Jump to content
  • Sign Up

Junno.4031

Members
  • Posts

    13
  • Joined

  • Last visited

Everything posted by Junno.4031

  1. Imagine this, you are a new player in Guild Wars 2, you don’t know it yet but you will have a real bad time obtaining gear with your first level 80 character. At the start, you barely have gold to buy a full set of gear, trinkets and weapons. This is even worse if you are free to play and you can't even buy the cheap options in the tp since they are expansion locked. You are now stuck with this terrible gear you obtain leveling up and you want to upgrade, what are your options. You check in the wiki and you realise you are very limited. You can only obtain gear through dungeons, being lucky that you started playing in halloween to buy the crafting recipes (if you even have crafting leveled up) or investing into karma with the cathedrals at orr. Okay you say, let’s try lfging into a dungeon. Bad mistake. You will notice that you will not get a single group until many hours pass to the point of giving up or if you get one it will be really experienced players rushing the dungeon in order to get currency. Okay that didn’t go so well.. How about the cathedral at orr?. The cathedrals are terribly outdated, abandoned. They are almost never available whenever you try to get them since nobody is there to help do the meta events in order to progress unlocking the vendors. Even if you are lucky and they are unlocked, you probably won’t have enough karma to even buy 2 pieces of gear in there. Talking about exotic trinkets and backpacks, there is no way to obtain them unless you buy it through gold or yearly events, this locks players in experimentations and leaves them no room to try out with builds and what not. After you have your full exotic build that you want to play, you would like to start doing some instanced content, the only real instanced content most players do in gw2 is fractals, raids and strike missions are not really as popular. You go in and realize you need to get ascended gear in order to progress which is fine. However, now you are time gated in order to obtain all your ascended pieces which is a complete slog and doesn’t allow you to experience higher level difficulties not even because of your skill but simply because of a timegated imposed by arenanet until you can fully craft the gear or obtain the necessary currencies in wvw, pvp or fractals to buy them and trust me this method takes even longer. After that you are still not done. You need to have lw3 to get all your ascended trinkets and backpack in order to not become insane trying to obtain them in the core game. Actually you can’t even obtain good ascended healing or condition based gear for instanced content, only berserker stats. And if you are a f2p player you are screwed since you never gets laurels since they are only obtainable through login reward and nobody does guild missions anymore in order to obtain anything Let's say you managed to obtain all your ascended gear, trinkets and weapons congrats! Now here comes the next problem and this is specific to fractals themselves. You are essentially stuck to that single role you picked for the first time for a very long time now that you are fully geared for tier 4. And this has become a problem where people hyper specialize with one single class, one single elite spec with a singular build until it gets nerfed into the ground and becomes useless.This is where a lot of the people in the forums complain about balance patches since technically all of this process I talked about beforehand gets lost and become completely frustrated to even the idea of having balance patches. To put you into perspective most players don’t even have more than 1 or 2 builds to play in this content and become easily burned out of it. These are the major pain points of gear in gw2, most people talk about stats type (which are an issue themselves) wouldn’t be as much of a problem if people had a way to fix their mistakes easily or would have a way of experimentation without investing as much gold Possible solutions I propose: Change the Hero Pannel to show describe better what YOUR STATS DO I think the hero pannel should be more clear with what each stat does, for example power just saying " increases attack" doesn't really mean anything to someone who is new to the game. Maybe this is just a me thing. Create incentives for players to LFG into dungeons Provide extra reworks for completing a dungeon path once a day so newer players can have the chance to actually play this content and not seem entirely abandoned (even if it is by developmet) Rework the gear you obtain while leveling from having random stats to having selectable stats Having selectable stats on gear guides the player's spectations from the beggining to search into the best stat types for their builds, rather than getting it selected for you. Many times while I was a new player got frustrated because the gear I would obtain from leveling would not work at all for the build I was trying to craft. Allow players to obtain ascended trinkets from the core game in a more reasonable matter Maybe this could be a great chance to rework the guild mission reward vendor into giving actual good ascended trinkets and backpack. Create a vendor that sells weapons, gear and exotic gear at an accessible price This new vendor will have a special currency dropped from fractals, dungeons and even open