User talk:Dark Morphon/Balance stuff/Update/Archive

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  1. Melshot is actually balanced(maybe the recharge has to be tweaked, but otherwise it's actually comparable to cripshot)
  2. They just need to revert mind blast to the nerfed version.

Will look at stuff later, gvging atm.Pika Fan 19:41, 31 May 2009 (UTC)

I'll look forward to it. Dark Morphon 19:44, 31 May 2009 (UTC)

Because you asked[edit]

  • Last Mel's adjustment was actually a buff unless you are a spikefag (3 pips degen even reapplied every 8 seconds outdamages the bonus damage) and you can peg it pretty easily anyway, so something like this might not hurt to get some other ranger elites to see play. Don't know if it's enough of a change though.
  • New Mind Blast will never be used.
  • Old Ether Prism was never used. It wasn't just the cast time, it was too clunky. You don't want your e-management to only work when you have heaps of energy.
  • Freezing Gust is too expensive at 15 with no other changes. Will effectively remove from play.
  • Steam is a reasonable adjustment. Remember to factor in blind reduction runes and shields, I can't be assed doing the maths, but it needs to last at least 3 seconds with both of those to prevent a spike. 1...6...7 might be better, with a recharge increase if you don't like the spammable blind. Slight increase is all that is needed, like to 10 second recharage.
  • I really don't care about Searing Flames that much at all, but I don't see why you would take that version. Even with 2 second cast Rodgort's would be better and you can't use it as a spike follow up with anything that burns.
  • Empathy and Backfire probably need a longer duration if you want them to be like that, or a shorter cast time so it's easier to peg specific things with it. Compare with Shame. One second cast would probably be ok with those hefty recharges. I don't think you actually want Empathy to have that functionality at all or you would see Empathy, Clumsiness, Wandering Eye chains. Those skills are really gay and unfun to play against. Perhaps making it only trigger on attack skills would be less lame.
  • Visions of Regret could probably use a slightly longer duration (4 or 5 seconds total) with a longer recharge (20 or 30, remember 40/40s). At the moment it's a massive anti-warrior and paragon skill. Also note that someone can autoattack through and ignore it to push a kill, kind of interesting. Remember it's easily removed because it will pop to the top every time you attack.
  • Faintheartedness will be useless with a 2 second cast.
  • Lingering is way too expensive for its effect. I think it could also use a slightly lower recharge, like 8. It's not going to be spread anything like the current version. Making it 3/4 is a bad idea, leave it 1s so it's a normal interrupt.
  • Defile Defenses is a signficant buff. Damage plus enchantment removal on spike like that seems a bit too good.
  • Pain of Disenchantment should be better than Shatter, it's elite, but your notes and the update aren't currently in line.
  • The recharge on Soul Bind is probably too low.
  • I don't think Weaken Knees is good enough for an elite slot. Compare with Sum of All Fears. Doesn't even see play. Yes I know it's in Illusion.
  • Only the low spec number of enchantments removed needs to be adjusted for Rend. No one is going to pile more than three prots on a spike target anyway.
  • Cacophany is a bad idea. That's maintainable daze. Remember spell interrupts are easier to land than ranger ones. Why do you want necromancers to have a skill like that anyway?
  • Wail of Doom gives a 20 second disable on a 15 second timer. That's not a good idea. That's a really easy condition to meet on a 1/4 second cast. By the way I consider WoD ok in it's current form.
  • Do you mean to keep current recharge and cast time on RoJ? That seems like a pretty average skill to me. Can't see anyone seriously running it.
  • Withdraw Hexes needs to scale in some way or it just becomes slammed on to a secondary monk and removes the need for all other hex removal on the team. It does need some kind of downside, but the current one is way too harsh.
  • You just made Palm Strike useless. I think all that needs to be done to Palm Strike is that the mindlessness should be removed from it. At the moment there is no punishment for using it badly.

