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Relic of the Necromancer effect duration


Dark Dvid.2906

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20 minutes ago, Sarlan.7682 said:

only build you could argue getting any use out of this theoretically is reaper... wich chills on fear. any other nec spec usually wants distance with fears.

on literally any other class you dont have enough fear to make real use out of this.

its a wasted relic tbh.

mhm yea, fear is mostly used for targets running off so you gain some distance.

 

What if the relic made you run 50% faster instead 😂. I mean under fear you can run faster, longer. So why not let them run faster off in fear hehe

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The point of its effect is to stack movement speed reduction (chill+cripple+fear) leading to what is basically immobilization.
 

I would change its application though because it’s far too niche. 

“boon removal prioritizes swiftness. when you remove swiftness from an enemy, that boon is converted into slow.”

Alternative rework:

”You are immune to Fear and Chill effects.”

But personally I’d prefer something more like the former since relics like relic of the speed need counters to them to exist. If they really want to care about the game, replace one of the other poorly designed relics with the ladder effect call it necromancer and put the former effect on some other relic so that they can keep their lore…have both effects in the game basically. They are both counters to each other too.

Edited by JusticeRetroHunter.7684
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30 minutes ago, Dadnir.5038 said:

That would be OP as hell. Personally I'd prefer something like:

"Self inflicted conditions last 50% longer"

Problem with that…is that is also just as niche if not more so than the original. Almost no skills in the game self inflict conditions…4 maybe?

it’ sounds cool as an effect…but 1) not as a relic (maybe as a trait for necromancer who is the only with skills like this) and 2) we already have stats in the game that improve condition duration so I’d say the effect is rather redundant and wouldn’t alter or change how people play a class.

 

edit: another alternative where I combined the two effects:

”when afflicted by a condition, gain a stack of “Relic of the Necromancer.” Each stack of Relic of the Necromancer reduce the effectiveness of fear, chill and vulnerability effects by 10%”

Edited by JusticeRetroHunter.7684
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54 minutes ago, JusticeRetroHunter.7684 said:

Problem with that…is that is also just as niche if not more so than the original. Almost no skills in the game self inflict conditions…4 maybe?

Let's see:

  • All corruption skills: 6 skills
  • Necromancer's dagger#3: 1 skill
  • Necromancer's underwater shroud skill Gathering plague: 1 skill
  • Untamed Mutate condition: 1 skill
  • Holosmith photonforge + cauterize: 2 skills

But I was also thinking about:

  • Necromancer's master of corruption: 1 trait
  • Revenant's resplenishing despair: 1 trait

And, in general, all skills and traits that draw conditions onto yourself as it's effectively self-applied conditions:

  • Necromancer's Plague signet: 1 skill
  • Necromancer's Gathering plague: 1 skill
  • Necromancer's Unholy martyr: 1 trait
  • Guardian's "Save yourself!": 1 skill
  • Revenant's pain absorption: 1 skill
  • Specter's hungering darkness: 1 trait

I'm probably missing some but I do think it's already more than enough.

Edited by Dadnir.5038
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1 minute ago, arazoth.7290 said:

why would you want a relic that makes conditions on yourself longer as effect 😅. you want a relic that debuffs instead of buffs?

It fit thematically but the main reason is that expertise does not apply to self applied conditions and self applied conditions are part of the necromancer's condi dps rotation.

 

Edited by Dadnir.5038
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Just now, Dadnir.5038 said:

It fit thematically but the main reason is that expertise does not apply to self applied conditions.

 

you're talking about redirecting conditions from yourself on enemies? And that's why you suggested  50% longer?I  get if it is bc of that.

But other classes won't be able to use it, which is the purpose of relics still 

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8 minutes ago, arazoth.7290 said:

you're talking about redirecting conditions from yourself on enemies? And that's why you suggested  50% longer?I  get if it is bc of that.

But other classes won't be able to use it, which is the purpose of relics still 

How many profession get to benefit from -50% movement speed on fear and for how long exactly? Even on necromancer it's an anecdotic effect. Many relic are tied to specific category of utility skills that few professions have.

I any way both revenant and necromancer benefit fully of the effect which is as much as the professions benefiting from the relic that apply on using a trap or the profession benefiting from relics tied to elixirs.

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1 hour ago, Dadnir.5038 said:

How many profession get to benefit from -50% movement speed on fear and for how long exactly? Even on necromancer it's an anecdotic effect. Many relic are tied to specific category of utility skills that few professions have.

I any way both revenant and necromancer benefit fully of the effect which is as much as the professions benefiting from the relic that apply on using a trap or the profession benefiting from relics tied to elixirs.

yea, the relic is isn't made that great in general.

Also revenant doesn't has a fear 

Edited by arazoth.7290
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1 hour ago, Dadnir.5038 said:

Let's see:

  • All corruption skills: 6 skills
  • Necromancer's dagger#3: 1 skill
  • Necromancer's underwater shroud skill Gathering plague: 1 skill
  • Untamed Mutate condition: 1 skill
  • Holosmith photonforge + cauterize: 2 skills

But I was also thinking about:

  • Necromancer's master of corruption: 1 trait
  • Revenant's resplenishing despair: 1 trait

And, in general, all skills and traits that draw conditions onto yourself as it's effectively self-applied conditions:

  • Necromancer's Plague signet: 1 skill
  • Necromancer's Gathering plague: 1 skill
  • Necromancer's Unholy martyr: 1 trait
  • Guardian's "Save yourself!": 1 skill
  • Revenant's pain absorption: 1 skill
  • Specter's hungering darkness: 1 trait

I'm probably missing some but I do think it's already more than enough.

This is the same number of skills in the game that apply fear. Fear is a bit more common because stability corrupts into fear making any  boon strip a potential source of fear for this relic (now just gotta convince anet to stop getting rid of boon conversion) Like I say it’s just as niche which is the issue with the relic.

self inflicted and condition transfers are different from one another, but if expertise doesn’t work on self applied conditions/transferred conditions, then why not just fix expertise cause that’s obviously a bug with how it should work in the first place?

Edited by JusticeRetroHunter.7684
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In all honesty, its very bad effect currently wrt its usability.

I'm afraid they do not care about this relic cause maybe it fits the rp theme that they might like or they have a specific intent which doesnt work in practical unfortunately.

I'm thinking like this because they didnt revamp or upgrade this relic along with other bad ones in the 28 Nov patch preview which was pretty disheartening tbh.

I would've loved a relic that interacted in a cool and more practical way with fear effects.

My wish would be something like:

"Applying fear grants you a buff that makes your next 3 attacks steal life and remove boons."  (good life steal and 1boon remove per hit)

or

"Applying fear inflicts slow 3sec" 

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