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Superior Runes of Sanctuary & Abrasive Grit [merged]


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Every instance of life steal grants tiny amount of barrier, cleanses a condi and grants 2 might. So with Blood magic (vampiric and vampiric aura) thats 2 condi and 4 might per foe hit. Add another one for wells via Vampiric Rituals. And another per minion via vampiric again. It is pretty broken, but only really the condi part.

DO NOT NERF ABRASIVE GRIT. It was fine before the change. It's sanctuary that is causing the problem.

Change the way the 6th bonus from Sanctuary works, so either Life steal no longer counts, or change it to something else.

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@perilisk.1874 said:I wonder if putting a minimum barrier threshold to trigger abrasive grit is the right fix?

Most legitimate sources of scourge barrier (class skills and punishment skills) will put out a reasonable amount even on 0 healing power. It's an e-spec, so we don't have worry about breaking leveling characters with lower numbers. The barrier being applied with Sanc is 20% of each heal, and the problem heals (from lifesteal attacks) are individually pretty small as well. A 200 point threshold or so would probably fix it? It should cover most any barrier from actual scourge mechanics, plus any from the rune that are triggered by heals of 1000 of more.

Suggested this in another thread, seems like the cleanest solution to fix this interaction.

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Abrasive Grit: This trait now has a 5-second cooldown, and the might it grants has been increased from 2 stacks for 6 seconds to 3 stacks for 8 seconds.

This Trait was seriously hard nerfed, because they were too lazy to fix a Rune set. It wasn’t even split. Scourge Support has been nerfed hard for no reason other than being too lazy to properly code a rune to not work with a certain trait.

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@Hitman.5829 said:That trait was too OP to start with.It removes conditions, it grants might, and it does all that to allies as well.

Maybe in PvP and WvW, but in PvE it was great, and this is an example of once again, not split balancing. Nerf it in PvP, and split balance for once. I’m tired of Necro getting nerfed hard, and not doing split balance. Every time it’s nerf across the board, not split between.

Nerfing this Trait in all game modes, weakens it in all game modes. Especially in PvE. Might is one of the only buffs a Necro could stack high as support. Why lessen opportunities for that?

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@Hitman.5829 said:That trait was too OP to start with.It removes conditions, it grants might, and it does all that to allies as well.

It was never OP because we dont had that frecuency to get barriers, what are you talking about?

The solution was to nerf the rune, no the trait. They buffed the might for compensation, but the condition removal stays the same.

So, remove a condition every 5 seconds, what a dumb solution...

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@Conqueror.3682 said:

@Hitman.5829 said:That trait was too OP to start with.It removes conditions, it grants might, and it does all that to allies as well.

It was never OP because we dont had that frecuency to get barriers, what are you talking about?

The solution was to nerf the rune, no the trait. They buffed the might for compensation, but the condition removal stays the same.

So, remove a condition every 5 seconds, what a dumb solution...

Have you counted the number of necros in WvW?Multiply each by 5 and you get the number of allies affected by this trait.The trait was OP and it needed nerfing.

Im surprise it took anet this long to nerf this trait.

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@DaFishBob.6518 said:I wasn't exactly for letting this trait remain the same with that rune set around but 5 seconds is an absurdly high ICD to start off. They let elusive mind get slapped with a 3 second exhaustion effect before going to 6 second, why didn't they do some sort of ramping like that?

I agree or maybe hit the rune you just updated not the class.

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@Hitman.5829 said:Have you counted the number of necros in WvW?Multiply each by 5 and you get the number of allies affected by this trait.The trait was OP and it needed nerfing.

Im surprise it took anet this long to nerf this trait.

Sorry, when you have an high number of professions in wvw you will have constant might and condi cleanse or whatever the buff that profession provides. per example you need only 1 druid to maintain might for 5 people.

So was the trait OP or the trait+the runes? because the trait alone wasnt OP. Of course you can have 25 might and lots of cleanses, but hey, that require more than 1 scourge. they could have solved the issue by nerfing the rune, NOT the trait.

And have you tought of the consequences of this trait nerf in PvE?

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