Showing Posts For mazut.4296:

Advice for those Trying to form raid groups

in Fractals, Dungeons & Raids

Posted by: mazut.4296

mazut.4296

Whatever you do, do not be an kitten like 80-90% of the “leaders” if you can call them that. Pathetikittentle men.

turn raid encounters into fractals

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mazut.4296

So now I need to face the same bosses everywhere? No ty.

Cliffside 59 is impossible

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mazut.4296

This argument is just laughable. It turns out you can’t complete it, only because you can’t move out of red aoe circles or dodge. Well, nobody can help you, sorry.
What about you don’t stack and stay there to die…
/sigh

Cliffside 59 is impossible

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Posted by: mazut.4296

mazut.4296

With my necro I’m staying top floor alone on one side and can survive Indefinitely in lvl 94(highest possible cliffside). Its super easy fractal. Make better builds, don’t go as squishy zerk. And ofc pick better players for your party

Is this normal in pugging raids?

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My block list is growing rapidly, full of all kind of kittens I met during pug raids.

/age of account without a precursor drop

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4450+, zero from drop, Spark and Tooth of Frostfang from MF.

Icy Beast Build (soul reaping+spite+reaper)

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Use augury, you have 3 shouts, 2 of which will get significant buff with it. Chilling nova is meh anyway.

Is this a viable minion master?

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Augury of Death? You dont use shouts, pick something else. You dont really need Rise.
Blighters boon is pointless, you have so much survivability with the minions.
I say ditch Reaper for Soul reaping or Spite.

(edited by mazut.4296)

Tools vs Defiance Bar in fractals?

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mazut.4296

Flesh Golem/WH skill4/Reaper Shroud Skill5+Skill4 and Fear. And few soft CC conditions in between.

Please revert the Corrupt Boon change (PvP)

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The new one is better. If you run shouts you also can use Nothing can save you, which is on par with Corrupt boon and in some situation even better. Both together make a power house, I often run them.

Minion etiquette in dungeons/fractals

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mazut.4296

All minions are useful. Even the wurm, you can use it at stationary bosses like Thaumanova Anomaly. They all give you toughness and transfer conditions, also deal more damage when traited. Shadow Fiend has relatively short cd blind, Bone fiend has the immobilize, which can save the party in high fractals. Flesh golem is good damage and excellent to break cc bars. Even the bone minions are ok.
Lich Form minions are good damage, but I wouldn’t recommended it, because there is no healer(usually) to keep them alive. They will die very fast and you will be left with nothing. Flesh golem is the better choice.

Axe#1 rework

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Yes, the Engi hammer is just weapon version 2.0, obvious upgrade. But axe doesn’t need might. Necro already have good might generation traits. It need rework, but in different direction.

[Suggestion]Weapons combo idea

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mazut.4296

So its ok to kill dragons and use fireballs, but using 2h weapon in one hand does not match reality.
Few words, “its game” and “you lack imagination”
PS: wall of text… not gonna read any of it

[Suggestion]Weapons combo idea

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Posted by: mazut.4296

mazut.4296

Of course not all 2h weapons can be used in one hand, but half of them are perfectly usable(Staff/GS/Hammer). The idea behind that is to have more options. More weapon sets.

[Suggestion]Weapons combo idea

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mazut.4296

Combining 2h weapons with off hand weapons. For instance GS as main hand with any off hand weapon, available for that profession. The 2h skills that doesn’t fit or are to powerful change to completely new skills(War GS: Hundred Blades change to new one hand attack, while Whirlwind Attack can stay the same).
Same for all other 2h weapons.
Cannot use 2h weapon as off hand.

Transfusion heal for more in reaper.

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mazut.4296

Reaper’s Shroud Transfusion has a shorter heal range than regular Shroud. While the downed teleport range is identical, Reaper Transfusion has a range of about 400, compared to regular Transfusion having 600 range.

Shorter range for more heal potency. I’d call that a fair tradeoff.

Thats not true, both heal and teleport at 600 range.

Transfusion heal for more in reaper.

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It does not need to be a problem. I would argue this is actually good in the sense that Reaper is more meant to be in large fights which is also when you want to play support (unlike more 1v1-centric necro). The problem is that it just adds to the list of things making reaper superior to necro and contributing to the overall HoT power creep.