world meta events that allow you to buy new gear at ease and not have to spend hundreds of gold just to swap builds or get recipes to buy a certain type of gear.. Looking at you plaguedoctor and celestial stats. The idea is that the gear would be a combination of karma + this new currency I will go more into how this would be different from crafted gear later on Rework agony Now, I know this is a huge debate inside the community. But agony resistance being geared based needs to go. It should become account wide as you level inside the fractals rather than being stored inside your gear. This would greatly improve quality of life inside the gamemode, by allowing players to experience the content through different builds, have more freedom of experimentation and could even allow Arenanet to implement new things like for example creating a tier 5 mode where you go from fractal to fractal none stop as soon as they end , as the enemies increase in stats and become more dangerous with increased rewards of course. That’s just an example of what they could introduce, but this is mainly my opinion. Feel free to debate below. Infusions become more important With the changes introduced to agony, stat infusions could become more important in the game with even the chance of introducing legendary infusions. Currently damage infusions are rare to use and barely an improvement, most people who use them are people who bench on golems… but what if they weren’t a waste of gold and time to obtain them? Currently having full damage infusions only increases by around 1-2k dps barely anything, but making them a more integrated part of the game could be interesting and allow for even more stat customization. Allow these The general idea on how I would personally change infusions is to something similar to materia in FFXIV, where vendor gear ( which is the one I talked about earlier) has 1 slot of infusions as it currently is now with ascended. Crafted exotic gear especifically could have 2 slots as to have a dinstiction between the vendor gear and the crafted gear and not destroy the market for it (which even then it still wouldn't happen since there will always be a market for people to buy crafted gear regardless). Ascended and legendary gear would have 3 slots respectively, with legendary gear having the chance or removing infusions without the infusion removal tool. This could also be applied for trinkets too but it is food for thought. At the end of the day this is just my opinion and my experiences gathered as a veteran player, feel free to comment or change things from here even if you disagree in certain bases but gear definitely needs to be changed.
  2. At this point delete ranked, nothing good breeds out of it. If people want their competitive team stacked 5v5 stuff that's what ATs are for at the end of the day.
  3. Care to explain why would it be broken? just curious
  4. Would it be too broken to make Swindler's equilibrium give steal recharge regardless of what weapon you are using? I feel like a lot of thief playstyles would benefit from it if it didn't have the sword requirement.
  5. I wanted to buy a character slot for a friend as a gift but it seems like it is not possible?
  6. It is a bug https://twitter.com/that_shaman/status/1614379952949829632?s=20
  7. Many threads have been made in the forums about traitlines on thief and they still don't change anything so ¯\_(ツ)_/¯
  8. It is not underwater... did you even read the wiki link? lmao. The auto attack skill in death shroud t changes to dhuumfire when you pick the trait Nope it is +20 every stack and you can stack up to 30.. that is 600 ...Yes but they have conditions. In guardian you need to wield a shield to gain the stat otherwise you don't get any. Berserker only gains 300 toughness while in berserk. These are not traits that just passively stay there. It would be fine if you gain toughness while being in shroud or something of that sorts would be fine. And how's that an issue exactly? You can still be focused and bursted down. You have your actual health being damaged. Let's say we can make it so while you are in shroud you can only heal via your special shroud mechanic (like healing through condition damage you apply in death shroud or life stealing with what I suggested from reaper) would it still be broken?.I still don't think so. I don't really understand your point here. All of these percentages can be altered, reduced or have their effects changed into something else. None of these traits are set in stone and can be modified. This is just general balance and finding the right tune up for a world without second hp can be achieved .It is not impossible, would just take time. They could even make shroud depletion faster if it gets to a point where you can camp shroud... there is also this little thing called cooldowns that limit what you can do in a certain threshold of time. You can stay in shroud for longer sure but then you won't have as many options in a fight just staying there since you don't have access to your utility skills I said that more as an example but okay then, we can remove the healing aspect to yourself and keep it strong for allies. How is it a problem that dagger can become a reliable healing weapon for necro? because I haven't really seen a compeling argument, just "it would be too broken because of your self sustain". You need to be at melee ranger and be attacking for it to heal allies.
