Warlord Sikari (80 Scrapper)
Warlord Sikari (80 Scrapper)
And condition scaling changed.’celestial got a minor nerf, as did some of the core aspects of classes that took strong advantage of Celestial. No need for the doomsday stuff. Marauder and zerker will be just fine.
Warlord Sikari (80 Scrapper)
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: ronpierce.2760
This just in, more people have opinions!
Warlord Sikari (80 Scrapper)
Often times the bug is introduced when you jump from target to target too fast, or you attack (and hit)nah enemy while the minions are a certain distance from the enemy. One way to fix it is to allow your minions to catch up before you engage and slash at the air with the enemy targeted to ensure that they attack first, then follow with them. If you do this get get used to it, it becomes a lot less frustrating.
A bigger issue is that in pvp you don’t always have that luxury of time and more can go wrong that’s out of your hands entirely.
As others said, if they get messed up in close range, often times active abilities will fix it. If that doesn’t work, pull the enemy to them, as flesh golem will still often attack if you pull the enemy to him (it’s a parking issue more than an engaging issue).
Warlord Sikari (80 Scrapper)
The same stats means an easier game to balance, which ultimately is best for everyone.
Sorry :/
Except, they’ve already done that by super-restricting the builds (which is fine). The stat streamlining wasn’t necessary and literally kills much of the use of most of the already unpopular amulets. 30% stat freedom (still restricted by nomenclature groups) is still more statistical limitation than we had with the previous system and is only a small fraction of the freedom given in WvW.
Warlord Sikari (80 Scrapper)
I honestly do not see why this should happen?
It is customary to START the discussion.
It should happen because previously and in EVERY other mode of the game, you have some flexibility with your stats. Now that all trait stats are moving to the amulet, we will be forced into very harshly structured stat formations, which won’t work well for certain classes with low base HP pools, and in some cases, low armor classes that wish to slightly boost their toughness ever so slightly.
Essentially, there’s no reason not to, but there are plenty of reasons why you would want this. Being so forced into a single set of 3 stats will only further push people into Celestial (for hybrid), zerker for power and Carrion/rabid for conditions, and everything else will fall short because they can’t make up stats anywhere else.
Warlord Sikari (80 Scrapper)
I can’t give it up and move on, my minions are keeping me in combat
Sacrifice some and then jump in a lake. That’ll fix it.
Warlord Sikari (80 Scrapper)
You’ve never played MM then, or if you did you sucked at it. MM is only easy to play against idiots.
I’ve given up trying to explain this to anyone… People have this god awful stigma that if it has its own name tag its brainless. Just accept it and move on. :/
Warlord Sikari (80 Scrapper)
I will make them OP, don’t worry. I’m just not prepared to discuss my plans for world domination. Good luck everyone!
Warlord Sikari (80 Scrapper)
Best change in the patch. Brainless dodge spam sucks
This ^.
The vigor change is one of the top 5 changes coming with the class balance. It will reduce the evade spam some builds can get. It will also make all those extra endurance traits/skills/food have a use in the game.
That would be okay if they actually buffed the passive defences of classes that depend on vigor, you know. But if they’re going to do this major nerf and it’ll be the only thing nerfed, what good is it going to do?
Classes that depend on vigor? Well maybe it is time to run a more defensive build. A nerf to builds that could run 100% offensive zerker and have insave survivability via evade spam.
Does fresh air have insane survability? Is it meta? Does it depend on vigor? No. No. Yes.
So, run the Cinder ele build 66600 and take advantage of blind spam as your defense instead, while also getting to take Fresh air now. If people could make it work before, I don’t see how they couldn’t afterward…
Yep, because that will help you so much in a teamfight when BA’s cd is not per target.
It has still already worked for some people.. What do you want? An actual tanky Zerker? o.O Sheesh…
That’s why barely anyone runs this build?
It’ll get buffed (Including Fresh air makes a HUGE difference…) And lets be honest… Being forced into Water+Arcana was because the boon crutch made it powerful. I’m confident 666 or 6606 will be pretty good.
