ArenaNet talk:Skill feedback/Necromancer/Cultist's Fervor

Dark Morphon's Issue
Discuss. Dark Morphon  (contribs)  09:22, 27 July 2008 (UTC)

Alternate suggestion
I guess you might also want to add some sort of end effect to enforce the idea that your going into a fervour and then when it ends you lose all your momentum... maybe KD, exhaustion, something... Kinda like Burst of Agression-style. --The preceding unsigned comment was added by User:81.107.195.55 (talk).

Bug
As of the Dec 11 update this skill works on all spells, not just nerco ones 68.47.192.6 00:06, 13 December 2008 (UTC)

Original Cultist's Fervor
Was decent, -Maybe reduce to only necromancer 'skills' / 'spells'. -Make it stronger, 20..12...5% sacrifice. -Increase blood magic (+2) for 30 seconds. 10e, 45recharge, 3/4 cast. We all know blood magic was to strong in GvG, But now blood magic in other cases and places, it's useless Contagion bombing has become worthless in it's last places (FA & JQ). Toxic chill has been negated by other movements in skill balances to a slow spike probably only used in AB. More buffs for necro, less nerfs, and REAL balancing. --The preceding unsigned comment was added by User:87.112.69.162 (talk).