Brujeria.7536 Posted November 12, 2017 Share Posted November 12, 2017 So one crucial thing that bothers me since years it that we have a 3 grandmaster traits that are tied to weapon or utility skills without properly utilizing them. Lets start with Scepter: The trait does nothing when not using a scepter. Even when using a scepter its just a straight up damage increase. Even then the damage is subpar compared to other pure condi weapons with no traits, or adapt / master level traits. The thing here is, scepter condis could be 50% longer baseline, and the weapon would still not be too strong, also the trait does nothing interesting. Grandmasters should influence the way we play in a greater way, adding a heal to skills, or things like PS, etc. This basicly trait does nothing interesting and just turns our condi weapon to an "okay" level, thats not what a grandmaster is supposed to do. Weapons should be "okay" by themself, with a grandmaster trait equiped they should be awesome, or add some new synergy or effects to the weapon skills, or to the class as a whole. The trait does not deserve a grandmaster spot at all, all what it does could be baseline. Wells and Signets: These are more tricky. First part of the problem is that both of these skill types do have a grandmaster trait, but not an elite skill. I think grandmaster traits that are connected to a skill type should have an elite skill as these could drasticly upgrade the trait. To add to this problem: wells and signets dont have a proper synergy. Wells all do something different, with no connecting theme, same goes for signets. Chances are that you wont pick more than 1 or maybe 2 of them, greatly reducing the value of the trait. To change this i would suggest to add elite skills for these 2 skill types first. Then, create a somewhat connecting theme. Wells for example could all deal Well of corruption like damage, with their current effects. Signets need something like that as well, i like the signets for necromancer in general, but the elite skill with the grandmaster trait should be the glue that enables a theme. I dont want to force people into running 5 wells or 5 signets at all times, but to make these traits worthwhile. Thoughts on this? Link to comment Share on other sites More sharing options...
Vitali.5039 Posted November 12, 2017 Share Posted November 12, 2017 > @Brujeria.7536 said: > The thing here is, scepter condis could be 50% longer baseline, and the weapon would still not be too strong, also the trait does nothing interesting > Thoughts on this? I really hope they'll change Lingering Curse to give a flat condition damage increase and a buff that increase all of our condition duration by 50% (lasting for 9 seconds) after swapping to scepter. Link to comment Share on other sites More sharing options...
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