agree that is why i find shorter cd but more frequent corrupt to be better because if you need a larger corrupt you can always combine skills to get the results you need.
In PvE I find where boon removal are useful it is around a 20-30 sec interval with little need for a large burst oft removal.
current
cast 1/2s recharge 40s
Poison yourself. Transform boons on your foe into negative conditions.
Self Poison (6s): 201 Damage, -33% Healing Effectiveness
Boons Converted: 5
Range: 1,200
Unblockable
Suggested
cast 1/2s recharge 25s
Poison yourself. Transform boons on your foe into negative conditions.
Self Poison (4s): 201 Damage, -33% Healing Effectiveness
Boons Converted: 3
Range: 1,200
Unblockable
discussion
so what do people find more useful a bigger corrupt with a longer cooldown or a smaller corrupt with a smaller cd.
In my opinion there are other issues with corrupt boon but i would like to focus on this topic and gather the community opinion on what they find useful
I think the strength of Tim’s verison of putrid defense would need testing to really determine if its overpowered.
you could make it more potent and less often like 10s cd aoe 4s poison 5s
Side note what if they gave death magic a whole poison theme to it.
putrid defense
take less damage from poisoned foes and increase poison duration
deadly strength
Gain power based on your toughness. summon a poison cloud on your next target after you gain lifeforce
vile miasma
increases the healing penalty of your poison, stun foe around you when you use a stun break
since this would have a new grand master i would replace unholy sanctuary
for putrid defense i think a better solution would to do
Increase poison duration
or
your attack now cause poison (can make it more interesting with a proc of some sort)
I would like to state the way i imagined blood offering would interact with the game is that any trait or effect in the game that uses your health total would be calculated before the effects of blood offering
example
36k hp necro use blood offering
now has 25k total health
uses two rituals sacrificing 7k hp in total
now at 18k hp procs the trait Last Gasp
I’ve actually been working on a Cultist spec with the same theme. The amount of health I’m using for sacrifice costs is significantly higher, but the baseline power level I’m shooting for on basic utility skills is 60 second cooldown elite skills.
I’m not finished, though. Got the weapon skills to design as well as two more utilities and 5 traits.
cool i will look forward to seeing it. How much health are you planning on sacrificing?
this is the elite spec idea i made for the fun of it.
the theme of the spec is a support necro using sacrifices
feel free to leave comments about what you think about the elite spec
I have made my original post with a spoiler so it less wall text. If you feel like posting your suggestion of a new Elite spec feel free to post it here. I’ll update this one so people can find your elite spec idea easier. as a quick rule try to keep posts with spoilers in them to post with new ES idea for them
use the ctrl-f to find the poster ES idea here
pg.1 Drarnor Kunoram.5180
pg.1 Rym.1469
pg.1 Aerick Blackmoore.8167 (new ES)
pg.1 (further down)Rym.1469 (new ES)
pg.1 Dignified Loser.7689 (new ES)
[spoiler]
Elite Spec Name: Cultist
Fskills
Offering of blood
Target Ally’s maximum health increases by 30% of your total health. you lose 30% of your total health.
range:3000
turn over skill
selfish sacrifice
Remove your offering of blood from target ally reducing their maximum health and restroring your maximum health.
Weapon: sword
Skill1:
chain 1:
Binding cast .6s
create the binding for your ritual.
Damage:275(.8)
Life Force: 2%
Number of Targets:3
Range: 130
Chain2:
Anchor cast .6s
Set your anchor for your ritual
Damage:275(.8)
Life Force: 2%
Number of Targets:3
Range: 130
chain3:
Mark of Strength cast 1s
Inscribe a Mark poison foe when they trigger it, and grants might to allies
Damage:300(1.1)
3Might(5s)
2Poison(7s)
Life Force: 4%
Number of Targets: 5
Radius:240
Blast Radius:300
Range: 130
Skill2:
infuse affliction cast 3/4s recharge 6s
Infuse your target with pain inflict cripple and weakness.
