Feedback:User/Ckal Ktak/Signet of Corruption
Signet of Corruption | |
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User | Ckal Ktak |
Categories | Skill feedback → Necromancer → Other Player vs. Environment → PvE skills |
This skill appears to serve no purpose in the realm of PvE, it provides energy to a class that already has energy coming out of their ears and more than enough ways to suppliment their energy regain, the skill seems to be designed for non-necro classes, which is a bit odd considering the other allegiance skills are quite profession specific at times ("Save yourselves!" aside). The skill itself isn't even a very useful way to get energy back, as typically the the gain is only 6 or maybe 8 at best, assuming a good grouping and a condition or hex on each target, which blends nicely with discordway and searing flames based builds, but fails to impress even then due to a tight area of effect, cumbersome recharge and pitiful damage.
What we really need is either some kind of rework or:
- More energy per enemy struck, 3? 4? Keep the energy ceiling the same, since it's not limiting the skill much at all,
- Less of a recharge, yes it's an energy management skill, but really, 20 seconds is a bit long to wait for all of 6 energy
- Wider area, would at least make getting the enemy group struck properly a possibility.
Update[edit]
A bit of discussion about this has brought up a new functionality which increases the duration of hexes cast, as a counter to natural resistance. There might be some slow farming applications to this, but none spring to mind. Usually hexes don't last their full duration anyway, so it's not as if it would break the game balance too much except with maybe the ubiquitous Pain Inverter. Any comments?