  9. That's a fair observation. That doesn't make it healthy either really..mesmer also relies on clones for its own sustain to distort (unless you are talking about virtuoso with aegis spam or blurred inscription signet spam I hate that trait also). Although rev only has one skill that can do that to my knowledge? outside of vindi that is an elite spec with a damage dodge but a fair point notheless. It is not only a second health bar but 50% damage reduction as well, 33% in pve notheless. I was going more for a.. let's call it "special condition" type of thing with my idea of removing the second healthbar. Where in death shroud dealing condition damage heals you and lets you deal more condition damage during shroud. or how reaper's shroud gives you more access to life steal, vitality and ferocity. Just removing the second healthbar with nothing to compensate would be kind of pointless but I can understand your point of view on it now that you explained. ˶ᵔ ᵕ ᵔ˶
  10. Why not exactly? just want to hear your reasoning on it. I also think it is unhealthy to group a single opinion as "the entire necromancer comunity" when It is just my personal opinion.
  11. I'm not "gaslit" It is just the reality of the class currently. The entire class is designed to be weak because of a second healthbar you yourself just said it. Exactly! because it needs a tradeoff for having a secondary healthbar. I wouldn't mind some evasion, more mobility or a new elite signet that gives you invulnerability as a necromancer. To give you more perspective, I want necromancer to be similar to holosmith. It would be different from holo because of how proton forge works. You still have a tradeoff because you can't access your utility skills while in shroud.
  12. How is recieving direct damage to your hp during shroud removing the drawback exactly? The whole idea of the current shroud is to tank and deal damage. When you are fighting a necro you dont want to invest your hard hitting skills or even be aggresive in its current state while in shroud. The current drawback of necro is that it is slow and has low evasion, mobility, blocks and boon access (with the exception of harbing ofc) because you have 2 whole health bars. https://wiki.guildwars2.com/wiki/Dhuumfire_(death_shroud_skill) I disagree. I don't think you understand how strong 600 toughness is. What I meant by unhealthy I saw it more in a pvp/wvw perspective rather than a pve to be honest. When you can have absurd levels of toughness and still deliver high output of damage it does become a problem. To be fair, the interval in which you obtain carapace stacks can be increased. Its not like it will stay the same way as it is right now even considering how I lowered the amount of carapace to 10. Good thing I made you laugh in a bad time! However I feel like I need to explain myself better in this one. Merging transfusion into Last Rites makes more sense as it can free up trait selection and not for you to "always take the same trait". In my idea with blood magic there is technically two traits you could select for healing. A more passive approach with life steal you directly steal (unlike vampiric pressence which is just a buff) being shared to allies or a trait that applies burst healing to allies through your shroud skills (which benefits scourge more anyway). Besides this version of transfusion would have lower healing coefficience and less pulses. Oops! I meant 15% CD reduction, I was a bit sleepy the day I was writing that section. I also meant +120 stats based on your specialization (again I was sleepy lol) Yes I do. I meant more as a way to give soul reaping a bit more of utility through staff since in these changes I made it so all staff marks provide life force and two of them are unblockable. But to be honest, any ideas for changing that trait would be welcome. Because of the new grandmaster I made. I suppose it would be too busted to make it do 10% damage increase? maybe a 5% would be better since you are already getting the 10% through the new gm. Not necessarily. The healing coefficience could be decreased for allies. For example, healing to yourself is with a coefficience of 0.5 and for allies 0.3 or 0.25. It's not going to be "freakishly strong" coefficience can be altered and is not set in stone. Yes it is! because life force depletes over time regardless of you taking damage or not. Depleting can be a way to balance shroud in the future if it may seem too strong. As you mention later on, I meant the buff to be similar to thrill of combat and battle scars. PvP metas would like to disagree with you. In the ancient time when scourge was meta, only a singular scourge was used. Look at firebrand/scourge meta or the one we had in 2021 with scourge dominating because of its insane barrier output to allies and last rites making teams increadibily tanking and almost impossible to cleave. I suppose my take with scourge is too focused in competitive modes and not really in PvE. Besides with the changes I proposed, scourge would be a strong healer with access to alacrity and more healing output over all than it currently has. Again, I feel like the changes to barrier I proposed to scourge are too focused in PvP since in that gamemode, scourge is practically more squishy than a harbinger without personal barrier. Moving away from strong barriers to strong healing in that gamemode might be a better solution in that mode than making the class completely useless. But it is fair you disagree with me on that take.
