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Signets


Brokensunday.4098

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> @"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.

 

 

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