ArenaNet:Skill feedback/Necromancer/Dark Aura

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Dark Aura Dark Aura

Life Infusion's Issue -- 18:48, 1 March 2008 (UTC)

Discussion

Issue
Gimmicky at heart. Only used in Aura of the Lich blood toucher builds with Wallow's Bite/Touch of Agony and Dark Pact.
Shadow damage doesn't fit the death magic theme, it should be non-armor ignoring cold or dark damage. Unlike Death Nova (ally death)/Putrid explosion (corpse) /Putrid Bile (death)/Discord (hex/enchant+condition)/Vile Touch (touch)/Rising Bile (20sec), the condition isn't that hard to meet.
Suggestion
Change functionality to benefit non-minion master death magic users (such as Tainted Flesh necros of older times).
Use something like the Dark aura effect of blessings: target ally's melee attacks do an additional 3...8...10 cold damage while not under the effects of another enchantment (so conjures/judge's insight/orders don't work with it) and cannot be blocked by foes under a shout or chant. [alleviating paragon stacking]

OR

Target ally's melee attacks do an additional 5...9...10 cold damage against foes suffering from weakness [pressure to remove weakness off casters more so than before] and cannot be blocked by foes under a Form or Weapon spell. Anytime an attack would be blocked, target suffers 5...17...20 cold damage. [alleviating Weapon spells being unremovable and Melandru being invulnerable to conditions]

Brit's Issue -- 08:26, 10 March 2008 (UTC)

Issue
Only usable on builds purpose designed around Dark Aura. The adjacent to requirement forces the necro into danger. Also a possible imbalance now with many of the saccing skills reduced to 1E.
Suggestion
Change to "..one nearby foe..." and "...you lose 3 energy".

Dark Morphon's Issue -- 08:26, 10 March 2008 (UTC)

Issue
This skill is waaaay to clunky to be useful.
Suggestion
Change to "Enchantment Spell. For 10...30 seconds, whenever you sacrifice health, all foes nearby to target ally take (same ammount as it is now) damage and you lose (same amount as it is now) health and 1...4 energy or this enchantment ends." 10e 1c 15r

Ezekial Riddle's Issue 22:04, 6 December 2008 (UTC)

Issue
Badly designed skill that entertains poor playing methods and needs a rebalance.
Possible balance suggestions
If we want to stay with some way of playing from sacrifice, change to

10 Energy2 Activation time20 Recharge time Hex Spell. For 5...10...11 Whenever you sacrifce, target foe takes 10...22...25% of the sacrifice.

Or, if you want to completely change the skill (and violate some themes, so it would seem) alter by doing this:

10 Energy2 Activation time20 Recharge time Hex Spell. For 8 seconds, target foe and nearby non-moving foes take 3...15...18 dark/whatever damage each second this hex is active. Only one copy of the hex may be active at any given moment.

Impaled's Issue -- 13:48, 27 December 2008 (UTC)

Issue
A passive melee-ranged damage boost for necros... Doesn't really help except in contagion builds and such.
Suggestion
Enchantment Spell (10 seconds). Deals 5...41...50 cold damage to foes adjacent to target ally the next 1...4...5 times you sacrifice health, but you sacrifice 20% more.

5 Energy0.75 Activation time10 Recharge time