Damage:152(1.3)
Weakness:3s
cripple:5s
range:600
skill3:
Vampiric Retaliation recharge 30
Invert the next strike to healing for a short duration.
Vampiric retaliation (5): inverts the next source of damage to healing
utilities:rituals
Healing:
Blood Ritual channel 2s recharge 30s
Sacricfice your health to go invulnerable. When the ritual is complete you heal 40% of your total health.
Sacrifice 10% health total
healing: 10% total health
healing:6135
utility1:
Order of the vampire cast 1s recharge 20s
Sacrifice 10% health total
Grant Quickness and Resistance to yourself and nearby allies.
Quickness(5s)
Resistance(5s)
Number of Targets:5
Radius:600
utility2:
Touch of agony cast 1/2 recharge 15s
Sacrifice 5% health total
blast the land in front of you dealing damage to foes and removing condition from allies. If a condition is removed sacrifice more health.
Damage:284(1.2)
Conditions removed:2
If a condition is removed: Sacrifice 5% health total
Range:600
utility3:
Blood of the Master cast 1s recharge 20s
Sacrifice 10% health total
The blood spilt of the ground becomes a pool that nearby allies.It heals for the amount of health loss.
healing: 10% of total health
Number of Targets:5
Duration: 2s
Radius: 240
Combo field: water
Range: 1,200
utility4:
Dark Fury cast 1s recharge 30s
Sacrifice 10% health total
Restore the energy of you and your allies with your ritual.
Alacrity(5s)
Number of Targets:5
Radius: 600
ELite:
Chain1
Rite of The Serpent cast 3/4 recharge 120
Sacrifice 10% health total
Send out a serpent that bounces between foes and allies separting their energies. Foes take extra damage, allies take less damage.
Doom: (15s) 10% incoming damage; 10% incoming condition Damage
Salvation: (15s) -10% incoming damage; -10% incoming condition Damage
Number of Bounces:9
Range:1200
chain 2
balance cast 1s window 20s
return the energies back to normal causing damage for doom and healing for salvation.
Damage:563(1.2)
stun:(1sec)
Healing:1200(.5)
conditions removed: 2
Shroud
Skill1:
renewing blast cast .8s
Store up energy and blast your foe with the stored power, empowering allies around you.
Damage: 257(.7)
Energy: + 1 Energy Storage
Maximum Stacks: 5
Energy5:
Conditions removed: 1
Number of Targets: 5
radius: 240
Energy3:
Healing:435(.6)
Number of Targets: 5
radius: 240
Energy1:
Might (15sec)
Number of Targets: 5
radius: 240
range 1200
Skill2:
vampiric gaze cast 1s recharge 3s
Gaze at your foe unleashing all your stored enery stealing their life.
damage:125(.5)
healing:200(.5)
damage per stack:139(.2)
healing per stack:100(.2)
skill3:
shrieking geists channel 1.5s recharge 20s
Channel the undead souls to fear foes in front of you.
damage(x3):36(.03)
Fear(x3) (3/4s)
Number of Targets: 5
range:450
skill4:
soul twister cast 4s recharge 40
Channel spirits into the wind damage nearby foes, applying a condition each strike and blocking projectiles.
Damage (11x):558(2.25)
Torment (6sec)
Blocks Missles
Number of Targets: 5
Duration: 4s
Radius: 300
skill5:
Meekness: 1s recharge 25s
sacrifice 10% life force
damage, apply chill and slow to target area.
damage: 500(1)
slow: (5)
chill: (5)
Trait
Minor
Favor of dark arts
allow yous to equip swords and rituals and give you access to blood offering and avatar of the abyss
Vampiric leadership
When you use a healing skill neaby allies steal health with their next attack.
Support
maggot therapy 10 recharge
remove two condition from nearby allies when you enter or exit shroud
Conditions removed: 2
radius 600
Ritualist leader
sacrificing health can no longer kill you. when you complete a ritual you and nearby allies gain super speed.
superspeed: 3s
radius: 600
Empowering blood
The target of your offering of blood deals more damage.