I think the mentality behind it is because its melee if should be more powerful. At some degree thats true, but skills/traits like transfusion are suppose to be universal. And you are right it, all the small buffs here and there pushed the reaper even further ahead.

Transfusion heal for more in reaper.

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Yes, that was my suspicion, but is that ok?! I think it should be the same for both and any future skill? The difference is pretty big.

Transfusion heal for more in reaper.

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Anyone know why is that? Without healing power it heals for around 4600 in Reaper and only around 3400 in Death Shroud.

Why is it ok for necromancers to be so OP?

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Wing 3 Feedback

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The raid wing is fun and I like it( fun for now), but its the easiest of the 3, not what I hoped for :/

Reapers in raids,etc?

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After chill nerf I only use it if I need the CC and also for movement, Death’s charge is useful at VG green circles and for Matthias, when you place corruptions and poison, but its far from mandatory.

It wasn’t a nerf for condi builds. It was a huge buff.

Huge buff, how? In what universe o.O Just explain to us how do you stack chill in a raid environment? And even more important how do you keep applying chills so the new trait is as effective as the previous one?!

Legendary Armor Information

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Well, I have all the money to instantly craft the whole set, but now need to wait who knows how long for the last collection… :/

dream weapon?

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Spear (not underwater). Fast skills with movement and evasion.

[Request] Please lower LI for Legendary Armor

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No, dont lower the LI, lower the insane amount of T6 mats…

Mat list for legendary armor please?

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If the info on reddit is true, 6 condensed gifts of might and 6 of magic, that’s extremely expensive… What happened to “Whole Legendary set wont cost more then a single legendary weapon” …

Elite Specialization cost too high

in Guild Wars 2: Heart of Thorns

Posted by: mazut.4296

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Elite specs cost need to be increased! It was to high at start, but they lowered it to much. They need to adjust it and make it somewhere between the initial and the current cost.

PvP Matchmaking Boycott?

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I already stopped playing PvP, so count me in

Are you happy with the diversity in GW2?

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Not really. And on top of the lack of diversity the people are supressing it even more with their stupid “meta” kitten.

Reapers in raids,etc?

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After chill nerf I only use it if I need the CC and also for movement, Death’s charge is useful at VG green circles and for Matthias, when you place corruptions and poison, but its far from mandatory.

Necro GS

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mazut.4296

We have reversed mentality. Instead of us going after the target, we pull the target to us. In theory its all fine and balanced, but ff course movement skill is more useful in general.

Guardian GS has both a leap (probably the best leap in the game) and an aoe Pull, which can be used for pure dps instead. Just food for thought.

True and its way more reliable in a way to hit your targets, but then the pull can be easily dodged.
On the other hand I would like skill 5 rework into something like:
1:Slash the ground in wide cone(450 range), immobilize up to 5 foes for 2-3 sec.
2:Toss spectral scythes at foes in front of you, applying chill to them and pulling them to you. Gain life force for each struck foe. (750 range)

[Movie] Pre-chill nerf Reaper sPvP 1vNs

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I think you used too many effects. It was distracting me from enjoying the video.

exactly

Necro GS

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We have reversed mentality. Instead of us going after the target, we pull the target to us. In theory its all fine and balanced, but ff course movement skill is more useful in general.

Ranger weakest class in pvp?

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mazut.4296

Ranger is certainly not the weakest class. I win 90% of my 1v1 on ranger and I have very high burst (I can kill things like thieves and marauder revs in seconds if I land all my burst), great healing and support and good mobility and disengage.

Maybe you are just a much better player than the Rangers you have fought because a condi guard/trap ranger should not beat an equally skilled player using the meta Druid build. Rangers are especially good against condition builds because they have 2 full condi clears, one (celestial avatar) on a 15 second cooldown.

Thats not true, The meta druids just melt against my necro, even the really good one have very hard time.

Necro/Reaper: The Good, Bad and Ugly?

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The good i guess lots of condi cleanse.

The bad, unnecessary amount of wind up skills. Headbutt. Eviserate, precision strike and a lot more, do alot of damage but dont take days to cast unlike grave digger, executioners scyth, minions. The execution skills that do have a longer cast time like killshot on warrior for example are offset by quickness which the class has.

