Talk:Cultist's Fervor

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5 Energy Skills: Cost of none or 1 Point?[edit]

Some Skills that make other skills cheaper mention that the minimum cost for skills is 1. Will 5Energy Skills only cost the lifeloss? —ZerphatalkThe Improver 20:58, 30 October 2007 (UTC)

The description says Yes. I can't get on Guild Wars right now to check in actuality though. Even so, the amount of sacrifice makes this a waste if used on 5 energy skills. This skill should either be 10e, 1c, 10r to affect itself or have a much lower sac, IMO. RitualDoll 15:45, 28 December 2007 (UTC)
The energy saved makes it great for spamming, but the health sacrificed is just too high for it to work well, even if you're spamming life-stealing. -- Hercanic 11:56, 15 January 2008 (UTC)
Tested, 5 NRG skills are free. Incidentally, with Masochism you GAIN energy casting low-cost skills. -- Arkhar 20:57, 24 January 2008 (UTC)

The Health sacrifice is really too high to actually make use of this skill and as one of the previous posters mention above that even with using mostly all life stealing spells, the health sacrifice is too much.Highway Man 02:32, 2 February 2008 (UTC)

they should change this and vampiric spirit to affect spells and touch skills.70.100.85.205 23:29, 15 February 2008 (UTC)
Anyother skill that benefits people with low maximum health.
A sac of 15% on a char with 500 hp is 75 health so killing urself is easy here. Ninjas In The Sky 12:48, 15 March 2008 (UTC)
Hence the reason he said low maximum health. A 15% sac on a 105 hp char is 16 health, easily regainable with health regen. 68.196.242.88 21:32, 17 March 2008 (UTC)
Oh lol, didn't see the maximum part, I thought he said ppl with low health. Ninjas In The Sky 16:15, 18 March 2008 (UTC)
On the other hand, this plus Masochism means you can keep casting spells like Jaundiced Gaze for free, or other life stealing spells like Vampiric Gaze that normally have high energy cost and fast recharge. Might be handy if you plan on spamming high-energy life-stealing spells, it should at least reduce the sacrifice enough so that monks would only have to heal you if you are actually being attacked. Would hurt if enemy stripped the enchant though. Oh, and if you've got a condition, this + masochism would make Angorodon's Gaze give you crazy energy back, maybe enough to make Vampiric Touch's energy cost usable for a primary necro, and since the touch is a Skill, you wouldn't trigger sacrifice from the Cultist's Aura, so it could be used to heal up after life sacrifices from other spells. - Elder Angelus 18:41, 6 May 2008 (UTC)

STOP FLAPPIN ON' this skill still sucks, necros need useful elites to be good, IMO this should be necro skills aswell, so we can use skills like vamparic touch without major energy loss...Example> For 20 Seconds Necromancer skills cost 5-10 less energy - %5 Sacrifice/ Begin bleeding for 20 seconds.

IMO you're close, but i think the skill should cost 5e, for 5...10...15 seconds you're spells cost -5..7..8 energy (5% Sacrifice). there was tonnes of people in favour of sac- suiciding, but this way i think it's balanced to both usefulness; and dark aura bombing. I don't want this just to be a comment, but more like a public vote because since the nerf people like me get bored of playing PvP normally. Not only does this need changing but blood magic generally, Vampiric Gaze - 10 energy steals 50hp, Where... a sin does 60 armor ignoring damage with Palm Strike then chains with constant Kd's to make a 550hp spike..

Vampiric Touch

(15e <-----) steals 60hp, Wait 15E OMG!!!>> >> >>No wai..... all necros need this... if they have 15k energy... 

Wallows Bite, 1E but 10% sac, you're dealing 50 damage to target, but supposing you have 550-600hp as a pvp player, you're taking 55-65 health off you're health bar.

And Every Order.... FOR 5 SECONDS<---- What's that guna do???? hit twice with a sword... 17% sac (talking 75hp odd) and gaining back from you're wand 34hp¬. Or the pain one, all party members deal +13damage, sounds good but for 5 seconds it's utterly useless.


Demonic Flesh... somehow relates to having +170hp, It should be like Tainted flesh, but bleeding or poison..... For 20 Seconds (Un affected by attribute level) Recharge 40?

Darkpact- Utterly useless skill, would rather bleed to death with signet of agony.... ??? mix with dark aura??? nah by the time they realise they're standing next to you they've ran away, and you're just killing yourself with that skill.

I think you've heard enough....