Damage increase: 10%
Life steal
unsuspecting victim
steal life every second from the victims of your crowd control effects.
Life siphon damage: 546
Life siphon healing: 442
Precise strikes 1s recharge
your attack steal life while under the effects of fury.
Life siphon damage: 243
Life siphon healing: 306
Vampiric family
the target of your blood offering shares your vampiric effects
boon
ritualistic sword
sword attack now cause bleeding and a chance to grant fury.
bleeding(5s)
chance on hit:25 %
fury (3s)
Frostbite
Gain retaliation when you chill a foe.
retaliation (3sec)
regenerative skin
gain regen when hit while you have retaliation
regen(3sec)
[/spoiler]
(edited by Tadsoul.6951)
I based my theme off the trait which tries to make wells beneficial to place on allies and enemies… none of our wells work like this but that going off topic
I dont think adding effect would be consider random
also WoB already has good scaling with healing power
I’m not sure if i made this clear but i do think that
WoB’s one redeeming quality is the scaling it has with healing power
it just can’t make up for the rest of the skill and
neither do i think making the scaling with healing power so great that it is consider op
would be healthy for the skill
@Khristophoros.7194 I don’t like healing skills with base cooldown of 40seconds however that is not why i suggested lowering the cooldown in my version of the skill.
the reason it improves the skill but doesnt change the skill
Well of blood in my opinion is under performing as a healing skill and also as a necromancer healing skill.
In terms of healing per second Well of Blood is our weakness healing skill even with healing power it still struggles to show value and one of our healing skill doesn’t even scale with healing power.
As a support skill SoV is better and if the blood fiend is targeted by the npcs it could be considered better… either way the support that WoB provide is very insignificant
The Traits that affect WoB don’t really support the way that WoB designed. You Gain Life steal, and Protection from traiting it. Originally there is no reason to place the well on our enemies. Protection is best applied before damage is dealt to us however WoB is currently design to be a massive heal(which it isnt really) which means you want to use it after damage is dealt making the protection counter productive.
Those are the reason why I think WoB should be changed and get a buff. If you guys feel differently or similarly let me know what you think.
If I were to redesign the skill here is what the tooltip would look like
Conjure a well of blood to heal allies and weaken foes.
3/4s Activation time 30 Recharge time
Healing Initial Self Heal: 3,570 (1.0)?
Healing Health per Second: 450 (0.4)?
Weakness (3s):
Number of Targets: 5
Duration: 5s
Radius: 240
Combo Combo Field: Light
Range: 900
(edited by Tadsoul.6951)
Two out of 5 corruption skill have zero baseline power and are situational I think having master of corruption giving corruption skill a baseline power would be the best bet.
My suggestion for MoC is this
your corruption skills now apply blind and poison on their first target struck. Reduce recharge by 20%.
This increases the effectiveness of chilling darkness by giving us more blinds
also more access to poison for putrid defense.
The trait line favoring condi or power is fine with me it cant do everything at once however it I agree it could use more crit chance. I think having a trait that gives fury or increases crit chance in some way would be good in the adept tier and also the GM teir
- Describe a typical hour for you in the Alpine Borderlands in the past.
I would run solo or small roaming groups usually. I would look for people to fight usually taking towers and camps and sometimes keeps to give people a reason to come and play. in terms of defending and upgrading i would the cost usually scared me off but i would normally do keeps because the waypoint was so nice to have the mobility around the map, and towers when i knew other teams were capping towers often that way the tower would then give me enough time to get there and fight the attackers before they broke through.
- Compare your experience described above with a typical hour spent in Eternal Battlegrounds, if you went there at all.
its basically was the same except less tower and keep capping because there was more players. In eternal you had to dodge the zergs more and there were often more roamers.