The ugly, pretty much everything else about the class. Too many bad traits, its like when they don’t know what to do for a trait, they give it health siphon that doesnt really make a difference. Shouts trait, wells trait, even trait specifically for grave digger. I struggle to understand how 277hp is going to help you when you are taking damage from everything mid cast.

If it isnt irrelevant siphons, it is just flat out useless traits. Has anyone actually taken relentless pursuit over chilling nova or augry of death. If you really want to talk about relentless pursuit in todays game, make the trait have shroud 2 teleport

If it isnt the traits it is the utility dependence, no flexibility, so need utilities all the time and no decent passives to help unlike warrior. Warrior pretty much the only other skilless class in the game has passives all over the place and they have more flexibility but get endure pain at 50%hp, get stunned, auto stun break and toughness boost. Necro’s unholy sanctuary triggers when you are pretty much dead but that was changed for warrior. Shouldn’t it be shroud CD is reset at 50% hp? especially seeing as we are likely to give up soul reaping for it. If we arent, well then it s a tanky bad damage set up which wont be breaking anything.

I could be here all day writing everything wrong with this class lol

I agree about some of the traits, there are many mediocre and few really bad traits.

Relentless Pursuit is far from useless tho. Perfect for Matthias for instance, where you have a single boss without adds(you cant use Chilling Nova, which is not very good anyway). And same for any other boss with fewer adds that can snare you. Also could be used in pvp if you play Reaper without shouts, why not.

Path of corruption question

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Have you tested the Death Shroud skill or only Reaper Shroud?

Path of corruption question

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First time I hear its an aoe, but this skill is so buggy, so who knows?!
I even made a 5min video where I was using the skill on cd and it fail to perform properly every 3rd or 4th time. It spin on place and turn my character or fail to hit with all swings.
I think all the problems come from the necessity of animations being finished. If your action before you use this skill is not finished properly the skill won’t perform accordingly. Its a mess that one.

(edited by mazut.4296)

Dismiss Button

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Can Necros please get a Dismiss Button/function for all Fiends and minions as not all of us lazy people like to be stuck in combat while trying to view vista’s .

Yeah, that would be great.
Even better. Why not [F#] skill that destroys all active minions and give some benefit. Similar to mesmer, but only 1 skill, instead of 5. And its only active if the necro have 1 or more summoned minions.

(edited by mazut.4296)

Making legendarys great again! TBC

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mazut.4296

With the weapons, but even more important with the legendary armor soon to be available, what happens with the runes and respectively sigils on this weapons when stats are changed?
I think all legendary items need to have few separate, parallel slots for sigils/runes. When I swap to a certain stats, the specific sigils/runes(that I inserted with the stats) swap with it.
Or should we buy and replace them every time?! I say no!

Should I craft bers ascend first or go viper?

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You need both, unless you really really dont wanna play one of the play stiles, which will be is stupid

Resistance needs a change

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Plenty of effects reduce Direct damage, but none of them reduce it to 100%. Corruption should be something like (Reduce condition effectiveness on you by 50% or 66% or even 75%), but not as it is right now.
Also I agree, conditions need to be toned down, just a little bit.

New Elite Specialization Contest (Closed)

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Why do you want to get rid of Shroud? I find it really good. Its esentially another weapon set and More HP on top of that. There is nothing negative about that. Except some skill behaviour and 1-2 Death shroud skills that need buff.

New Elite Specialization Contest (Closed)

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Ok so while we wait I wanted to ask a question. Did anyone else think the current core necromancer trait list severely limits how creative Anet can be with elite specs in the future? I’m specifically looking at the 20 or so traits that relate to shroud. It feels like a lot. It’s enough that all future necromancer specs will have to have an active shroud state. When you think about future specs do you guys think that good design?

I have a strong opinion about the few traits that enhance shroud skills. They shouldn’t exist. Traits like reaper’s might, path of corruption, transfusion, unyielding blast and dhuumfire are like traiting for staff one or four. They are just too specific to exist and will cause problems for the designers when they think though future elite specs. What do you all think?