Misery 21:08, 31 May 2009 (UTC)

Just because I saw you asking Misery (all I don't comment on seem okay to me):
  • Mindblast: Like Misery said, useless. Energy gain and exhaustion don't go well together.
  • Searing Flames: Totally counterproductive with nearly every fire magic build. Also better at lower fire magic than higher because a burning duration lower than recharge allows spamming without really checking.
  • Empathy: Weak damage, unnecessary high recharge (compared to Clumsiness), duration which is by far to short. Also removes an essential heart-piece of domination magic.
  • Backfire: Unusable against monks and such, pitiful damage and duration, horrible recharge. Leaves almost only interrupts and KD's to take on monks.
  • Visions of Regret: Essentially only removes adrenaline. Once. Doesn't stop assassin chains, and wouldn't last longer than 6 seconds (disabling only once), since disabling is a large exclamation mark coupled with its short duration it doesn't achieve what it should in its elite state.
  • Faintedheartedness: Only able to kept up at super high curses and has a casting time that cries for interrupt - no fainting the ranger.
  • Pain of Disenchantment: Shatter >= PoD. No good idea.
  • Defile Defense: Like Misery said, too powerful in PvP. Utterly useless in PvE.
  • Weaken Knees: High Cost, HP sacrifice, not upkeepable and an effect that is covered by a non-elite. No reason to run this. Ever.
  • Rend Enchantments: I agree with Misery. A scale like 0...4...5 would've been fine.
  • Wail of Doom: Fully agreeing with Misery.
  • Ray of Judgement: With the same recharge, no sane will take this. Even more so with the casting time and conditions.
  • Withdraw Hexes: Powerful basically attribute-independant skills aren't very good. Add a skill failure for divine favor < 10 (should not allow Heal/Prot *with* this).
  • Palm Strike: Leaping Mantis Sting and Black Mantis Thrust just outclassed this skill by far. Hint: It needs a bit lower recharge than Golden Phoenix Strike, damage of an attack + attack skill damage, off-hand attack ability and maybe a removal of crippling.

Ɲoɕʈɋɽɕɧ 03:56, 1 June 2009 (UTC)

All right, thanks you guys. Dark Morphon 06:50, 1 June 2009 (UTC)
SF would still be an issue in SFspike, considering SF is not the only skill in your bar. It's like bloodspike, recharge isn't going to effect a substantial change if they have 6 other skills on their bar to use in the downtime.Pika Fan 07:08, 1 June 2009 (UTC)
So, should I stick with the "if burning" clause then? It at least made sure it wasn't used on the other party members' skill bars. Dark Morphon 07:13, 1 June 2009 (UTC)

Palm strike is easiest nerfed if you maintain its current functionality and either: 1) make it an attack skill or 2) increase the recharge to 8s-12s. I haven't stopped to think about the deep ramifications, but it makes sense to me right now. --click moar Mafaraxas 14:04, 1 June 2009 (UTC)

Making it an attack skill won't fix it: Your other skills need to hit anyway for it to be any good. I mean, cmon, removing uncondtional 60 damage and Cripple every 4 seconds won't really fix the insane combo problem right? Increasing the recharge is probably a better way to go, but I think you will still have the problem of requiring no lead attacks at all for a combo of death. I think my solution is the best. Dark Morphon 15:08, 2 June 2009 (UTC) My comment.I don't like walling talk pages.Well not this one.Lilondra User Lilondra Sig.png*panda* 14:51, 1 June 2009 (UTC)

Blah Blah[edit]

  • Mel's Shot - What you did isn't really creative, but it would be effective, more split play in current meta would make Cripshot much more viable anyway, but this nerf would be good (especially for a balanced team where that crip wouldn't last long on a split).
  • Mind Blast - Energy didn't need nerf, recharge maybe to 5.
  • Ether Prism - just needs a numbers nerf, make the energy gain not as effective or make the immunity shorter. I believe the best way to nerf this would be to make it ineffective while energy is below 50%.
  • Freezing Gust - killed the skill, fine at 10 energy, it's the fast casting attribute that needs the change.
  • Steam - meh fine, maybe 1...6.
  • SF - SF is pretty fine to be honest, no need for change.

One of the things I noticed you missed from this Ele nerf section was Immolate, I believe the immolate buff was a step towards the current MB ele meta, increasing recharge or lowering damage on that would make them a lot less effective.