- Compare your experiences described above with an hour spent in the new borderlands. It is important that with the new borderland auto upgrades came with it. the terrain of the dessert border has a lot of vertical or obstacles that you must either break down or run around. along with its increased size you have much longer travel times. the npc are much harder making solo capping tower very difficult and the npc all like to spam stuns making i feel like stability is require. lastly when on another borderland the only notification you get when something is under attack is only the north keep which makes it difficult to hold those keeps
- Describe the nature of combat in the borderlands in the past. How have the new borderlands impacted this paradigm for you? What style or build changes might it cause? For example, knocking people off cliffs or into lava might play a more important role. there is more of it. it not any more important than it was before.
- In your experience, compare the time it takes take a structure or objective here, then it did in the past. it takes much longer to take objective because of the scaling difficulty and the auto upgrade system.
- How is the loot and wxp for you compared to in the past? Will it be able to sustain whatever you are doing? Did it take a hit, or was it improved? If you are planning to unlock an elite specialization, do you think you were helped or hurt in these regards? Do you think you could pursue any other in-game goals just by playing WvW? it was never good and still cant sustain the cost of wvw
- How will the map change impact the long sessions (multiple hours) you spend in WvW? negatively, more pressure to cap things harder to cap thing takes longer to travel takes longer respawn
- In 100 words or less, describe how the new BLs could be improved.
smaller
less vertical
npc that buff nearby players
weaker npcs
more condensed keeps
clearer maps
It sounds like a lot of skills root you which I think would lead to playing it feel very clunky
this might be off topic a little but i agree with bhawb that the self harm should be redesign as a elite spec
Here was my idea for the elite spec
cultist
F2 ability soul link
tether yourself to target ally. Target ally’s maximum health increase equal to 30% of your maximum health.
you lose 30% of you maximum health
for blood is power id change the bleed stacks to this
6bleed 10 second on target
.. its a good start for the skill because 30second bleed stack are useless in every game type
For MoC trait i would have it do this. Corruption skill now additionally apply blind and poison on their first strike (mainly for CpC)
Focus 5
I’d like to see this skill normalized a bit with a much shorter cast time so we can combo it for a larger burst.
.25-.5 cast time
.5-.75 power scaling
Focus 4
with focus 5 being able to support the burst, #4 wouldnt need to do so much damage.
first i would make it unblockable and decrease the damage a little.
then make it apply weakness to enemies protection to allies.
lastly it is unreliable on targets near max range and I believe it doesnt bounce max range. better tracking would be nice
Hey guys let give the devs feedback on the areas we feel the necromancer class need the most improvement. Please list your top 3-5 topics that you feel need the most attention. Then a small something on your top priory. (the topics and be very general or very specific)
My top 3 areas of needed improvement.
1. Healing
2. offhand weapon skills
3. corruptions
I say healing is my most important area because currently it not only annoys us but it affect our teammates as well. When Heart of Thorns comes out there will be even more classes and ways to build characters to output tons of healing. In HoT healing will be even more important and we need to stop missing out.
My idea for MoC is to give the corruptions a theme
Your corruptions now also applies chill and poison. reduce recharge by 20%
It doesnt need to apply two condition also other conditions i suppose could be used like blind
the skill would work like this
consume condition…. no change
blood is power now applies bleed poison and chill to foe and bleeding to yourself
corrosive now applies weakness poison and chill to foes on pulse. weakness at to yourself at cast
corrupt boon now applies poison and chill and corrupts boons on foe and poison to yourself
epidemic now applies poison and chill then spread all condition on target to nearby foes. applies vulnerability to yourself.
Basically the condition are applied to foe that the skills effect
I’m hoping that reaper shroud aa is basically just a recopy of dagger aa
Given all the traits rs has access to this would probably be to strong.
I was thinking a good middle ground would be equal damage less life force generation
some traits and skills activate and others don’t i guess i will put this into the bug forums
chillbains apply poison and chill when it is trigger. then it leaves a poison field behind that does nothing.