I find a problem not in the specific enhanced skills, but by the very small amount of option per trait line with only nine traits. And the minor traits are just pointless. They should merge all 3 minor traits in 1 and put it in front the trait line. And then add 4th and 5th column with 3 traits each. that way we will have 3 rows of 5 traits each for total of 15 traits.

(edited by mazut.4296)

Necro/Reaper: The Good, Bad and Ugly?

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It sounds like the Necro/Reaper have some problems contributing directly to team-situations, but are still viable when compared directly with other individual classes?

This conclusion is plain wrong. Pure BS

Staff rework anyone?

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two things. When you use your marks you are left with nothing else but auto attack, which leads to the second problem. To slow auto attack with virtually no impact. only thing is that generates some LF.

Necro/Reaper: The Good, Bad and Ugly?

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You have a lot of extra health that is “wasted” when other classes can survive with low Health.

Your DPS is low and your support is low. Your skill cool downs are really high.

The class is really fun, but only a couple of gimmicks keep it barely alive in PvE.

In pvp, the situation is better, but you still rotate very slow have terrible ranged fighting and are hard countered close by meta classes. You are pretty godly in stronghold however.

Yes that’s me and I’m walking away.

Necro/Reaper: The Good, Bad and Ugly?

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Interesting comments. What are your opinions on the Reaper? I’ve heard that is fairly good aswell. Still in love with my Chronomancer though.

When I say necro I include Reaper as well. Also arguably core necro is the most useful today of all core specs. All of the other professions must include their Elite spec in their build, necro can do their thing without Reaper. So probably its one of the better balance wise between core and elite spec.

(edited by mazut.4296)

Let's stop with Leagues...

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Leagues are fun. It gives people a reason to try their best. Season 3 on my opinion is the best we had: I have played 60 games, I’m in ruby, where I probably belong. Sindrener, in the same number of games, made it lo legendary. In nearly every game I lose, my team and I could have played better and win the match, but lost because of mistakes. Let the ragers rage: for players that aren’t delusional about their own skill level, leagues have mostly positive aspects. The only thing I dislike are the long queues in unranked, that basically force me to only play builds I’m already good at, but hey, it means that people enjoy ranked, so who amI to complain?

How can you try your best, when the next game, after you win is the matchmaking that buries you. How is this stimulating? How is putting 3-4 players from a lower division a stimulant for going ahead? Unless you have some unsound impulse that push you or you are just a masochist…

Necro/Reaper: The Good, Bad and Ugly?

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Necro is amazing in PvE. It’s fun and all builds are useful. Some more then others, naturally, but depends mostly on the situation/encounter.
Don’t listen to anyone. Create your char and play it. You may like it or not.

New Elite Specialization Contest (Closed)

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All numbers used are only examples. The whole idea is just concept and nothing more. Let’s not fool ourselves its for fun and not getting implemented

Ritualist

Mechanics:
-Sacrifice: [F2] When triggered the necromancer get “Sacrificial aura”. It alters the effect of some of your utility skills. If the necromancer enter Shroud or press [F2] again, Sacrificial aura ends (10s cd)
-“Sacrifice Rituals” skills gain retaliation on use and use Life force for activation. They only can be used while under the effect of “Sacrifice”
-“Sacrificial Offerings” are another option for your utility skills.
-The Necromancer gain “Soul Shroud” instead of Death Shroud.
-Leaving Shroud gives 3s of retaliation.
-Retaliation is center piece in this Specialization. Its both offensive and defensive. When traited it also heals every second.
-Vigor is another addition to the Ritualist. Its another defensive tool that allow the necromancer to dodge more often.

[[Skills]] Sacrificial Offerings and Sacrifice Rituals.

