Feedback:User/Curse You/Verata's Aura

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Verata's Aura Verata's Aura -

33% Sacrifice15 Energy¾ Activation time30 Recharge time (Death Magic) Enchantment Spell. All hostile animated undead in the area become bound to you. Verata's Aura ends after 120...264...300 seconds. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic 4 or less.)


While this skill does see some use, mostly in PvP, the skill has such a specific requirement that in most situations it has no use. While the skill is in the Death Magic attribute line, it does not see any use by Minion Masters, the most common Death Magic build, due to the skill forcing the user to continuously cast on recharge just to keep from loosing their minions. The skill is mostly used by secondary Necromancers or non-MM Necromancers for the simple purpose of nullifying an enemy Minion Master.

In addition, the 33% health sacrifice is very high; the only other normal skill to share that amount is the Elite skill Blood is Power. This issue is even more prominent when you take into account that Verata's Aura has to be used in the middle of an enemy minion army to be of any use, meaning the user will likely be very open to attack and will have lost a fair amount of health already.

Thus, the first part of my suggestion is to change how the health sacrifice works. Instead of it being a straight 33% sacrifice, it should be changed to a small base sacrifice with a conditional sacrifice for each minion the user takes control of. This way the user can somewhat control how much they sacrifice by going after smaller minion armies or parts of a larger minion army. As an added bonus, this will make the skill penalize someone for trying to steal too many minions, as the health sacrifice will be able to exceed 33% if there are enough minions.

Suggestion 1[edit]

Since the skill is only useful for a very specific situation, it should be made more useful for other situations. This can be accomplished by making the skill increase Death Magic by 1, thus making it useful to other Death Magic builds. While there are already 2 other skills that boost Death Magic, one of them, Aura of the Lich, is minion based. With the shorter duration, the user is going to have to continuously cast Verata's Aura to keep a minion army under their control. The requirement of having to re-cast a skill every 30 seconds should be enough to keep the skill from being useful to a Minion Master, making Aura of the Lich a non-factor.

Change to: Verata's Aura Verata's Aura -

5% Sacrifice15 Energy¾ Activation time30 Recharge time (Death Magic) Enchantment Spell. All hostile animated undead in the area become bound to you. For each Minion bound in this way, you lose 2% maximum Health. For 3...25...30 seconds, your Death Magic attribute is increased by +1. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic 4 or less.)

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Suggestion 2[edit]

The current skill's functionality does not work well in a Minion Master build, probably the most used Death Magic based build. Thus, it seems reasonable to make the skill less undesirable for a MM to make it a more useful skill. Since there are already skills that increase Death Magic and an elite skill that increases minion damage, the number of options are limited. That's why I suggest adding the functionality of giving all controlled minions an attack speed boost. However, to keep this from being too powerful, every time a minion hits, it will loose health, making them more likely to die off faster.

Change to: Verata's Aura Verata's Aura -

15% Sacrifice15 Energy¾ Activation time30 Recharge time (Death Magic) Enchantment Spell. All hostile animated undead in the area become bound to you. For each Minion bound in this way, you lose 2% maximum Health. For 15 seconds, your minions attack 33% faster, but whenever one of your minions hits with an attack, the minion loses 30...18...15% maximum Health. (50% failure chance with Death Magic 4 or less.)

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