Unless you are talking about a different fire air earth build, then that one is being murdered thanks to the complete removal of the fire shield on signet use trait which was the core aspect of the build. I am unfamiliar with any other builds that use similar traits without signets.
You can achieve very high uptime still with Fire Aura on attune now, as well as -33% CDs on fire spells and leaping with earth. Not quite as brain dead but at least you gain fresh air with it. Or don’t use signers at all and go with water for cantrips.
Warlord Sikari (80 Scrapper)
I like the idea but some of these are a bit too strong, namely Enfeeble and Axe one. Definitely support the general idea though. Would make Beyond the Veil way better and fix all the issues it has.
Warlord Sikari (80 Scrapper)
Best change in the patch. Brainless dodge spam sucks
This ^.
The vigor change is one of the top 5 changes coming with the class balance. It will reduce the evade spam some builds can get. It will also make all those extra endurance traits/skills/food have a use in the game.
That would be okay if they actually buffed the passive defences of classes that depend on vigor, you know. But if they’re going to do this major nerf and it’ll be the only thing nerfed, what good is it going to do?
Classes that depend on vigor? Well maybe it is time to run a more defensive build. A nerf to builds that could run 100% offensive zerker and have insave survivability via evade spam.
Does fresh air have insane survability? Is it meta? Does it depend on vigor? No. No. Yes.
So, run the Cinder ele build 66600 and take advantage of blind spam as your defense instead, while also getting to take Fresh air now. If people could make it work before, I don’t see how they couldn’t afterward…
Yep, because that will help you so much in a teamfight when BA’s cd is not per target.
It has still already worked for some people.. What do you want? An actual tanky Zerker? o.O Sheesh…
That’s why barely anyone runs this build?
It’ll get buffed (Including Fresh air makes a HUGE difference…) And lets be honest… Being forced into Water+Arcana was because the boon crutch made it powerful. I’m confident 666 or 6606 will be pretty good.
Warlord Sikari (80 Scrapper)
you know that burning precision has been around far longer than dhuumfire, right?
you also realize that dhuumfire procs 100% on hit on an autoattack, and burning precision only procs 33% chance on crit, right?
that means a dhuumfire necro needs zero precision to proc the burning. while the elementalist needs a decent crit rate for the trait to be worth taking.
these two traits are exactly in the tiers they deserve to be, because dhuumfire is much stronger than burning precision and always has been. (since dhuumfire’s inception that is)
Eh~ like I’ve said, I’m all for being honest and not saying they’re the same…
But no, Dhuumfire isn’t way better. While one is on a crit it is in addition to your normal rotation. Dhuumfire essentially just makes Death shroud not lose all condition damage while you’re in it. A traited Scepter build does far more dps than Dhuumfire attacking.
Warlord Sikari (80 Scrapper)
Best change in the patch. Brainless dodge spam sucks
This ^.
The vigor change is one of the top 5 changes coming with the class balance. It will reduce the evade spam some builds can get. It will also make all those extra endurance traits/skills/food have a use in the game.
That would be okay if they actually buffed the passive defences of classes that depend on vigor, you know. But if they’re going to do this major nerf and it’ll be the only thing nerfed, what good is it going to do?
Classes that depend on vigor? Well maybe it is time to run a more defensive build. A nerf to builds that could run 100% offensive zerker and have insave survivability via evade spam.
Does fresh air have insane survability? Is it meta? Does it depend on vigor? No. No. Yes.
So, run the Cinder ele build 66600 and take advantage of blind spam as your defense instead, while also getting to take Fresh air now. If people could make it work before, I don’t see how they couldn’t afterward…
Yep, because that will help you so much in a teamfight when BA’s cd is not per target.
It has still already worked for some people.. What do you want? An actual tanky Zerker? o.O Sheesh…
Warlord Sikari (80 Scrapper)
Best change in the patch. Brainless dodge spam sucks
This ^.
The vigor change is one of the top 5 changes coming with the class balance. It will reduce the evade spam some builds can get. It will also make all those extra endurance traits/skills/food have a use in the game.