-Offerings and rituals share the same utility slots. You can use Offerings at any time and Sacrifices only while under the effect of “Sacrifice”
-Sacrifice Rituals drain your Life force. Some skills drains fixed amount and others drain constantly until its duration ends or the Life force is depleted.
-All sacrifice skills affect up to 5 allies in 360 radius and has low or no CD.
-You can use Sacrificial Offering and then use Sacrifice Ritual, but not the other way around. Because you gain ICD which prevent the instant swap around all option.(for Balance purpose)

Ritual of Blood – Blood Renewal
(Ritual Offering)Ritual of Blood: Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast) Skill1: Drop the item and heal the caster and up to 2 additional allies Skill2: Drop the item Slow(2s) foes and gain 50% Life force (Sacrifice)Blood Renewal: 10% Initial Life force cost. Channeling heal(4s) that drain 5% Life force per pulse. Last pulse heal for large amount and grant vigor. (5s) (10s CD)[Channel skill]

Ritual of Pain – Order of Pain
(Ritual Offering)Ritual of Pain: Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast) Skill1: Drop the item, blind and damage foes. Skill2: Drop the item, Daze foes (1s) (Sacrifice)Order of Pain: 20% Life force. Grant 10% damage increase for 5s. (4s CD).[Instant cast]

Ritual of Offering – Masochism
(Ritual Offering)Ritual of Offering: Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast) Skill1: Drop the item and break stun for up to 5 allies. Grant protection(3s) Skill2: Drop the item, Taunt (2s) and Retaliation (5s) (Sacrifice)Masochism: 3% Life force drain per sec. Pulse stability and break stun

Ritual of Cure – Flesh of my Flesh
(Ritual Offering)Ritual of Cure: Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast) Skill1: Drop the item and Remove 3 conditions. Skill2: Drop the item and grant regeneration and vigor to allies. (Sacrifice)Flesh of my Flesh: 20% Life force. Remove up to 1 condition and transfer all boons with their remaining durations from you to nearby allies

Ritual of Anguish – Suffering
(Ritual Offering)Ritual of Anguish: Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast) Skill1: Drop the item and damage, poison and torment foes. Skill2: Drop the item and damage and Knock down foes. (Sacrifice)Suffering: 5% Life force per sec. Constantly apply conditions to foes[radius 220]. Torment, Poison, Cripple

Elite:
Ritual of Darkness – Blackout
(Ritual Offering)Ritual of Darkness: Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast) Skill1: Drop the item and create Dark field that heavily damages and daze foes (4s) Skill2: Drop the item and Stun foes for 2 sec. Gain 20% Life force. (Sacrifice)Blackout: Sacrifice 25% Life Force. Pull foes to you, daze them, cripple then, apply torment.[60s cd]
((Alternative Blackout)): Similar to “Toxic Pollen” in Kessex hill, the screen become dark almost black. Daze foes(2-3s), cripple and make them disoriented. During this effect foes cannot target you or your allies (4s.)(Still can use AoEs to hurt you)

SOUL SHROUD [F1]

The animation is again black and instead of weapon you gain 2 spirit claws.
-Its melee range and it hits moderately fast.


skill 1a. Claw Slash: Hit up to 3 foes with your left claw. (range170)
skill 1b. Claw Gash: Hit up to 3 foes with your right claw and bleed them.(range170)
skill 1c. Plunge forward with both claws and hit up to 5 targets in front of you for double damage and rip their soul, healing nearby allies(300) for small amount and gain Life force per target.(range300)

skill 2a. Charge at your target (similar to Death’ Charge). Avoiding damage for 1s and cripple up to 3 targets for(3s) in your way(range600)
skill 2b. Step backward reaping your target and bleeding it heavily (few stacks). Avoid damage for 3/4s.(range300)

skill 3. Daze surrounding foes for 2s. Become mobile dark cloud for 4s. pulsing blindness and torment. If you finish the cast you stun break up to 5 allies and gain 2 stack of stability

skill 4. Healing Siphon. Channel healing for 5 sec. Every pulse heal for 10% more and gain 3% Life force. If you finish the channeling you gain 10% Life force and 3sec of retaliation.

skill 5. Bind up to 5 nearby allies to you for 8sec. Healing them and gain 1 stack of stability every time you get hit.

[[Weapon]] – SHIELD

-When you equip the shield it get black flames as animation.

skill 4. Engulf surrounding area with dark matter, 4s. Foes get damaged every 0.5s. allies gain protection and retaliation. [25 cd]

skill 5. Infuse your shield with Dark energy. Block for next 2s and heal you and nearby allies every time you block. Channel skill (similar to revenant) [30 cd]

Traits

Minor 1: You can use Shield. You gain 33% chance to gain 2s retaliation when you are hit. Gain access to Rituals and Sacrifices.
Adept:

1: Every 3th auto attack heal nearby allies for {…}
2: Whenever you apply bleed you apply Blood aura to your party. Blood aura grant retaliation [2s] when hit bleeding foe.[5s cd]
3: When you use Ritual or Sacrifice you cast “Feast for the Dead”. 4s. Area of Effect[radius 220], pulsing cripple and bleed. Siphon 1% Life force per hit.