  • Empathy - Empathy is fine really, has been since day one, powercreep doesn't mean you should nerf decent skills.
  • Backfire - ^same as above.
  • VoR - was the perfect hex with the above 2 skills, and stacking it with one and another made sure a target couldn't cast a skill, however the way you have changed these mesmer skills would be pretty bad. When I hear, Visions of Regret, I think of a hex that if you triggered, you would really regret doing so, something like, Target foe is hexes with Visions of Regret for 6 seconds, if that target uses a skill, they take 10..100...120 damage and become inflicted with Deep Wound for 1..8..10 seconds. (20 recharge, 2 sec, 10 energy).
  • Faint - 1 sec cast and it would be good, maybe max at 15 length.
  • Lingering Curse - Just run Corrupt Ench.
  • Defile - Interesting, would be very annoying versus a HB war against someone with WoW on them.
  • PoD - Fair nerf
  • PBond - no need for that nerf (how is pbond in anyway op?)
  • Soul Bind - Would be very good anti-melee, could lead to meta changed, wouldn't honestly like to see this in GvG.
  • Weakes Knees - bad idea, current WK is good, provides a mental snare (as in, you don't want to move, like Empathy).
  • Rend just needs its low end numbers fixed.
  • Cacophany, no, please, no. Current Caco would be lol versus current dual paraway.
  • That WoD is stupidly OP, you can practically render any attacking foe useless... Current WoD is good now but no massively OP.
  • RoJ - remove burning and it will be good but hurt, that one you suggested is once again a "nice" skill, that no one will use.
  • Withdraw Hexes - meets Purge Signet.
  • Palm Strike, give it an 8 recharge pl0x. Skill for a lead attack is dumb, reason why it is amazing (and elite) is because you skip the think your making it do now. Frosty 16:42, 1 June 2009 (UTC)
  • I think Melandru's Shot id mostly fine at the moment, but compared to other Ranger skills it does too much. I figured by making the numbers weaker it'd still be good at the three functions it has right now, but worse than other skills with a similar effect (like Crippling Shot for Cripple.).
  • I thought 5 recharge would be too long, but I guess I can try that to see what people think of that.
  • Very well. Since everyone seems to have this opinion, I'm removing this skill from the list.
  • Difference between 1...5 and 1...6 isn't very much. I think it's a necessary change because right know you barely have to run any Water Magic for an effective blind.
  • Yeah, in GvG it's pretty worthless since most people run balanced anyway. I think this skill needs a nerf nonetheless since it promotes caster spike play.
  • I shall add Immolate to the list since it's a ridiculous skill.
  • Empathy, Backfire and Visions of Regret: These skills reward fire and forget and stale play which is pretty boring. I think when balancing you should also take in account whether the meta is fun or not.
  • Faintheartedness: Actually, I was thinking of giving this 15 recharge and its old duration. It really needs that 2 casting time though because it's pretty damn overpowered (total Warrior shutdown without any effort).
  • Lingering Curse gives very good spike support. That's something Corrupt can't give. Corrupt gives nice degeneration though. I think both have their values.
  • Defile Defenses: Not entirely sure about this one though, I think I'm going to go with my old functionality and replace the ench with Cracked Armor.
  • Parasitic Bond is one of those cover hexes I want to take out. It shouldn't be impossible for monks to remove key hexes.
  • Cacophony: Meh, too narrow to be really useful.
  • Wail of Doom: Look at it like this: it's the pre-update version but requiring more thinking to use (needs to be timed well). The pre-update version wasn't OP as far as I'm concerned and comparing this to Power Block] I'd say this isn't overpowered at all.
  • RoJ: The old version just has to go. I think this new function would be interesting.
  • Withdraw Hexes: This one has half the recharge and also some small AoE. I think that's fair considering it's an elite.
  • Palm Strike: I try to move assassins back to having to use lead attacks again.
Thanks for your comments! Dark Morphon 15:08, 2 June 2009 (UTC)
Frosty I know your a (more then) decent player but did you srsly suggest Another DW skill on mesmers ? Lilondra User Lilondra Sig.png*panda* 04:47, 3 June 2009 (UTC)
only deep wound on mesmers are in illusion, and both skills are pretty bad outside of gimmicks anyway. still, frosty's suggestion is pretty ridiculous, even with the 2s cast. --click moar Mafaraxas 09:34, 3 June 2009 (UTC)
I know I'm just saying easy ranged DW is rly OP Lilondra User Lilondra Sig.png*panda* 10:36, 3 June 2009 (UTC)
It's hardly a reliable DW. It would only be useful for spiking monks or stanced characters. Misery 11:04, 3 June 2009 (UTC)
or warriors in frenzy. --click moar Mafaraxas 12:20, 3 June 2009 (UTC)
I included that in stanced characters. I wonder if the double damage would trigger on VoR, that would be lulzy. Misery 12:21, 3 June 2009 (UTC)
Right now? I think it does. Dark Morphon 12:22, 3 June 2009 (UTC)
sry can't get on gw atm would love to test :p Lilondra User Lilondra Sig.png*panda* 12:48, 3 June 2009 (UTC)
Afaik it does now, but I meant for the new functionality. It SHOULD function the same, but bad programming is bad. Misery 12:49, 3 June 2009 (UTC)
Oh like that. Personally, I don't think buffing VoR would be exactly good seeing that it's rather gamebreaking as it is right now. Dark Morphon 13:28, 3 June 2009 (UTC)
My idea of Visions of Regret could be seen as a damage version of Shame and Diversion (diversion increasing recharge, shame denying energy, with Visions dealing damage). With a 20 second recharge it wouldn't really be overpowered. I would rather loose 100~ and take deep wound then have my WoH diverted, then again it depends on the situation, you can simply cancel if you get hexes with it. Also mesmer has 1 deep wound skill with accumalated pain, which sucks... Frosty 12:03, 6 June 2009 (UTC)
I really don't think giving Mesmers Deep Wound would be a good idea. Besides, my biggest problem with Visions of Regret is that it's totally fire and forget. I prefer to give Mesmers somewhat more active skills. Dark Morphon 14:57, 6 June 2009 (UTC)
what, but then terrible pepole can't play them :< --click moar Mafaraxas 00:38, 8 June 2009 (UTC)
Dun be shush a troll D:. Dark Morphon 15:24, 9 June 2009 (UTC)