That would be okay if they actually buffed the passive defences of classes that depend on vigor, you know. But if they’re going to do this major nerf and it’ll be the only thing nerfed, what good is it going to do?
Classes that depend on vigor? Well maybe it is time to run a more defensive build. A nerf to builds that could run 100% offensive zerker and have insave survivability via evade spam.
Does fresh air have insane survability? Is it meta? Does it depend on vigor? No. No. Yes.
So, run the Cinder ele build 66600 and take advantage of blind spam as your defense instead, while also getting to take Fresh air now. If people could make it work before, I don’t see how they couldn’t afterward…
Warlord Sikari (80 Scrapper)
My major gripe is that they really think burning and bleeding are “equal” so they had to nerf our bleeding on crit trait. Really funny,too , cause burning does almost FOUR TIMES as much damage as bleeding PER STACK. Just lovely. And the best part : it scales a lot better with level and condition damage too. So what if ele “only has access to burn and bleed”? Burn is the best condition for damage, period.
And for people that think I’m exxaggerating, these are the forumlas per stack :
Bleed : 2+(0.3*Level)+(0.075 * Condition Damage)
Burn : 7.5+(1.55*Level)+(0.155 * Condition Damage)
Hurray.
Except that ignores the purposeful difference between the two. Bleeds often last MUCH longer. Without any additional condi duration a traited scepter auto will apply like 12 seconds of bleeding. Bleeds are more snowball in nature slow but higher stacks where as burning is more bursty in nature. That has always sort of been the case. The changes for stacking were more aimed at allowing multiple condition players to play together. I dont think you will see ANY single burn build capable of stacking as high as a single bleed build alone. Not to mention, longer conditions blends better with epidemic.
“Last longer” does sure help alot when it gets cleansed after 2-3 ticks or you die because it takes 4 times as many ticks as burn to kill someone… Let’s say you have 20 seconds of bleed and 10 seconds of burn. After 5 seconds you’ll have racked up as much damage with burn as you get with bleed over the full duration. Which one is indefinitly better? Burning of course.
I didn’t say it was perfect, but that’s the case. Also, bleeds tend to be easier to apply and come across, so getting those stacks is also easier than spammable burns, since afaik the only auto attacks that can sufficiently burn every hit is Scepter 1 Ele, Dhuumfire and a traited warrior Longbow (Which is so short it essentially doesn’t stack). None of which are sufficient ways to realistically stack. The difference is not at all as black and while as you seem to think. Will there need to be a balance update between them? Maybe… But it’s not reasonable to say that yet 100%.
Bleeds: Last longer and are more common.
Burns: Deal more damage, but are short durations and less common outside of burst applications.So what except Scepter auto on Necro applies bleeds on AA’s? Nuthin. And now Eles apply it with crits, like engis can. So it is a alot easier to access than one might think. I’d say “make poison almost as strong as burn!” but there is that crappy heal reduction on it which will make that never happen. The problem is, with on-hit cleanses and everybody and their mother (except necros because they don’T have any except crap) running AE-cleansing, higher duration condis are simply indefinitly worse than shorter condis with more damage. Hence my belief we need an unstable affliction-type condition, or something else that REALLY hurts spamming condi-clears.
I don’t have an answer for your spammy-clear concerns for pvp. I’ve thought for a long time that the way clears were handled was just silly. But regardless, there isn’t much I can do about that, nor do I have a great suggestion to offer. I REALLY don’t think the game needs MORE conditions, and any reasonable idea I had would take so much work on the Devs part that it’s safe to say, they’d never go for it. Still doesn’t really change the fact that it’s easier to build bleeds than burns in many cases. Yes burns to seem a bit superior currently, but at least we have the ability to control our conditions a bit better than others. We’ll see…
Warlord Sikari (80 Scrapper)
My major gripe is that they really think burning and bleeding are “equal” so they had to nerf our bleeding on crit trait. Really funny,too , cause burning does almost FOUR TIMES as much damage as bleeding PER STACK. Just lovely. And the best part : it scales a lot better with level and condition damage too. So what if ele “only has access to burn and bleed”? Burn is the best condition for damage, period.