  13. I would like to start this by saying that I am by no means a skill or class designer. I know a lot of people will disagree with these changes. But making these changes to necromancer could make it a more interesting class, while also not losing its own identity (sorry cmc and roy for the blasphemy you might read <3). I made this mostly for fun, hopefully some changes in this list can be made into something feasible. Please comment on anything you may find interesting, a meme or maybe something that could be useful from this change list that could be applied. ૮ ˶ᵔ ᵕ ᵔ˶ ა Necromancer changes I would love to see: The idea of having a second health bar has always been an issue with necromancer in the past, especially in competitive game modes. Currently in PvE reaper is struggling exactly because shroud replaces its health bar. Unintentionally boss mechanics can instantly deplete your life force, hence doing less dps over time. Health on shroud has always been an issue with necromancer in the past making the class extremely unhealthy in PvP, like the minion mancer meta or running 2 core necros in monthly because of how tanky it was. With this idea in mind, I believe shroud should be changed into a mechanic of basically a type of extremely powerful third weapon set (probably the original idea the core necromancer designer had) with flat damage reduction and not something that replaces your HP entirely. This change by itself would allow ArenaNet to redesign necromancer skills and traits into a more aggressive playstyle rather than the more passive, slow one we have currently. Now that there is no second health bar, it would only be fair to gain increased benefits to being in shroud. As in, doing way more damage than necromancer currently does. (Especially reaper). Nonetheless, shroud should also give a special buff every time you enter it now that we trade off our sustain for more damage. In core, obtaining a stacking buff that increases your condition damage over time that way you get rewarded for staying in longer periods of time during shroud. -Rework Life force mechanic: Instead of replacing your health, now it simply provides flat damage reduction. Gain increased attributes by entering shroud (Death shroud: Toughness and vitality, Reaper’s shroud: Vitality and ferocity, Desert Shroud: Condition damage and vitality, Harbinger: Expertise and Concentration). Core necromancer changes: Deathshroud: -Death shroud: Reduced the nerf from 33% damage reduction to 40%. Whenever you enter shroud gain a stacking buff “Necromantic pest” each stack provides extra condition damage as well as condition damage you apply during shroud heals you over time. Life blast needs a change for PvE scenarios. It is way too slow even with quickness, and generally is a dps loss to even use your autoattack. Having an auto attack chain of sorts like the engineer rifle with 2 shots would increase its usability greatly and would make using the skill more reasonable. This whole auto chain should be at the same speed it currently is with one projectile hence being 1.2 seconds. - Life blast: Now this skill has two parts. Life shot and life blast. Life shot is a fast projectile with 0.9 coefficience that applies 3s of bleeding. Life blast would be a slower projectile with the current 1.4 coefficience that applies 3s of poison and bleeding. When the dhuumfire trait is applied it now includes the burn condition to these skills instead of changing the skill entirely. This entire auto attack chain would last 1.2 seconds -Dark path: (PvE only) Increased coefficience from 0.25 to 0.44 Increased bleeding from 2 stacks to 3. -Life transfer: (PvE only) Now applies 2 stacks of bleeding after this skill ends - Tainted shackles: (PvE only) Torment stacks increased from 2 to 4. Increased damage coefficience from 1.25 to 1.44 Trait lines: Death magic: Allowing a necromancer to obtain up to 1600 toughness on a set with full damage is just unhealthy for the game (2557 toughness with full trailblazer and 2121 toughness with celestial gear. Without any runes mind you). It also makes running this trait line during instanced content with a toughness check a nuisance. Having a flat damage reduction can make it easier to balance in the long run since it won’t have any direct interaction