My opinion[edit]

is that you have some good ideas ^^ I hope they do something with it =) |Cyan LightUser Cyan Light User-Cyan Light sig.jpgLive!| 11:56, 4 June 2009 (UTC)

Likely not, but that's not a problem for me. I enjoy making up skill functionalities. Thanks for the compliment! Dark Morphon 10:37, 5 June 2009 (UTC)

my op[edit]

inion: Good stuff, but also WoH and so have to be nerfed to see ppl run all the other monk elites that then would be on the same level. I also kind of dont like these blunt healing spammers. WoH requires no skill. Uh, and Withdraw is still utter shit. Dont increase the recharge time, but reduce it and the cast time, as well. It would/should be like: "Your team is immune to hexes. You have no energy." 17:24, 14 June 2009 (UTC)

Well, since a lot of damage power creep has happened over time, it would probably a bad idea to nerf Word of Healing right now. This update is meant as a quickie, so I wasn't putting up long-term problems just yet. Immunity to hexes is also too powerful, so I'll have to look for a midway for Withdraw Hexes. Dark Morphon 08:43, 15 June 2009 (UTC)

Lol WoD[edit]

As if it doesn't say "stop playing GW right now" enough as it is. Moo Kitty 15:39, 3 September 2009 (UTC)

You do realize the main reason they buffed AoS was because monk's have NO self defense apart from guardian/holy veil. Moo Kitty 15:43, 3 September 2009 (UTC)
AoS is a dumb skill. You don't counter offensive power creep with defensive power creep. Concerning WoD, compare it to the first function. All I did was make the disable a removable hex, harder to pull of and, to compensate, lower the recharge. Dark Morphon 15:13, 4 September 2009 (UTC)


mind blast and palm strike needs another kind of a fix.. I'd suggest giving weakness to palm strike, its less broken coz u cant abuse it with shit like trampling:X - Wuhy User Wuhy sig.jpg 20:41, 28 September 2009 (UTC)

Hmm, this list was mostly there because I wanted to see how I'd balance things out. I don't think I'm going to update it anymore. Dark Morphon 16:13, 2 October 2009 (UTC)


I'm copypasta'ing the whole thing, can't be arsed with typing the whole list again:

Averting Power Creep[edit]

I've suggested many suggestions to avert power creep:

  • Primal Rage Primal Rage: PR is pretty powercreeped, but it's really no better than frenzy. Tbh, it's one of those updates that got it right.
  • Dismember Dismember: Great idea. Dismember had it coming for a while.
  • Enraging Charge Enraging Charge: Nice change, though I'm still a firm believer that enraging is fine. Your version is just a better sprint (not to mention it would stack with FGJ).
  • Freezing Gust Freezing Gust: Pure overkill. Freezing Gust is aweesome, but it has it's place in the game. Water is pretty good as it is (balance wise), only fast casting retardedness make it broken.
  • Winter's Embrace Winter's Embrace: See above.
  • Mirror of Ice Mirror of Ice: I suppose that's a good nerf, but how about lengthening the hex duration instead of doing damage. That way, it'd be more like a mirror and it would see more use than a 15 sec recharge snare (I'd rather use mind freeze rather than your version).
  • Glass Arrows Glass Arrows: Worthless without blocks. Though I suppose you could argue how common blocking is... I still don't see it's value, and giving rangers moar ranged degen might be dangerous. I'd rather take magebane.
  • Dual Shot Dual Shot: An excellent idea. What it should've been in the first place.
  • Forked Arrow Forked Arrow: See above.
  • Melandru's Shot Melandru's Shot: Don't even bother with the recharge, just remove the activation time.
  • Mind Blast Mind Blast: Tbh, Mind Blast is pretty fun. Lower the damage to less-than-flare levels and make the rest of fire magic less DOMOGESANDFLOOMS and more utility, and this becomes a decent, balanced choice.
  • Fast activation skills for Rangers: Yup.
  • Natural Stride Natural Stride: Whoa whoa whoa. Natural stride is pretty good meta. You want to be careful about nerfing skills to be worse than, say, lighting reflexes.
  • Mending Touch Mending Touch: I don't really care, tbh. Ranger's will just pack Antidote.
  • Primal Rage: Well, I really don't like the way in which Primal Rage simplifies stance cancelling. The times I've used this skill it seemed a lot more... primitive than Frenzy, which I view as a bad thing. I want skills to be flexible, not powerhouses and that's exactly my concern with this skill. Also provides bar compression (Sprint + Frenzy), which I dislike.
  • Dismember: ;o.
  • Enraging Charge: I'm kind of fond of this one. It still provides Hammer Warriors with a good way to build adrenaline while it also becomes more skillful (more choices: when are you going to activate it? If you can Bull someone and stop the stance, is it worth it? Etc).
  • Freezing Gust is kind of lolwatoverpoweredlolo compared to Shard Storm. I tried to fix this without making it worthless. Perhaps 8 recharge is better?
  • Mirror of Ice: You mean that it should re-apply itself when you use a hostile Spell? Interesting. May even be lulzy to constantly let it re-apply itself at 5ish duration.
  • Glass Arrows: The main idea of this change is to give the skill a more Ranger-y role. The current skill provides Rangers with additional damage, something that I greatly dislike. Rangers should always be toolboxes, not spike machines. The new version would do the same as Barbed Arrows but it would have even more effect against blocking foes, much like Melandru's Arrows is more effective against Enchanted foes. Bleeding Preparations are usually ran in teams with 2 Rangers as far as I know.
  • Dual Shot and Forked Arrow: Pretty easy change this, again focussed on making them more Ranger-esque.
  • Melandru's Shot: That would definitely kill the skill. It is currently +- equal to most Ranger skills. Of course, a skill like this won't ever be completely balanced towards other Ranger skills as it gives fast activation, something that is very abusable. I think that with this recharge it's very close to other elites and thus a worthy, not overpowered variant.
  • Mind Blast: It provides the user with infinite energy, which is obviously very dangerous. I really have a great dislike of Fire Magic and while adding utility would be a good idea, it's easier to just hit this skill as it will always be a tight one when it comes to balance.
  • Fast activation: ;o.
  • Natural Stride: I admit that my nerf is a bit... extreme, but this skill is definitely in need of one. It outclasses every single Ranger IMS. I could lower the recharge to 25 or something.
  • Mending Touch: You're right, which is why I suggested a revert for Antidote Signet in the feedback portal. I forgot to put it up here. I don't want Rangers and other classes to be able to completely countering casual Condition applyal without having to spec for it. Doing a solo-gank should have downsides as it also has clear upsides. Other than that, no class should be able to do a gazillion things on its own to begin with. Which is why I dislike bar compression.

Stopping Hexway[edit]

Add a 3 hex stack limit, zzz problem fixed.

