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Dignified Loser.7689

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  1. Some more changes. Minor: AdeptSoul Comprehension: Enemies now leave behind corpses that only you can use. Corpses Last for 180 seconds before decomposing or until you are out of range.-Corpse per Enemy: 1-Maximum Number of Corpses: 30-Range: 2400MasterBeyond the Veil: Whenever you leave shroud, you gain a Dark Aura and create a corpse.-Dark Aura (3s): Surrounded by a dark aura that reduces incoming condition damage and causes torment each time you are struck (1-second cooldown per attacker).-Corpse Created: 1GrandmasterDark Armor: You and your minions deal increased damage and gain bonus toughness for each nearby corpse.-Dark Armor (9s): 20 Toughness, +1% Damage Increase-Interval: 3s-Maximum Stacks: 15-Radius: 1800Major: Adept Necrotic Hunger: When you enter shroud consume nearby corpses, gaining Might and life-force for each corpse consumed.-Might (1 stack) (12s): 30 Power, 30 Condition Damage-Life Force: 2%-Radius: 600Shrouded Removal: Lose a condition when you enter shroud and every few seconds while you remain in shroud.-Conditions removed: 1-Interval: 3sCorrupter's Persistence: When you strike a foe, gain Protection for each unique condition afflicting them.-Protection per Condition (1s): -33% Incoming Damage-Cooldown: 20sMaster Necromatic Corruption: Whenever one of your minions die, summon a jagged horror. Minions now leave behind a corpse when they die.-Corpse per Minion: 1-Jagged Horror Summon Recharge: 3s-Jagged Horror Lifetime Duration: 30s-Jagged Horror Maximum: 5Dark Defiance: If you are disabled, gain a Dark Aura. Whenever you gain a Dark Aura, nearby allies also gain a Dark Aura.-Dark Aura (3s): Surrounded by a dark aura that reduces incoming condition damage and causes torment each time you are struck (1-second cooldown per attacker).-Ally Dark Aura (3s): Surrounded by a dark aura that reduces incoming condition damage and causes torment each time you are struck (1-second cooldown per attacker).-Number of Targets: 5-Radius: 300-Cooldown: 30sDeadly Strength: Gain expertise based on your toughness. Expertise gain doubles while in shroud.-Gain Expertise Based on a Percentage of Toughness: 7%-Gain Expertise Based on a Percentage of Toughness: 14%Grandmaster Death Nova: When you or one of your minions is downed, create a Lesser Poison Cloud. Your dagger skill Enfeebling Blood causes corpses it strikes to rupture, creating Lesser Poison Clouds.-Number of Corpses: 3Unholy Sanctuary: Regenerate health while in shroud. Life-force from nearby deaths heal you, even while in shroud.-Healing: 130 (1.2)-Healing from Life Force: 100 (0.3)-Radius: 900-Interval: 1sCorrupter's Fervor: Inflicting a condition on a foe grants stacking toughness and reduced incoming condition damage.-Corrupter's Defense (8s): 30 Toughness, -2% Incoming Condition Damage-Maximum Stacks: 10
  2. Some changes based on the little bit of feedback I got. It feels somewhat disjointed, but more thematically appropriate. Minor: AdeptDark Armor: Minions now leave behind corpses. Corpses Last for 180 seconds before decomposing. Gain stacking bonus Toughness for every corpse in the area.-Toughness: 20-Maximum Stacks: 25-Corpses per Minion: 1-Radius: 1800MasterBeyond the Veil: Whenever you leave shroud, you gain a Dark Aura and create a corpse.-Dark Aura (3s): Surrounded by a dark aura that reduces incoming condition damage and causes torment each time you are struck (1-second cooldown per attacker).-Corpses Created: 1GrandmasterSoul Comprehension: Periodically gain stacks of Soul Comprehension while in shroud; each stack of Soul Comprehension increases the amount of life-force you gain from nearby deaths and converts 1 stack of Might into Protection when you leave shroud.-Soul Comprehension (10s): +0.5s Protection, +5% Life-force Gain-Interval: 3s-Maximum Stacks: 10Major: Adept Necrotic Hunger: When you enter shroud consume nearby corpses, gaining Might and life-force for each corpse consumed.-Might (1 stack) (12s): 30 Power, 30 Condition Damage-Life Force: 2%-Radius: 600Shrouded Removal: Lose a condition when you enter shroud and every few seconds while you remain in shroud.-Conditions removed: 1-Interval: 3sCorrupter's Persistence: When you strike a foe, gain Protection for each unique condition afflicting them.-Protection per Condition (1s): -33% Incoming Damage-Cooldown: 20sMaster Necromatic Corruption: Whenever one of your minions die, summon a jagged horror. For each nearby corpse, your minions attack faster up to the maximum; for each minion you control, deal increased damage up to the maximum.-Maximum Minion Attack Speed Increase: 15%-Maximum Damage Increase: 15%-Radius: 1800-Jagged Horror Summon Recharge: 3s-Jagged Horror Lifetime Duration: 30s-Jagged Horror Maximum: 5Dark Defiance: If you are disabled, gain a Dark Aura. Whenever you gain a Dark Aura, nearby allies also gain a Dark Aura.-Dark Aura (3s): Surrounded by a dark aura that reduces incoming condition damage and causes torment each time you are struck (1-second cooldown per attacker).-Ally Dark Aura (3s): Surrounded by a dark aura that reduces incoming condition damage and causes torment each time you are struck (1-second cooldown per attacker).-Number of Targets: 5-Radius: 300-Cooldown: 30sDeadly Strength: Gain expertise based on your toughness. Expertise gain doubles while in shroud.-Gain Expertise Based on a Percentage of Toughness: 7%-Gain Expertise Based on a Percentage of Toughness: 14%Grandmaster Death Nova: When you or one of your minions is downed, create a Lesser Poison Cloud. Summon Bone Minions now summons 3 minions instead of 2. Each time you rupture a Bone Minion, your Minion Skills are partially recharged.-Recharge Reduced: 10%Unholy Sanctuary: Regenerate health while under the effects of an aura. When you gain an aura, damage nearby foes.-Healing: 130 (1.2)-Damage: 175 (0.3)-Number of Targets: 5-Radius: 240-Interval: 1sCorrupter's Fervor: Inflicting a condition on a foe grants stacking toughness and reduced incoming condition damage.-Corrupter's Defense (8s): 30 Toughness, -2% Incoming Condition Damage-Maximum Stacks: 10
  3. I actually agree with a lot of these, especially the idea of Minions leaving corpses and Soul Comprehension's interaction with Spite. I still think protection could have some larger role in Death Magic, but definitely not to the degree I suggested. Even if it's not a necromancer's business, some more "typical" defensive options, like protection, should be available rather than just impairing enemies with weakness, cripple, etc. That being said, I definitely prefer shifting Death Magic into what its supposed to be instead of turning it into some mediocre defensive traitline.