with gear (What I mean is it would be easier to tune up and balance overall). This also means utilizing minions gives you less stacks of carapace. -Carapace no longer applies toughness, instead it provides direct damage reduction can stack up to 10 stacks providing 10% direct damage reduction. Now that shroud doesn’t replace your HP, unholy sanctuary needs a different effect so receive a lethal blow now gives you a percentage of your life force into health. -Unholy sanctuary now converts your life force into healing if you take a lethal blow. ICD has been reduced to 90s. Blood Magic: This trait line is now entirely reworked. In blood magic I want to focus more into the idea of having a pure heal necromancer specialization that can provide more actual raw healing (and boons but that’s for later) rather than relying on siphoning while turning your main sustain through this trait line into personal life siphoning. With that in mind, to balance heal scourge and this trait line in general, last rites needs to be changed. People often mistake that heal scourge is op because of the amount of barrier it provides. What makes heal scourge op is its crazy resurrective potential and that is because of last rites not letting players bleed out. This trait has also been incredibly problematic in PvP and WvW scenarios in the past as it makes downstate players completely immune to bleeding out. -Last rites: This effect has been removed. Now that we don’t have last rites, it would be a great idea to move transfusion in its place. This makes more sense as it is an active effect rather than a passive one that provides value, allowing the necromancer to have more flexibility on this trait line, since you are always forced to take transfusion for healer builds. However, the healing effect of transfusion has been greatly reduced to compensate being a passive effect. -Transfusion: This trait is now a part of last rites. Healing pulse reduced from 9 to 4. Healing coefficience has been reduced from 0.3 to 0.25. Life from death has been moved from master to grandmaster trait, filling transfusion’s place. Ritual of life has been removed and its old effect has been included to Life from death. This gives us the opportunity to bring back vampiric rituals focused in a purely healing trait option and have a free slot for a brand-new trait. -Life from death: Fixed bug that doesn’t allow this trait to work on death shroud or reaper’s shroud. Utilizing shroud skills heals up to 5 allies in an area. Reviving an ally cast lesser well of blood. -Ritual of life: This trait has been removed and has been replaced by blood tensions -Vampiric rituals: This trait is now an adept trait replacing ritual of life. Wells now heal and provides protection to allies. Wells don’t life siphon damage or provide cooldown reduction. This brand-new trait goes where life from death used to be located. -Blood tensions: Gain 3s of regeneration when siphoning a foe. Siphoning health from a foe applies 1 stack of bleeding for 2s. This trait has a 5s icd. (10s icd in pvp and wvw) Blood bond has been moved to grandmaster tier trait. Replacing Blood Bank in its place. -Blood bond: Siphoning health heals allies around you. Regeneration is more effective on yourself. Cast lesser signet of vampirism when you inflict 3 stacks of bleeding Quickening thirst has been moved to a master tier trait, replacing vampiric presence’s place. A new trait has been made called Bloody dagger -Quickening thirst: This trait has been reworked. No longer reduces dagger cooldowns or provides movement speed. Instead gain swiftness after dodging. Siphon extra health under the influence of swiftness. -Bloody dagger: No longer share healing around allies. Instead, dagger skills deal more damage. Critical hits on dagger apply bleeding. -Banshee’s Wail: No longer reduces cooldowns from war horn skills. Instead replaces them for Wail of hope and Locust protection. Its other effects remain the same -Vampiric presence: This trait has been moved to a minor trait, replacing vampiric. No longer shares its effect to allies. However, it keeps its values as it combines with vampiric. New values: Life siphon damage 172, life siphon healing 76. Minion values stay the same. Soul Reaping: Removing cooldown modifiers in general would