And for people that think I’m exxaggerating, these are the forumlas per stack :
Bleed : 2+(0.3*Level)+(0.075 * Condition Damage)
Burn : 7.5+(1.55*Level)+(0.155 * Condition Damage)
Hurray.
Except that ignores the purposeful difference between the two. Bleeds often last MUCH longer. Without any additional condi duration a traited scepter auto will apply like 12 seconds of bleeding. Bleeds are more snowball in nature slow but higher stacks where as burning is more bursty in nature. That has always sort of been the case. The changes for stacking were more aimed at allowing multiple condition players to play together. I dont think you will see ANY single burn build capable of stacking as high as a single bleed build alone. Not to mention, longer conditions blends better with epidemic.
“Last longer” does sure help alot when it gets cleansed after 2-3 ticks or you die because it takes 4 times as many ticks as burn to kill someone… Let’s say you have 20 seconds of bleed and 10 seconds of burn. After 5 seconds you’ll have racked up as much damage with burn as you get with bleed over the full duration. Which one is indefinitly better? Burning of course.
I didn’t say it was perfect, but that’s the case. Also, bleeds tend to be easier to apply and come across, so getting those stacks is also easier than spammable burns, since afaik the only auto attacks that can sufficiently burn every hit is Scepter 1 Ele, Dhuumfire and a traited warrior Longbow (Which is so short it essentially doesn’t stack). None of which are sufficient ways to realistically stack. The difference is not at all as black and while as you seem to think. Will there need to be a balance update between them? Maybe… But it’s not reasonable to say that yet 100%.
Bleeds: Last longer and are more common.
Burns: Deal more damage, but are short durations and less common outside of burst applications.
Warlord Sikari (80 Scrapper)
My major gripe is that they really think burning and bleeding are “equal” so they had to nerf our bleeding on crit trait. Really funny,too , cause burning does almost FOUR TIMES as much damage as bleeding PER STACK. Just lovely. And the best part : it scales a lot better with level and condition damage too. So what if ele “only has access to burn and bleed”? Burn is the best condition for damage, period.
And for people that think I’m exxaggerating, these are the forumlas per stack :
Bleed : 2+(0.3*Level)+(0.075 * Condition Damage)
Burn : 7.5+(1.55*Level)+(0.155 * Condition Damage)
Hurray.
Except that ignores the purposeful difference between the two. Bleeds often last MUCH longer. Without any additional condi duration a traited scepter auto will apply like 12 seconds of bleeding. Bleeds are more snowball in nature slow but higher stacks where as burning is more bursty in nature. That has always sort of been the case. The changes for stacking were more aimed at allowing multiple condition players to play together. I dont think you will see ANY single burn build capable of stacking as high as a single bleed build alone. Not to mention, longer conditions blends better with epidemic.
Warlord Sikari (80 Scrapper)
Yes, in terms of the Phoenix, we are at the part that we die. In 3 more years we will respawn. Simply lay dormant until then and we will rise again!
Warlord Sikari (80 Scrapper)
Necro’s are just OP in general, too high health and a tone of conditions damage, more damage and some extra damage. Don’t compare it with Elemetalists please!
Lol. I’m in Ele’s corner, they can’t be compared like that. But Necromancer OP? XD Cmon now.
Warlord Sikari (80 Scrapper)
the problem is why is such a weak skill as dhummfire on a grandmaster trait?
is it there just to fill a spot? it doesn’t have any other use apart from possibly a Reaper spec in future. Even then, surely a melee range Reaper deserves a stronger grandmaster trait especially with all the nerf on chill.
