Aura of the Lich should not be an enchantment anymore.
Aura of the Lich -> Stance, general Spell or Skill.
Cultist's Fervor -> Stance.
The synergy between Aura and Explosive Growth etc needs to be removed! It's insane! Make user lose all enchantments on cast.
Cultist's is now permanent-maintainable which is good, but Bleeding is too easy on it. Make it a Stance and give it a mild sacrifice (say 10...5...3%). Possibly induce Poisoned instead of Bleeding.
Since Cultist's now only works on N spells, make it work on all N skills instead.
Lingering Curse should not give 3 degeneration at 12 Curses, but at 13.
[Dev Update] - 11 December 2008
7 pages • Page 6
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I'm still not sure what I think of the [aura of the lich] change...on the one hand it can let a MM start off even without a corpse and the DM boost is nice, all subsequent minions are stronger and such. But we lost a very useful self protection skill...quartering sac costs was awsome...
on a side note with the ability to instantly summon an army[aura of the lich], have your minions deal more damage[order of undeath] or recycle your minions[jagged bones], [animate flesh golem] is a very sad panda
edit: I agree with moloch on AoTL needing to not be an enchant anymore, the only thing the enchant does is raise your death magic by 1 which is nice...but idk still seems a bit silly to have the enchant just for that. Don't think it would be too horrible if the +1 to DM wasn't removable
on a side note with the ability to instantly summon an army[aura of the lich], have your minions deal more damage[order of undeath] or recycle your minions[jagged bones], [animate flesh golem] is a very sad panda

edit: I agree with moloch on AoTL needing to not be an enchant anymore, the only thing the enchant does is raise your death magic by 1 which is nice...but idk still seems a bit silly to have the enchant just for that. Don't think it would be too horrible if the +1 to DM wasn't removable
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My feeling's exactly. I'm throwing it away from my PvE build now, and becoming another boring Agressive Reffrain+Focused Anger copy...
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5...15 energy if you cast a spell. That's better than Soul Reaping in PvE, devastating for anyone in PvP.
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So..double dragon is pretty fun now. I herd 20 fire magic iz gud lul?
And..Hundred Blades=unstrippable/uninterruptable conjure, with no casting time. Hit it pre spike, and things die. I mean, come on, do these guys even read the skill descriptions when they hit the update button? Did they forgot what conjure did?
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sup rune (16) + Glyph (2) + double dragon (3) + pve elemental lord (1) + grail of might (1) + golden egg (1) + candy corn (1) + pve intensity (+25%) + 20% chance of (+1) weapon mod!
25, possibly 26 with 25% boost. Yellow numbers go! |

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5...15 energy if you cast a spell. That's better than Soul Reaping in PvE, devastating for anyone in PvP.
OH NO WE HAVE TO FIGHT NOW!!! Also, Primal Rage is actually decent now. Btw, the world is ending. I LIKE THIS UPDATE! Can't wait to see new Aura of the Lich. ...RISE MY MINIONZZ!! |
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| Tried Double Dragon + Glyph of elemental power and elemental lord , i have a sup fire , and it wont go over 20 attribute points |
[[Primal Rage] was the worst warrior elite because it prevented you from doing +50% more damage with a 33% IAS and it disabled your whole bar. How is that good? I still wouldn't use the thing, because you still need a cancel, plus it takes your elite.
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And the most broken skill in the update goes to...
Cultist's Fervor.
Either make it affect Necromancer skills, or bring back a small sac. Monking right now is ridiculously easy - I don't have to pay any attention to my energy at all. Keep a 40 HCT handy and cover it right afterward with Vig Spirit and you're gold.
Cultist's Fervor.
Either make it affect Necromancer skills, or bring back a small sac. Monking right now is ridiculously easy - I don't have to pay any attention to my energy at all. Keep a 40 HCT handy and cover it right afterward with Vig Spirit and you're gold.
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Surprise surprise, Anet botched up. Cultists works on any kind of spell, instead of just necromancer spells as stated. Nerf (fix, actually) will probably be on it's way shortly. In the mean time, gogo any type of caster that can spare 10 in Blood and has 5-energy spells.
Also, monks with divine boon casting at 0 energy for great lulz.
On a less cynical note, a lot of these updates look quite good. Hundred blades definitely gives a few options for both PvP and PvE, as does Symbols of Inspiration. I'm looking forward to trying some of this stuff out tomorrow.
Also, monks with divine boon casting at 0 energy for great lulz.
On a less cynical note, a lot of these updates look quite good. Hundred blades definitely gives a few options for both PvP and PvE, as does Symbols of Inspiration. I'm looking forward to trying some of this stuff out tomorrow.
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Not in the skill description, no. But in all update notes and the developer notes, it is mentioned.
Even if the notes are incorrect, and the ingame description is accurate - this is what it will (and should) be changed to rather soon. Giving free spells to every profession that can have 10 points in Blood Magic is ridiculous.
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Originally Posted by Updates
=Cultist's Fervor: recharge time reduced to 15 seconds. functionality changed to: "For 20 seconds, your Necromancer spells cost -1..7 Energy to cast but you suffer from bleeding for 10 seconds each time you cast a spell."
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| Signet of Ghostly Might: functionality changed to: "For 5..20 seconds, all spirits you control within earshot attack 33% faster and deal 5..10 additional damage. |
That would surely be nice

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Not in the skill description, no. But in all update notes and the developer notes, it is mentioned.
Even if the notes are incorrect, and the ingame description is accurate - this is what it will (and should) be changed to rather soon. Giving free spells to every profession that can have 10 points in Blood Magic is ridiculous. |