Recently i have notice that the poison field seems to active block effects (havent tested in a control environment)
I’m ok with it doing nothing however is shouldnt active block effect or any other effect that trigger upon striking the enemy
if the poison field is going to remain as “striking a foe” the field should it should something that foe actually might think about not standing in.
edit still testing
mesmer sword 5 no activate
mesmer grandmaster ineptitude activates
Ele shocking aura activates
Ele frost aura no activates
Ranger all clean
(edited by Tadsoul.6951)
my idea is to have shouts be offensive support
it would require a rework of all the skills
New traits would also come with this suggestion
Trait Order of the vampire
Allies within range steal life with their next attack when you use a shout.
life steal damage 1000
life steal healing 1000
allies affected 5
radius 600
*note they are shouts and all will affect 5 allies and have Range 600
Time to Hunt! 20sec recharge
Grant swiftness and fury to nearby allies.
Swiftness 15 seconds
fury 5 seconds
shout2 60 second recharge
you and your allies attacks become unblockable
unblockable 5secs
Feeding Time 20sec recharge
consume one condition from yourself and nearby teammate.
gain vigor for each condition consumed.
conditions removed 1
vigor gain 2seconds
Your can’t Stop me! 30sec recharge
break stun remove movement impairing condition and grant yourself stability.
stability5 7seconds
conditions removed
Chill
Cripple
Immobilized
break stun
*note this shout doesn’t affect allies but benefits from runes of the trooper like all shouts
You can’t Kill us 1 second cast 15 second recharge
heal yourself and nearby downed allies
Healing: 3555
Revive percent 5%
suggest what you would like to see the reaper shout be like
talk about the ideas you like what good things will come from them and potential bad things.
my suggestion were
1)scepter aa
blood curse no change
putrid curse increase poison duration to 5
*note only a two attack chain
2) scepter 3
apply torment. apply additional torment for each other unique condition on the target. Gain life force for each unique condition on the target.
after playing with the reaper some more the gs kit doesnt the tools it needs
while using the gs you spend your time chasing people more than you actually fight them
when they actually run from you gs5 cant catch them
suggestions
it needs a short cd (6-8s) either pull, leap, teleport, or speed boost to keep up with people
the pull needs to be a much longer range
I think it needs one of the short cd things + the longer range pull
gs5 vs mhd3 they do similar things cc at a 600 range
mhd3 much feels more effective
should rename to jade winds
just a quick note when i was using the reaper
gs5 the pull doesn’t travel all the way back to you
it is possible for gs5 to miss a target right in front of you
i think it only travels 600 range back to you
rs2 should function like warrior leap or guard leap
rs2 really hard to use in combat
rs5 seems to miss and not do damage when it should
I would want the pull to get some of those new mechanics they are coming up with.
so it chills targets it passes through and pulls and chills your target
(for reference see: frigid blitz)
I find it a lot less useful not being able to pull away the weak target inside a crowd
If trying to improve the scepter I would suggest changing the aa and Feast of Corruption
The Auto Attack
Chain Blood Curse
Bleed 5s
range 900
Chain Putrid Curse
Posion5s
range 900
I suggest a 2 chain aa because it increases poison application which has use now before this would have been useless. the other benefit is its the smallest buff and change to the aa i could think of
Feast of Corruption 3/4 cast 10 second recharge
Apply torment. Apply additional torment for each other unique condition on the target. Gain Life Force for each unique condition on the target.