Well if it went anywhere else, it’d ruin my idea of going Unyielding Blast → Vital Persistence → Dhuumfire Reaper. So I’d be pretty devastated. :P
Heres the thing, I wish people would realize. Dhuumfire pretty much is only worth it with reaper. Reaper doesn’t have torment, and while you’re spamming away burns it’s a 100% trade off from doing ANYTHING else conditions related (including utilities), and once you drop shroud, you’re locked out of it for 7-10 seconds. It’s a trade off from other application methods, where as a burn proc is simply in addition to anything you were doing previously (and the 20% benefits other burn applications eles do). For that reason, I still say; they are very different in effect. But Dhuumfire NEEDs to be strong on its own because of its requirement of Life force (Shroud uptime), it locks you from your other (And actually, mathematically stronger) condition applications while using it, is shorter and more burst oriented so it doesn’t pair as well with epidemic and essentially requires Reaper’s faster swinging to even make it worth running, as Life blast is essentially half the speed, and as such, Dhuumfire just isn’t very potent with life blast.
Warlord Sikari (80 Scrapper)
Lich got gutted pretty bad, I can’t defend that. Its duration was unimpressive before, and now, even with the trait, it’s still unimpressive.
If you take the spectral trait it last 22.5s and has a cooldown of 144s and grants 20% LF when it ends.
Yet they put Master of Corruption to compete the choice between Terror and path of corruption. Way to kill Condition Necro more. Now unless some new synergy comes out, Condition Necro would be stuck with a 30 CD heal (which is already the most easily interruptable heal in the current meta) and gg.
Or, you know, you can take blood magic for blood bond and gain like 3k hp 15s or so and if you traited it you corrupt boons and gain might.
You seem to think something is positive without realizing that your suggestion of just taking the spectral trait isn’t very realistic. So someone takes it? They’d miss out of Vital Persistence which has been pretty much a staple and mandatory for power builds, no to mention it now reduces cooldowns in shroud. I don’t think you’re going to be seeing many super-charged liches. And even if you do, the necro will be weaker for it.
I’m just saying, you seem a bit overly optimistic and I’m not sure (yet) thats it’s entirely warranted…
Warlord Sikari (80 Scrapper)
You realize if you’re spending any significant time burning people you aren’t stacking much of anything else, right? Cleaning burn is practically an alternative to stacking long poisons/bleeds and using epidemic. Much like not spending time to bleed as an elementalist, spending time burning on a Necromancer is essentially a trade off. Burns are very short and Burnett, so you won’t see a lot of burn stacking ONTOP OF bleeds/poisons etc and epidemicing. Not to mention, most things would be dead by time you tried anyways.
Currently, stacking with Scepter and using epidemic is more dps and spread than cleaving burn, and essentially, that’s why wish, that it was a more competitive alternative by making it either 1 second longer or allowing it to affect other shroud skills (namely #4).
All of that said, I don’t necessarily agree with the comparison of Ele trait to Dhuunfire. They fill very different roles. One is a proc not much different than barbed precision and the other is essentially an alternative (but highly specific) condition build centerpiece.
Warlord Sikari (80 Scrapper)
Engineer: “Thanks, Grouch.”
Warlord Sikari (80 Scrapper)
we are already OP strong
one weak dhummfire trait is not going to break us.
Wat. You flip flop your story so often on this forum lol.
Warlord Sikari (80 Scrapper)
What’s the problem with the protection on leaving Shroud (BtV) trait? I’m really pumped for it. It may not synergize with the other 2 death magic minors, but hotkitten if it doesn’t synergizes with F1. (I’m not defending the necro changes).
The problem is its a grand master minor and is 3 sec protection when exiting shroud, which happens like once every 15-30 seconds realistically in a fight (sometimes longer).
Meanwhile:
https://wiki.guildwars2.com/wiki/Companion%27s_Defense
2 seconds of protection when you dodge roll which can happen 2-3 times in a 10-12 second frame (Master minor).
Essentially, like MANY necromancer traits, it’s balanced around this idea that we flash shroud, so the uptime SOUNDS good, based on cooldowns, but it’s completely unrealistic.
Warlord Sikari (80 Scrapper)
Yeah, most of us want to be able to also use them, more than just see the Cooldowns, but of course, we also want to see the cooldowns.