be a great idea for every single class as it makes picking certain trait lines mandatory (like trickery on thief or discipline on warrior). Instead providing actual benefits than lower cooldowns make the trait line more of a strong option rather than something mandatory that you always must choose. So, in my world Sinister shroud no longer reduces shroud cooldowns and instead makes your shroud specific mechanic stronger. -Sinister shroud: no longer reduces shroud cooldowns and instead makes your shroud specific mechanic stronger giving +20 stats.. All shroud skills have been reduced by 20%. Now that is out of the way, let’s change some actual traits. -Soul marks: No longer gives life force and makes marks all unblockable. Instead provide boons to allies around a mark when it is activated. · Mark of blood: Vigor and regeneration · Chilblains: 3 stacks of Might · Putrid mark: Resolution · Reaper’s mark: Resistance -Unyielding blast: Apply 5 stacks of vulnerability when entering shroud. Deal increased strike damage to vulnerable foes. -Eternal life: (PvP and WvW) Increased life-force threshold from 10% to 15%. Spite: These changes to minor traits are with the idea of changing spiteful talisman and giving some more flexibility in trait choices. Minor traits: -Reaper’s might: Using a shroud skill grants 1 stack of might. Gain 1 stack of might when you strike a foe below the health threshold 2s ICD -Siphon power: This trait has been replaced by spiteful talisman. -Spiteful talisman: No longer provides cooldown reductions. Traits: -Spiteful renewal: Now cleanses 2 conditions. -Bitter chill: This trait has been replaced by close to death. Replacing close to death’s grandmaster slot, Vengeful intentions. -Vengeful intentions: Gain increased 1% direct damage by stacking a buff of vengeful intentions every time you use your shroud skills. Maximum stacks 10. Now that we don’t have spiteful talisman and extra shroud hp is out of the question, giving some mobility to necromancers via a teleport in a weapon skill would be interesting. I decided focus could be the perfect choice for this. This is with the idea of making necromancer a more viable option as a roamer in PvP and WvW for chasing targets. -Spiteful soul: This skill improves axe and focus skills. Soul grasp changes for soul transition. This launches a projectile and if it lands, teleport to the target. Teleporting has a green fade to indicate when the target is teleported. Landing a teleport deals damage. Unholy feast now applies vulnerability based on boons corrupted. Core necromancer weapons: Staff: -Marks now provide life force by default -Mark of blood: This skill is now Unblockable -Reaper’s Mark: This skill is now Unblockable Dagger main hand: -Dagger skills now share their healing with allies around you. The healing radius is 300. -Life Siphon: Cooldown decreased to 5s -Dark path: Cooldown Decreased to 7s Warhorn: -Locust Swarm: Cooldown decreased to 24s -Wail of doom: Cooldown decreased to 24s When selecting banshee’s wail Locust Swarm is changed to Locust defense and Wail of hope -Locust defense: Summon a swarm of locusts that protects and heals your allies. Healing coefficience of 0.25. Apply swiftness 15s, regeneration 8s and protection 8s to allies in a 360 radius -Wail of hope: Dazes enemies instead of fear. Now applies stability to allies for 5 seconds Axe: -Cooldowns have been reduced by 20% Focus -Cooldowns have been reduced by 20% Elite specializations Reaper: For reaper, Shroud knight doesn’t deplete shroud faster anymore. Instead, it provides a stacking life siphon buff “reaper’s harvest” up to 25 stacks (similarly to battle scars) while also providing quickness to yourself every 3 seconds while you are in shroud. Removing the quickness from reaper’s onslaught since you now get it from shroud knight. -Reaper shroud change: Now that life force doesn’t replace your hp, reaper keeps its 33% damage reduction. -Shroud knight has been reworked. Instead of depleting your shroud faster, gain a life siphon buff “Reaper’s harvest” every time you enter shroud. This buff stacks up to 25 times (Basically battle scars from revenant but with increased siphon values). -Blighter’s boon: This trait has been reworked. Reaper’s harvest now stacks faster and has increased life stealing. -Reaper’s