ArenaNet talk:Skill feedback/Necromancer/Virulence

I agree, a buff would be appreciated. -- NUKLEAR   IIV  07:53, 29 August 2008 (UTC)
 * I removed it for a reason. A nearly identical suggestion exists at the top. Your's only add more text, and makes it harder for Izzy. Please reconsider. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  15:38, 13 September 2008 (UTC)
 * Mine is not a duplicate. I suggested that the weakness should be unconditional and all the conditions have AoE. --The preceding unsigned comment was added by User:96.233.1.34 (talk).
 * You could increase the energy cost and/or recharge slightly then add some scaling damage (e.g. cold or something) so that people with higher death magic get more from it whereas those without lose out. --The preceding unsigned comment was added by User:82.3.255.222 (talk).

Virulence is fine as is.
http://wiki.guildwars.com/wiki/ArenaNet:Skill_feedback/Necromancer/Virulence a modest investment in curses will net you a weaken armor you can upkeep, which in turn synergizes with this skill. The degeneration caused by this skill can be incredibly powerful without any buffs at all, just do not expect it to be an instant-kill skill. In PVE it can be used on a hybrid-MM in areas such as Nahpui Quarter where a full-bar MM is not the best choice (but minions are a great help).

People need to quit trying to make already usefull skills more powerful. --The preceding unsigned comment was added by User:64.9.27.194 (talk).

Degeneration is useless in pve and there are much better choices in pvp to cause degen without the risk of spreading disease to your whole team. Corrupt enchantment is one good example that gives 8 degen and removes an enchantment. Virulence is RC food for pvp. Don't forget that the death magic line is pretty weak in pvp unless you are running minions on Aspenwood or are running a necro hexway build. Evil Penguin 21:59, 28 June 2009 (UTC)