Warlord Sikari (80 Scrapper)
Well, well, well… I’d feel like I got reaped off for purchasing HoT. Might have to Necro some old suggestion threads. Personally, I just think this Dev corruption is getting out of hand. I mean the class is clearly shrouded with bias. They took any burst of life from this class and in our time of needing to heal they just left us vulnerable.
I think it’s safe to say we’re doomed.
Warlord Sikari (80 Scrapper)
http://intothemists.com/calc/?build=-Z;9;9;9;0j;48V
Intothemists Calculator also says shockwave.
Wiki states live as churning earth. Fairly big change if it’s actually changed:
Warlord Sikari (80 Scrapper)
so deal istant 7k dmg in downstate is balanced? are u kidding me?
The way I look at it is, it’s what you get for being able to get us to that state so easy. :P It’s the risk to your reward. >:)
Warlord Sikari (80 Scrapper)
Actually it doesn’t. You can’t compare traits across different classes in a vacuum.
You can compare how easy some are to activate (effort required) fairly easily… Deadly arts is even the poison line, there’s no reason a thief couldn’t or shouldn’t be made to have to keep up their niche condition for their traits, while we do. (Or anyone for that matter.)
Warlord Sikari (80 Scrapper)
Good change. But this makes Energy sigil mandatory for most builds, so I say: nerf that too.
Don’t nerf it. Anything that gives incentive to not double up on burst sigils (fire/air), I’m perfectly happy with. Several already used Energy, so, nbd.
Warlord Sikari (80 Scrapper)
Yeah I think I agree. 75% would have been a good start to see how it goes. Half as effective is just going to make Air/fire and similar very oppressive.
No, this is a GREAT change. They just need to now apply this to Fire/Air/Geomancy. Nerf them to the ground and we can actually start playing a decent game.
Warlord Sikari (80 Scrapper)
How about give a different heal something that makes it absolutely incredible, instead of making our best heal better?
Blood Fiend’s Active is no longer a sacrifice.
Signet of Vamprism’s passive works in Shroud.
Well of Blood’s cooldown reduced by 10 seconds. (30 seconds)
Yey! All have unique benefits.
Warlord Sikari (80 Scrapper)
What I want to know is, can we change our downed state so it’s not… The only one (?) affected by kittening Resistance?
Thanks,
Sikari
Warlord Sikari (80 Scrapper)
“As a necromancer, you WANT to be hit. So we have you 10 stacks of vulnerability when you heal so you’re 10% more effective when you get hit.”
~ Buff is a buff folks.
Warlord Sikari (80 Scrapper)
The devs see the Necro forums too
But I don’t want my changes to be found in new Revenant build ;/.
I laughed. :P
Warlord Sikari (80 Scrapper)
Yeah I think it looks pretty good. That 20% condition damage sounds alright. I don’t think it’ll be great without the proper support from skills though. Plus it has internal synergy with your other traits that will give you more power. Though that doesn’t sound too impressive at the moment. We’ll have to see. It wont matter though without proper access to stability.
I know this throws other Necros under the bus but I’d be ecstatic if it worked with minions, too. I’m not sure really what else we could do to the base of the trait to make it any more useful to the Necro though without sending it overboard…
Is it not effective enough it not enough unique effects to it, in your opinion?
Warlord Sikari (80 Scrapper)
More minions!: Again I completely agree. Except for one thing. I personally think it would be hilarious if the bone minions flew screaming through the air and fell down at the target location in an explosion. But that’s just me.
This would be even better if they finally gave us fluffy bunny bone minion reskins.
You’re speaking my language! Undead bunnies from the underworld! Can Flesh Golem become a pony?
I still want Risen minions.
Don’t start with lore either, I’ll kill you all. I want my zombie horde….
Warlord Sikari (80 Scrapper)
@lily
I thought the same thing. 3 pierce baseline on life blast and the trait increase the targets hit with Shroud 1 skills to 5. That would be an amazing niche for Necromancers.
Same with Dhuumfire. My thoughts were either bumping it to 4 or leave it 3 and make Shroud 4 pulse 2 (or even 3) burn and be like a more burst oriented skill.
Personally, I’d prefer leaving it 3 and allowing it to affect shroud 4 would be amazing.
