Brokensunday.4098 Posted August 15, 2018 Author Share Posted August 15, 2018 > @"ZDragon.3046" said: > > @"Brokensunday.4098" said: > > Signets need a buff, they feel lack luster in general the following suggestions should improve the overall utility of necromancer signets but mantaining their identity ( mainly buff's) > > > 2. **Signet of Spite** > > This skills is a condition bomb it's passive part should be change to improve condition damage not power. > > The active part of this skill total ammount of diferent conditions is ok it should only be buff by adding 2 more stacks of bleeding , poison and torment keeping the same ammount of duration. > > > Orrrrrrr > > Make this skill continue to improve power passively > And make it a hard hitting power strike that scales up with the number of conditions on a foe. > Reduce the cd to 40 seconds 60 is way to high for the signet in general > > >.> > > on a side note the signets are not too bad just a few of them like spite need to be fixed > > The real problem here is Signets of suffering. > > I agree that the life force gen passive should be moved to signet of locust > > Signet of the undeads new passive should become what signet of suffering is now > > Signets of suffering should gain a new effect while allowing you to keep passive of signets in shroud. This is an interesting idea bump the damage up for every diferent condi ( damage dealt by the skill) or grant might every time you hit that foe so it scale with condi too, 5 to 10 secs. Link to comment Share on other sites More sharing options...
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