Some reworks:

  • Mark of Fury Mark of Fury: You nerf EC, but add this. I'd take this over EC anyday; this goes on a midliner.
  • Faintheartedness Faintheartedness: If you're gonna hit it like this, make sure to adjust Shadow Of Fear and Meekness as well. This can have its duration reduced, too.
  • Parasitic Bond Parasitic Bond: You do that.
  • Defile Flesh Defile Flesh: Don't increase the healing reduction. Just don't. 30% (was that the current number? I forget) is good enough for that duration.
  • Insidious Parasite Insidious Parasite: Something anti-spikey. I'll think something up.
  • Lingering Curse Lingering Curse: Powercreepan. I know you wanted to nerf the OP version, but this is miles better than Corrupt, which is awesome. Adjust numbers plox.
  • Suffering Suffering: The problem with adding enchant removal to all these hexes is that it makes enchanting so much more harder. Your version would be pretty awesome in a hex heavy team, but not so much anywhere else.
  • Depravity Depravity: Great change. Punishes overextension.
  • Wail of Doom Wail of Doom: Your version is fine, but no way this will be taken over PBlock. Tbh, just revert to the original functionality. That was pretty awesome.
  • Defile Enchantments Defile Enchantments: Painful. This will really hurt guardian. I'd say be wary of the recharge.
  • Desecrate Enchantments Desecrate Enchantments: Sounds nice, but that's a lot of enchantments removed, not to mention the possibility of blasting a large prot off before it lands. It's too cheap for what it does.
  • Shadow of Fear Shadow of Fear: 12 seconds and spells take twice as long to cast? Egad, man! What about my WoH? Or my Guardian? Rework please.
  • Soul Bind Soul Bind: Lower recharge. This is an excellent idea.
Stack limit: Still leaves passive Hex play. These skills need a rework.
  • Mark of Fury: True, this is a midliner skill, with all its upsides and downsides. It also requires speccing in Blood Magic. If this skill is used on a Blood Magic bar then I'm quite pleased. It's a pretty active skill.
  • Faintheartedness: I reworked Shadow of Fear. Concerning Meekness, I'll think something up. I think this skill with these stats is balanced.
  • Defile Flesh: It now does 33% reducal at ~30 seconds, but it doesn't see any use. It makes me wonder why. Seems like a pretty nice skill to me in the current shape. This may indeed overdo it, but I want this skill to see use.
  • Lingering Curse: I first had it on 15 recharge I think, but Misery said that wouldn't see use. So... 12 recharge?
  • Suffering: Hmmhmm. It's hard making up a function for a skill with a name like this. This is the best I could come up with.
  • Depravity: It also adds an interesting choice: Will you re-position yourself to spike the one you use this skill on or will you continue pressuring other people? I'm kinda fond of it.
  • Wail of Doom: Well, it's a Necromancer skill which automatically means it's at least useful. This skill works against all types of skills and therefore makes you able to shut down a Warrior's damage as well if needed. I really dislike the old version, purely defensive skills such as these are rarely balanced. My skill can be used for anything you want, if used well. It has a lot of flexibility for that reason.
  • Defile Enchantments: I'm afraid I can't theorycraft my way out of testing this skill. It has pretty high sac, which should be a balancing factor but the effect is extremely powerful.
  • Desecrate Enchantments: I was afraid of that. Possibly a 15 energy cost or 10% sac or both?
  • Shadow of Fear: Possibly a 15 energy cost or even a 3 second cast? I was pretty sure this skill'd be balanced out by its long cast time. Comparing this to Arcane Condundrum, I'd say a 15 recharge and 10 cost should balance the skill.
  • Soul Bind: 12 recharge then?

Reworking Blood Magic[edit]

Currently, Blood Magic serves no other purpose than Bloodspike and some utilious Spells such as Strip Enchantment and Blood Ritual. This needs to change. I suggest following the pattern of Strip Enchantment, ie making it a support line. To do this I suggest the following changes:

10 Energy1 Activation time5 Recharge time Oh no you don't. Sword bars need to pack sever, else they become retarded.

  • Defile Defenses Defile Defenses: Nice. Increase the recharge a bit, though.
  • Barbed Signet Barbed Signet: 5 second recharge even with 17% sac for a covered cripple is insane. The idea is good, but the numbers aren't.
  • Foul Feast Foul Feast: Good idea.
  • Dark Fury Dark Fury: Okay, but AOE party movement boost can be insane in GvG. I'd suggest increasing the sac or the recharge.
  • Cultist's Fervor Cultist's Fervor: Feels pretty counterproductive. What is left for a necro to use, signets? I do suppose you can smack this on a runner for free energy, though...

That is all for now. NuVII User NuclearVII signature 3.jpg 21:51, 22 December 2009 (UTC)

Kk, thanks for your opinion, Nuke. Dark Morphon 13:22, 23 December 2009 (UTC)