I would agree with 3 if it effected all your shroud skills. The issue with dhuumfire and allot of the necromancer’s offensive design is that it encourages the necromancer to just auto attack. But if we had burning on all the shroud skills players could be encouraged to use their other skills as well without fear of their damage dropping. If burning turns out to be too strong, go with torment. Just make it so we don’t lose out on damage by being in Death shroud.
For many reasons I’d prefer it day burning (Flame legion/Team play ideas/Dps).
Like I said, currently, a curses Scepter can do like 15% more damage than a reaper with Dhuumfire. The only part that makes it real powerful is that it cleaves, which isn’t even a huge concern as Bleeds built up are long and able to be epedimiced where burns are short and bursty but not as easily spread. A slight boost to Dhuumfire would actually make for a great alternative between the two, except epedimic will still be better because i believe many more people will run conditions in pve now too.
Overall, I just think it needs a minor nudge one way or the other but should remain burning. It’s so close to being perfect.
Warlord Sikari (80 Scrapper)
I sort of doubt it. They are unsplitting evasive arcana. It’s already going to be very powerful. I’d imagine you will just have to be a bit more disciplined on your dodge rolls.
Can you tell me how it’s going to be very powerful?
In spvp the healing will double as it will no longer be cut in half (skill split). It’s already a fairly decent aoe heal and condition cleanse usable each water attunement, and that’s just the water one alone. Earth’s blast can be used to great effect too.
All in saying is, it’s already a great trait, it just doesn’t really need buffed. More specifically since they gave us back Ea/Ea
Aight, let me reword this.
How is this going to be very powerful when it’s a grandmaster trait on a class that’s very squishy and will be mandatory in many builds? When you say very powerful, I imagine traits that are a choice, not something I have to have to survive.
Well, it DOES that job, does it not? It’s fine as it is, you need it to survive but you have it. Making it more powerful doesn’t make it more of a choice, so you’re barking up the wrong tree. Sounds like if you want choice you should be concerned if the other GMs are up to par with EA.
I’m not saying it doesn’t, but it’s still not good. The skill itself maybe, but not the fact there’s no diversity at all when it comes to ele. Half of the new traits are plain bad, so bad you can’t even take them.
Hence why I said you should be more concerned of whether the other traits are on par with EA. how do you think buffing EA any amount would help diversity?
Warlord Sikari (80 Scrapper)
I sort of doubt it. They are unsplitting evasive arcana. It’s already going to be very powerful. I’d imagine you will just have to be a bit more disciplined on your dodge rolls.
Can you tell me how it’s going to be very powerful?
In spvp the healing will double as it will no longer be cut in half (skill split). It’s already a fairly decent aoe heal and condition cleanse usable each water attunement, and that’s just the water one alone. Earth’s blast can be used to great effect too.
All in saying is, it’s already a great trait, it just doesn’t really need buffed. More specifically since they gave us back Ea/Ea
Aight, let me reword this.
How is this going to be very powerful when it’s a grandmaster trait on a class that’s very squishy and will be mandatory in many builds? When you say very powerful, I imagine traits that are a choice, not something I have to have to survive.
Well, it DOES that job, does it not? It’s fine as it is, you need it to survive but you have it. Making it more powerful doesn’t make it more of a choice, so you’re barking up the wrong tree. Sounds like if you want choice you should be concerned if the other GMs are up to par with EA.
Warlord Sikari (80 Scrapper)
They say “Minions take conditionS from you.” As well. i think the transfer tooltip is intended to specify 1 pulled and 1 transferred.
I’m unfortunately very certain all they did was add a 10 second cd to the single condition they hand off to enemies.
That said, I REALLY hope they hear my plea and make Corruptor’s Fervor also apply the buff to minions… It just makes so much sense. Fervor would be used for minion builds based on keeping them alive, and death nova for builds that use them as sacrifices, while the base trait of CF remains a valid choice for non Minion Masters as well.