onslaught: This trait now provides increased critical chance by 10% instead of quickness -Deathly Chill: Including its effect of bleeding chilled targets. Bleeding damage is increased by 5%. Harbinger: Harbinger is one of the clear winners of this patch since it was entirely designed around not having a second health bar. However, its traits are... very bland to say the least so let’s see what changes we can have for harbinger. As I said before, reducing cooldowns is a very boring design idea. I would like to shout out user Seuchenherbst.2746 for suggesting some of these changes in the forums that I find very interesting and fun. -Elixirs: All elixirs obtain a 20% cooldown reduction. -Pistol: All pistol skills obtain a 20% cooldown reduction. -Corrupted talent: Gain 5s of stability (3s in competitive modes) when entering harbinger shroud. Its other effect stays the same. -Implacable foe: This trait no longer provides stability. Instead Gain increased critical damage increased based on your blight stacks. Its old effect stays the same. -Wicked corruption: This trait no longer provides critical damage increase. Instead obtain +120 Power bonus. -Vile vials: This trait has been removed. This trait has been replaced by Protective blight. -Protective blight: Having over 10 stacks of blight pulses barrier per interval. 800 barrier per blight stack over 10. -Dark gunslinger: Doesn’t reduce pistol cooldowns anymore. Weeping shots now applies poison. Its old expertise effect remains. All grandmaster traits have been changed. The passive effects of harbinger shroud are unhealthy in competitive game modes and frankly very boring in a PvE aspect. Deathly haste is fine with being an aura since it only provides quickness and doesn’t deal passive damage. These changes are with the idea in mind of making the spec more interactive with its blight mechanic. -Cascading corruption: Your shroud doesn’t apply conditions anymore and doesn’t have a passive aura. Instead, it does 10% more strike damage. Being over the minimum blight stacks provides extra power and precision. -Doom Approaches: No longer provides an aura. Instead, removing a threshold of blight stacks creates an explosion of torment and weakness around you. -Deathly haste: Now pulses regeneration to yourself while being over the minimum blight stacks. Scourge: Now I will admit, scourge traits are fine as they are currently (maybe). But I would like to change some things. These are more of a “would be neat but not necessary” type of thing (especially with my lack of experience with scourge outside of heal scourge) You only have 2 shades now. These 2 shades are 150 radii. The main problem of scourge in its design is that the shades occupy too much space, they can easily clutter space full of AoEs. Limiting the shades to two and having a smaller radius may help with that issue. Torch: Cooldowns have been reduced by 20% Punishment skills: Cooldowns have been reduced by 20% -Blood as sand: Damage reduction per sand shade increased from 3% to 5% Traits: -Abrasive gift: Now removes 2 conditions to the scourge. Allies remain with 1 condition removed -Sadistic searing: Punishment skills no longer have reduced cooldowns. Gain expertise based on your condition damage. -Fell beacon: Torch skills now grant you boons when landed. Gain increased condition damage +120 · Harrowing wave: Gain 2 stacks of might per target affected · Oppressive collapse: Gain 5 seconds of fury In terms of barrier, personal barrier should be greater than barrier given to allies. This with the idea of making the scourge itself sustainable and not make the entire team immortal with high output of barrier. So, any shade skill that provides barrier gives you a greater amount and your allies less. -Shade savant: This no longer gives you a singular shade. Instead, Manifest sand shade provides barrier to allies and your shade skills provide boons (2s of alacrity to allies and each shade has a different boon) · Manifest sand shade: 5s of 2 stacks of Might · Nefarious favor: 5s of Resolution · Sand cascade: 5s of Regeneration · Garish Pillar: 4s of resistance · Desert shroud or Sandstorm Shroud: 5s of stability -Desert empowerment: Receiving barrier grants you regeneration. Regeneration is more effective.
×
×
  • Create New...