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Hawkeye.5318

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  1. I know this is kinda an old thread, I just noticed the new Dread (missed the change on that patch and had been using Close to Death). > @"Brujeria.7536" said: > > @"jiggle puff.9347" said: > > > @"Brujeria.7536" said: > > > > @"Lan Deathrider.5910" said: > > > > For PvE this won't matter, but for PvP and WvW Necro has a fair amount of corrupts available across several weapons and utilities that will turn stab into fear and thus benefit from Dread. > > > > > > Yeah but its not reliable like at all. If you pick a offensive based GM trait you want a reliable, frequent benefit, not a lucky random corrupt. Some classes also dont have stab in the first place or simply can decide not to use the skill. Look at Elementalist fire GM traits for example. The benefit of every GM is there on every weapon while attuned to fire, and across other skills as well. You only pick what kind of reliable advantage you want. Thats good design, its a benefit, not limiting the class.. If you want a "reliable and frequent" use of this trait you are forced to pick staff and maybe fear ring which is limiting you by quite a lot. > > > > From my testing fear ring is absolutely horrendous in terms of reliability. It’s skill meant for applying protection and area denial, it has absolutely no offensive play, even in pve. Staff skill 5 is pretty good though > > > > > Whats also a big factor is that spite has no synergy with this GM whatsover. Usually, if a grandmaster or master trait resolves around a condition or boon, the rest of the line provides said boon or condition, see protection for deathmagic, or to some extend the synergy between crit and condi on crit with curses. Spite does not do anything in that regard. Now if one trait category would have dread, terror and fear of death there would be at least some conceptual sense. This is where I agree that Focus 4 getting a fear would make a lot of sense, it makes the top line of Spite the "Focus line", since its a focus trait, an auto-cast focus skill, and then the fear trait. Remove the Ammo and the Vuln, up the cooldown to like 25 seconds, and give it a 1 second fear. Now its big, slow moving animation makes sense (its actually worth trying to dodge) and it is centralized as a ranged utility/CC offhand. The 4 can't crit, only does a small mount of lifesteal and a CC, and the 5 is mostly for boonrip. Could even bring the range of the weapon down to 900 if it ends up too strong.
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