Minor 2: Every time you heal an ally you have the chance to gain vigor and retaliation [8s cd]

Master:
1: Heal nearby allies when enter Shroud. Shroud skills have 33% chance to heal allies for moderate amount.
2: Life force Drain in Shroud is reduced by 50%. Sacrifice skills cost 33% less Life force.
3: When you enter Shroud you cast “Order of Pain”. Dealing increased damage for 5s, but sacrifice 15% Life force. If there is not enough Life force this effect doesn’t trigger

Minor 3: Retaliation you apply to yourself and allies heal for {…} every time it triggers.

Grant Master:
1: Outgoing healing is increased by 20%. Shield Skills CD is reduced by 25% and their effectiveness is increased by 20%
2: Whenever you apply boon to ally, you also heal them and damage nearby foes.
3: Foes who attack you while under the effect of retaliation take double damage

Some of the core Utility skills also change their effects while under the effect of “Sacrifice”.


Minions:

-Minions become stationary binding ritualistic creatures and get additional effects. All Binding Rituals deal ranged damage.

Blood Feind – Blood Song: Steal health from up to 3 foes and heal up to 3 allies for small amount.
Command it to explode, heal the caster for large amount and remove up to 3 conditions from up to 5 allies.

Bone Fiend – Agony : Foes around it lose constantly health.
Immobilize foes, while curing chilled, crippled and immobilized.

Bone Minions – Pain: Deal moderate amount of damage.
Explode dealing high damage and blast and heal for small amount up to 3 nearby allies.

Flesh Wurm -> Union: Deal damage and poison target.
Swap places with the Wurm. After 1 sec it explodes, creating dome for 5s. that convert projectiles into healing. (radius 220)

Shadow Fiend – Shadow Song: Damage and blind its target with every 5th attack (2s)
Explode, dealing damage and blind foes x2 blinds (6s)

Flesh Golem – Destruction: Deal damage and Cripple its target.
Explode in high damage, stunning (2s) and crippling up to 5 foes (5s). This explosion summon different binding ritual, Life.
Life: It doesn’t do anything for 5sec. After that if its still alive if explodes and heal and partially resurrect allies in range.(Radius 360)

Spectral Skills: All spectral skills get alternative effects.

Spectral Wall: Heal allies crossing it (with ICD), Cripple foes (2s)

Spectral Armor: Grants block and Retaliation to caster and allies. Grants 8% LF with every hit.

Spectral Walk: Gain swiftness and leave trail behind you. Allies who cross the trail are healed (with ICD), Cripple foes (2s)

Spectral Grasp: Pull your target to you and chill them. Grant 5s. of Retaliation.

Lich Form: Grant 2 stacks of stability every 3s.

1.Deathly claws: Send out grasping claws to damage your foes. Heal allies when pass through them.
2.Marked for Life: Inscribe a mark that chill cripple foes and grant regeneration and Vigor to allies.
3.Soothing Wind: Chill foes and heal allies for moderate amount.
4.Mark of Horror: No changes here.
5.Grim Spectral: Become mobile Well of Power and Corruption, pulsing every sec.(5s) Convert conditions on allies into boons and convert boons on foes in to conditions.

Wells: Wells become mobile area of effects surrounding the caster. Their radius decreased to 200. All wells affect up to 5 allies and foes.

Well of Blood: Conjure a well of blood to heal allies and grant vigor(5s).

Well of Suffering: Target area pulses, damaging foes and grant might(5s).

Well of Corruption: Target area pulses, converting boons on foes into conditions and grant retaliation(2s).

Well of Power: Target area pulses, converting conditions on allies into boons and grant regeneration(2s).

Well of Darkness: Target area pulses, blinding and grants quickness(1s) with each pulse.

PS: Spoilers doesn’t work properly on this forum. So the end product is Wall of Text, sorry!

(edited by mazut.4296)