Warlord Sikari (80 Scrapper)
This is the old tooltip. I’m still pretty sure it’s only 1… Of course that could be referring to just what you transfer to them… Who knows at this point…
Warlord Sikari (80 Scrapper)
Yeah, of its all being transferred forget everything I’ve said, but I have been under the impression it had always only been a single condition. This would change a lot. If it’s only a single one, I think I’d still like the ICD slightly reduced.
Warlord Sikari (80 Scrapper)
To be honest, I haven’t considered that it might xfer all conditions every 10… If that’s the case it’s fine, if not fine- very powerful. I’ve been under the assumption that it’s a single condition per 10 that they transfer off them self, which is where I got the idea for 5 sec icd. I’m not really sure what to think if it’s all conditions. I will remain doubtful that it’s a full xfer off them every 10 seconds….
That’s because it probably woln’t work like that.
It will probably we one condition drawed and transferred every 10 seconds of “in combat” no matter how many minions that you have out.
Why we need a condition removal trait in the master tier when we already have one in the adept tier is puzzling.
Because without it Minion Masters would be screwed :P Flesh of the master is a minion master’s shackle in PvP. You can’t run minions in PvP without it.
Warlord Sikari (80 Scrapper)
To be honest, I haven’t considered that it might xfer all conditions every 10… If that’s the case it’s fine, if not fine- very powerful. I’ve been under the assumption that it’s a single condition per 10 that they transfer off them self, which is where I got the idea for 5 sec icd. I’m not really sure what to think if it’s all conditions. I will remain doubtful that it’s a full xfer off them every 10 seconds….
Warlord Sikari (80 Scrapper)
I posted this somewhere else, but it’s one stack of burning, and most eles don’t run crit heavy builds. Compared to Dhuumfire which was clearly balanced for Reaper Shroud, which can stack burning in an AOE, every hit.
It’s not even close.
Yeah, the two don’t really compare, however technically even with reapers shroud, it does fall quite a bit short of Scepter auto attack when traited. Hence why is be thrilled if either it got 1 more second or 1.5-2 seconds per hit on Shroud 4 so it could be used in sort of a burst phase. Would be cool. Plus then all shroud skills would be valuable as a condition user.
Well I think a condi user could still use it, I mean it also grants more life force and can deal some damage if you’re waiting out your heal or something. FitG is probably still stronger., though.
I’m not even sure that Reaper is that strong of a choice for condi necros at this point. Chill dealing damage is cool but I don’t know how much it’s really worth.
Reaper’s #4 doesn’t give life force. Still think it would be a good addition to the skill. You shan’t sway me. Spinning fire scythe is too stronk for you.
Warlord Sikari (80 Scrapper)
I sort of doubt it. They are unsplitting evasive arcana. It’s already going to be very powerful. I’d imagine you will just have to be a bit more disciplined on your dodge rolls.
Can you tell me how it’s going to be very powerful?
In spvp the healing will double as it will no longer be cut in half (skill split). It’s already a fairly decent aoe heal and condition cleanse usable each water attunement, and that’s just the water one alone. Earth’s blast can be used to great effect too.
All in saying is, it’s already a great trait, it just doesn’t really need buffed. More specifically since they gave us back Ea/Ea
Warlord Sikari (80 Scrapper)
I like the new Dhuumfire. I just wish it also worked with Shroud 4 skills or was bumped to 4 seconds on auto.
Just an increased duration would be fine.
If still like 2 seconds per tick on Shroud 4. It does a great job making our physical Auto a condi move, would be cool if that extended to our 4 as well. I wouldnt suggest 3 though. 1.5-2 seconds would be sufficient.
Interesting thought I always believed our AoE condition was limited because the devs believe we have a slot for Epidemic (vs players that is) it might change but yeah on shroud skill 4 seems worthy.
I don’t believe having it on shroud 4 would be a problem with epedimic. If it was a 1.5-2 second burn it would be a short burst of damage but not last long enough for it to be an epedimic issue since burns are short and bursty as opposed to long and stackable like bleeds. We’ll see though if they touch it. I sort of hope they do.
Warlord Sikari (80 Scrapper)