Torment 5sec
Additional Torment 5sec
Life Force 3%
Range 900
This gives us good incentive to use #3 which will give us life force and also a condi burst
to be honest i think a bigger problem is the fact that staff death shroud and our utilities dont increase our condi pressure much
i hope we see this change
lifeblast cast time and damage reduce – dps unchanged
the backbone of my suggestion keeps the feel of the signet but also replace our surprise burst
active – large powerful spike tool
passive – mastery over death
hope that helps to understand the idea of the suggestion
a reduce cast time and small passive boost would also make this skill worth considering
I prefer lower cooldowns where the active see more use but they wont decrease the cd on rezz skills
I don’t main a mesmer but I feel like anet nerfed the wrong thing on you guys
what i had in mind was a nerf to mind wrack
currently mind wrack works like this (damage value change based on power)
clones pbaoe effect(from the baseline trait)
clone 1 1.3k each 1.3k damage
clone 2 900 each 900
clone 3 700 each 700
the nerf i thinking was just changing the structure of mindwrack
1 to 4 clones. with the mesmer himself counting as one clone
this way blowing up 1 clone doesnt feel like your getting the full shatter effect
Just a quick couple of suggestions
Signet of Undeath cast time 3/4s recharge 30s
Signet Passive
Revive speed is increased. Partially revive allies in the area.
Increased Revive Speed: 10%
Revive Percent: 5%
Interval : 3 seconds
Radius: 600
Signet Active
Blast the target area with lifeforce(or whatever flavour text you want)
Damage 345 (1.4)
Radius 240
range 1200
Discussion: the problems with the current signet of undeath is the long cast time and long recharge. changing the passive to similar necro support helps the style out even more. the active i was thinking should be on the offensive side so i went with an aoe lifeblast verison
join the disscussion or post your own ideas on Signet of undeath
trait ideas
unholy aura
Gain unholy aura when you break out of a stun
Unholy aura (4sec): Stun nearby attacking foes with unholy energy (only once per 2 seconds per attacker)
stun (1sec): unable to use skills or move
Vampiric rituals
Wells super charge vampiric and grant protection to allies when cast. Reduces recharge of wells.
vampiric effectiveness increased (5sec): 500%
Protection (3sec): -33% incoming damage
Recharge Reduced: 20%
I heard rumors that anet plans on giving bosses a break bar which when depleted will stun the boss for a decent duration. I think they plan on having blind deplete the break bar a little bit
1.no
2. When standing in WoD you will still get hit by a lot of melee attacks (doesnt pulse fast enough)
3. reduce the cooldown to 30seconds add a stunbreak
to be honest even with a change like that i would still probably not use it
1.do you use WoD?
2.What do you like/don’t like about WoD?
3.If you feel that WoD needs to be change make a suggestion
so i was looking into how chill stacked
you can still maintain perma chill on some1 however bursting chill on one person with will make it ineffective
lets say you apply 5 stack of chill each for 50 seconds he will be chilled for 250 second you will be able to apply 1 more stack after 50 seconds when the first stack of chill wears off
did any1 use chilling darkness before this
I know i didnt but know i know i never will
suggestion change for axe
purpose make it stack vulnerability very quickly, make each skill feel different
Axe#1 increase damage by 33% also animation needs work
Axe#2 decrease damage by 50% change to pbaoe 600y add whirl finisher
Axe#3 its good
there are 3 will provide a power boost to the axe
traits
unholy fervor just change the damage boost to any weapon
spiteful spirit in addition striking a foe apply vulnerability2 for 7sec
Decimate Defenses as is
all of this i feel would just be overpowered but something in this direction
side note making the axe not focus on damage and instead on support or boon removal those sound like good ideas too
I think the axe needs a buff but we also need to maintain a difference between axe autoattack and lifeblast
there are two components of this skill that I would like to address
Direct Damage
Condition Damage
I compare mark of blood to Shrapnel Grenade and Fan of Fire
as you can see all 3 skill are short cd aoe skills
MoB does significantly less direct damage and also less condi damage
however MoB can be placed b4hand and has an easier time dealing its full damage
considering all these facts these are the numbers ive come up with
MoB Direct damage should be equal to Necrotic Grasp
MoB Condition duration should be something like bleeding3 5-7 seconds
short suggestion
since plague will now slowly kill you(which is just silly) i suggest that plague form now also pulse resistance thus becoming an improved ultimate tanking tool.
other
remove the nerf called corruption skill type