  4. It's been a bit since I've played, even longer since I've posted, but with the recent patch (for better or for worse) it seems that more significant changes are likely to happen. So, ignoring the sub-par changes to warhorn and focus, I want to throw out some ideas for the Death Magic traitline. First and foremost, I believe minions should receive a 30% increase to their base health and a 15% increase to their damage. This is due to the proposed removal of Flesh of the Master as well as the removal of Necromatic Corruptions' damage increase. As for Death Magic itself, I believe in making protection a more significant part and keeping the aspect of "condition management" largely the same. Most minion traits have been consolidated and made to be inclusive of other potential "summoning" skills; these will be referred to as "summons." Minor: AdeptArmored Shroud: Gain bonus toughness while in shroud.-Toughness: 180MasterBeyond the Veil: Whenever you leave shroud, you and nearby allies gain protection.-Protection (2s): -33% Incoming Damage-Number of Targets: 10-Radius: 600GrandmasterSoul Comprehension: Periodically gain stacks of Soul Comprehension while below the life-force threshold; each stack of Soul Comprehension increases the duration of protection you apply and increases the amount of life-force you gain from nearby deaths.-Soul Comprehension (20s): +10% Protection Duration, +5% Life-force Gain-Life Force Threshold: 50%-Interval: 3s-Maximum Stacks: 10Major: AdeptShrouded Removal: Lose a condition when you enter shroud and every few seconds while you remain in shroud.-Conditions removed: 1-Interval: 3sDark Armor: Gain protection while channeling.-Protection (1.5s): -33% Incoming Damage-Cooldown: 1sCorrupter's Persistence: Take less damage from poisoned foes. Poison nearby foes when you activate a healing skill.-Damage Reduced: 10%-Poisoned (2 stacks) (5s): -33% Heal Effectiveness-Radius: 300-Cooldown: 20sMasterNecromatic Corruption: Whenever one of your summons die, summon a jagged horror. Additionally, summons take conditions from you. Whenever a summons attacks, it transfers conditions to its target. (10 second cooldown per summon.)-Conditions Transferred: 1-Interval: 10s-Jagged Horror Summon Recharge: 3s-Jagged Horror Lifetime Duration: 30s-Jagged Horror Maximum: 5Dark Defiance: If you are disabled, gain protection. Incoming condition damage is reduced while you have protection.-Protection (3s): -33% Incoming Damage-Condition Damage Reduction: 20%-Cooldown: 20sDeadly Strength: Gain expertise based on your toughness. Expertise gain doubles while in shroud.-Gain Expertise Based on a Percentage of Toughness: 7%-Gain Expertise Based on a Percentage of Toughness: 14%GrandmasterDeath Nova: When you or one of your minions is downed, create a Lesser Poison Cloud. Summon Bone Minions becomes Summon Madness.-Summon Madness: Repeatedly summon minions that explode after a period of time if they are not killed (30s cooldown).Explosion Damage: 372 (1.25)Minion Damage: 98 (0.33)Number of Minions Summoned: 8Minion Lifetime: 6sSummon Interval: 1sRadius: 240Unholy Sanctuary: Regenerate health while in shroud. If your life-force is above the threshold, your shroud will activate and grant protection to nearby allies if you would take a lethal blow (30s cooldown).-Healing: 130 (0.2)-Life Force Threshold: 10%-Life Force Threshold while Scourge: 25%-Interval: 1s-Protection (8s): -33% Incoming Damage-Number of Targets: 10-Radius: 600Corrupter's Fervor: Inflicting a condition on a foe grants stacking toughness and reduced incoming condition damage.-Corrupter's Defense (8s): 30 Toughness, -2% Incoming Condition Damage-Maximum Stacks: 10Feel free to comment or discuss whatever; thanks for reading.
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