Feedback talk:User/Dark Morphon/Rigor Mortis & Soul Reaping

I may be underpowering Rigor Mortis here but since it's such a powerful effect, I'm afraid of giving it too much. Thoughts? Dark Morphon 07:48, 25 September 2009 (UTC)
 * I like the soul reaping change, but I feel it would be useless for necro builds not built on death magic or wells. ~Shard  [[Image:User Shard Sig Icon.png]] 07:50, 25 September 2009 (UTC)
 * That's true, I don't really have a solution for that. As far as I know, Necromancers with Curses skills (the line that would be hitted the hardest by this change) don't actually use Soul Reaping in GvG because stuff doesn't die that often there. In HA it's more of a problem. Dark Morphon 08:11, 25 September 2009 (UTC)

Bumped up the duration of Rigor Mortis to 8 at high specs. Dark Morphon 08:12, 25 September 2009 (UTC)


 * what about for soul reaping - Whenever one of your minions die you gain 1 energy for every 2 ranks of soul reaping... -Talamare-   feedback  08:22, 25 September 2009 (UTC)

I don't PvP much, but what was wrong with Rigor Mortis before? It useful. Not Underpowered because hexes are usually easy enough to cover; not overpowered because p&h monks seem fairly common and it has a decently long recharge for a hex. I really don't understand why you would want to make soul reaping useless for anyone that doesn't exploit corpses. I get the feeling that this is supposed to be a targeted nerf to certain builds but it looks like it just hurts necros in general instead of a few select builds. Please enlighten me. Rypofalem 02:10, 29 September 2009 (UTC)
 * While there is nothing particularly wrong with Rigor Mortis, the skill didn't really fit into balanced builds as they are generally more focussed on pressure (with small spikes to support said pressure), something that doesn't get increased a lot when making a single target unable to block, while it DID greatly increase the effectiveness of gimmicky spike teams. Since I generally follow the guideline "the more strategic play the better", I figured this skill needed a change if it were to be used strategically instead of just "Loluseonspikes". Therefore, I gave it a function that requires timing and skill to use and one that can lead to some interesting strategical situations. Concerning Soul Reaping, the most obvious consequence would be that it no longer allows Necromancers to just put Death Magic on zero and use Animate Bone Minions for some free energy, thus weakening builds such as the N/Rt healer. A deeper consequence is that this change (alongside the one I made to Foul Feast) makes sure Curses Necromancers can no longer purely spec in Curses and Soul Reaping and get a shitload of effectiveness but have to spec into other attributes as well to get the most out of it. I think that quite sums it up. Dark Morphon 12:07, 30 September 2009 (UTC)


 * Rigor Mortis doesn't need a change. And while your idea for Soul Reaping would fix a lot of things, it also kills off a lot of the current Necromancer's abilities. If I remember correctly, only Death Magic has a lot of skills that exploit corpses. There would have to be a major rework of skills in Blood and Curses, and probably Soul Reaping skills themselves. As we have to assume that there not going to be any skills added, then you'd have to remove function from current skills, like Rigor Mortis. A lot of skills that don't need change...like Rigor Mortis. [[Image:User Bathory Spirit to Flesh.jpg|18px]] Bathory   talk  18:34, 4 October 2009 (UTC)
 * Read my above comment. I have already given an answer for all your issues. Dark Morphon 11:05, 15 October 2009 (UTC)