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Swadow.6213

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  1. It is really weird these changes when it comes to Necro. Necromancer was one of the first ones to receive Torment and it was synergistic with Fear, making it most necromancer focused condition there was. Now with the Torment changed to behave exactly the opposite, Necromancer is one of the worst to use the condition and Scourge is just filled with Torment. These changes feel completely from the perspective of someone who sees only world bosses and large raid/strike bossses that do not move at all completely forgetting that anything else exists. I fear that the Blood Bank change is going to cause problems within PvP making ArenaNet do a major overreaction after like 2 days this patch hits to nerf it and a lot of other things around it. The curses changes are just whatever, Insidious Disruption has been and always will be a waste of a trait due to how rare CC actually is, and again with Torment change it makes no sense for Necromancer to have Torment since Fear is counter synergistic with it. Lich Form 1 fix is a long time coming and all the stuff hitting behind the player should be getting same treatment
  2. So why exactly hasnt Arcane Thievery been touched in any other way than slightly reducing the default condi and boon it applies? It is the old Plague Signet with the full condi transfer and the full removal of boons of Corrupt Boon without downsides of either. It is also unblockable with only 0.25s cast time. The skill is way too versatile to be at 25s CD and no downsides
  3. If you are going to remove Foot in the Grave because stability should not be on necromancer atleast have the decency of putting the stun break back in somewhere. The stun break is needed in sPvP since all the stun breaks with exception of Flesh Wurm are getting nerfed in that mode
  4. Signet of Undeath does not refund the health cost if the cast is interrupted.Signet of Undeath health cost is calculated using base health + base vitality rather than base vitality causing it to have nearly 5k more health cost than it should have.
  5. The nerfs will have the opposite effect actually. Less corrupt on a skill means more scourges are needed to counter the firebrand boonfarting
  6. Oh btw, what about Life From Death? That forgotten trait in Blood Magic Master tier? This one https://wiki.guildwars2.com/wiki/Life_from_Death? Will that be also getting some changes or was that forgotten about by the devs and the community?
  7. I really hope the Signet of Undeath cost is either reduced from the massive 50% to a more manageable number, otherwise like people and I have said the active will just never be used since the cost is way too high for the effect since losing the passive is also a cost not just the life cost
  8. 50% of base health to cast a skill seems very excessive for the active on signet of undeath considering it only revives only one now. It would have been reasonable to be at 30% if it revived 3 people and 50% just makes it unusable on necromancer since necromancer has no proper way to fill up that missing health.
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