Alright, so...
When I sometimes watch so called "high level pvp", and there's a necromancer playing on one team (which, by the way, is far from common), I often see him or her using this spell.
Using this in PvE might be one thing, against non human opponents. However...
Rotting Flesh has a 15e cost and a 3 second cast time. It inflicts a condition that will almost invariably be spread along to your own team. I also see this spell used with builds that can not reasonably have many points invested in Death Magic, for example heavy Curses/Soul Reaping builds.
What is the point?
Help me understand Rotting Flesh.
Moloch Vein
S H A D O W Strike
I would assume that that same necromancer is enchanting their team with tainted flesh. So only the other team suffers from disease.
phool
Many hexway teams stick it on the RM hoping to use it at key moments where that extra pressure will take be the final straw breaking the other team's back... ugh mixed metaphors. You may also be able to control the disease's spread somewhat with good movement or may not suffer from it that much when running RC. Otherwise more commonly used with tainted.
Turbobusa
when you use it on a backliner, it's very unlikely that someone on your team (except meleers) will be deseased
Productivity
Rotting Flesh used well generally does a ton of damage - people run it as a breaker in pressure teams so that when they are starting to come on top they throw it out and the additional damage really messes the other team up. You take a bit of damage from it but it breaks their monks causing DP - it's certainly not some you try to maintain, but a well placed and timed Rotting is guaranteed to cause problems.
blue.rellik
Quote:
Originally Posted by Moloch Vein
Alright, so...
When I sometimes watch so called "high level pvp", and there's a necromancer playing on one team (which, by the way, is far from common), I often see him or her using this spell.
Using this in PvE might be one thing, against non human opponents. However...
Rotting Flesh has a 15e cost and a 3 second cast time. It inflicts a condition that will almost invariably be spread along to your own team. I also see this spell used with builds that can not reasonably have many points invested in Death Magic, for example heavy Curses/Soul Reaping builds.
What is the point? Let me put it for you in this analogy. You're racing against someone and you're leading, you then go back and trip the guy behind you. You just slowed yourself but your put your opposition in a even worse position than before. You basically use it when you're winning, your team can handle the -4 degen but the losing team will be break from it
When I sometimes watch so called "high level pvp", and there's a necromancer playing on one team (which, by the way, is far from common), I often see him or her using this spell.
Using this in PvE might be one thing, against non human opponents. However...
Rotting Flesh has a 15e cost and a 3 second cast time. It inflicts a condition that will almost invariably be spread along to your own team. I also see this spell used with builds that can not reasonably have many points invested in Death Magic, for example heavy Curses/Soul Reaping builds.
What is the point? Let me put it for you in this analogy. You're racing against someone and you're leading, you then go back and trip the guy behind you. You just slowed yourself but your put your opposition in a even worse position than before. You basically use it when you're winning, your team can handle the -4 degen but the losing team will be break from it
Alucard Keisune
Combined with hex spells ( mostly curses ) and Signet of Suffering, It'll do lots of damage.
Also, death magic, is quite a lot about minions and corpse exploiting..
Well in PvP people don't die that easily ( at least if the other team ain't woosies ) so the Rotting Flesh skill would be a nice backup skill and cause some trouble at the other team, while using other hexes on certain foes.
Signet of Lost Souls might give enough energy to use the skill as well.. maybe that's why the people use high Soul Reaping points.
Also, death magic, is quite a lot about minions and corpse exploiting..
Well in PvP people don't die that easily ( at least if the other team ain't woosies ) so the Rotting Flesh skill would be a nice backup skill and cause some trouble at the other team, while using other hexes on certain foes.
Signet of Lost Souls might give enough energy to use the skill as well.. maybe that's why the people use high Soul Reaping points.