Vampiric Touch is not a spell, and so it does not benefit from Cultist's Fervor. Koda User Koda Kumi UT.jpeg Kumi 16:11, 17 January 2011 (UTC)

reduced energy cost on cast, but no sac til completion[edit]

why does this happen?....it should give both on beginning of cast.74.186.169.130 22:45, 22 April 2008 (UTC)

Because there used to be a bug that allowed this skill to dominate anyone in 2-3 seconds. Here's a video
it does sac without completion... just use a different bug to accomplish the same thing as before. Video
In fact, those spikes are not broken yet. Hey people, ever noticed a thing called burning speed? Yey, go N/E and win hallz again! 77.186.76.46 09:08, 6 October 2008 (UTC)

Aura bomber[edit]

Since dark aura damage triggers on health sacrifice , this can be used with life steals for damage too.Farlong 13:01, 22 July 2008 (UTC)

some1 posted on pvx, nerfed in like 3 hrs lol.--I r ogre 03:32, 13 December 2008 (UTC)
Nah, Anet managed to ignore it for about 3 days. --Gah_ 16:16, 16 June 2009 (UTC)

Update[edit]

No more Aura Bombers. Unlimited Curses potential, though? =/ User Raine R.gif Raine - talk 02:39, 12 December 2008 (UTC)

Hell yeah →[ »Halogod User Halogod35 Sig.png (talk ]← 02:40, 12 December 2008 (UTC)
As of now, it affects all spells. Pleas don't fix this, my Monk is having fun. User Raine R.gif Raine - talk 03:28, 12 December 2008 (UTC)

me too! Conall 04:27, 12 December 2008 (UTC)

Um, next Bspike Elite any1? This thing=uber energy by itself. This+Angorodon's=Spam any type of skill at will.Crimmastermind 04:30, 12 December 2008 (UTC)
...Rangers. User Raine R.gif Raine - talk 04:35, 12 December 2008 (UTC)
All spells? Redux! Unfortuneately... :-/ but like Raine said, can we wait a little while so our Necros can have some fun pretending to be Monk heal spammers with soul reaping energy gain? ALSO not that you only need 7 points in blood magic to make this vaiable, because the minimum of 1 energy i think is still there... so with a sup rune and head piece... the 3 in blood magic means you can have 12 in healing and prot... spam reversal of fortune, patient spirit, dwyana's kiss, dismiss condition all for 1 energy... with a 1.33 energy regen per second mind you -- SabreWolf 06:58, 12 December 2008 (UTC)
Or go primary monk with 9 blood, throw in divine boon, and have fun never ever running out of energy. -5 means you can cast 5 energy spells when you're at 0, since the -2 from boon is loss, not cost. ¬ Wizårdbõÿ777(talk) 07:51, 12 December 2008 (UTC)
Hello boon prot, long time no see, my you're overpowered now :3 - Byakko User Page 10:30, 12 December 2008 (UTC)

Expect a Nerf soon as this skill will be abused with Boon Prot monks. I believe ANet made a mistake because on the developer blog it says all Necromancer skills but in-game its ALL skills.

I herd Anet lieks powar creep. Dark Morphon(contribs) 16:55, 12 December 2008 (UTC)

Something is wrong here, so you can make a monk with this and use 5 energy spells for free forever?--NeHoMaR User NeHoMaR sig.jpg 17:08, 12 December 2008 (UTC)
Darnit. My Fervor bomber was vetted great and less than a minute later I had to archive it. Meh. --Gah The Epic 17:22, 12 December 2008 (UTC)
Why did you morons have to bring this up? Now it's going to get nerfed. Thanks for nothing. There goes my boon prot build. Actually, it might not get nerfed, since enchantment removal is a good counter.
Yeah, this gets stripped in higher forms of PvP and any monk can still be outpressured in RA. :D --Chaos Messenger 20:13, 12 December 2008 (UTC)
Exactly what I meant. This is going to be the new low-end PvP gimmick, while in high-end, one enchant removal and you are toast for up to 15 seconds. One dshot and you are toast for 35 seconds. One signet of humility and you fail for 16 seconds.
Q:"Why did you morons have to bring this up? Now it's going to get nerfed. Thanks for nothing. There goes my boon prot build. Actually, it might not get nerfed, since enchantment removal is a good counter."
A:"Because it's an exploit. Good. You're welcome. And? Having a counter does not make something balanced."
In low-end PvP, this skill is broken up its ass. But that's okay because it's not quite as stupidly broken in high-end PvP.
No. User Raine R.gif Raine - talk 00:44, 13 December 2008 (UTC)
Just noticed something else. If you run this as a monk, it severely hampers your condition removal. If you bring Dismiss condition or mend ailment, the bleeding occurs before the condition removal. You could use Mending Touch to remove bleeding and the next condition, but then you can't remove conditions from your allies unless you bring an additional condition remover for them, losing bar compression.
Yet it has been reverted... Ɲoɕʈɋɽɕɧ 01:18, 13 December 2008 (UTC)

yup... they "fixed a bug that caused this to affect non-necro skills" fixed a bug... more like fixed an oversight -- SabreWolf 03:22, 13 December 2008 (UTC)

Even in-game it did not stated "necromancer spells" and this profession is really not in the need of a super e-management. Ɲoɕʈɋɽɕɧ 03:25, 13 December 2008 (UTC)

Overpowered[edit]

Nekro's being able to spam infinite hexes with virtually unlimited energy is way, way overpowered. Being able to bury 4 ppl with 3 and more fast reactivating hexes and using Parasitic Bond as a cover as soon as it reloads is plain ridiculous. Met some Necros in RA today heavily exploiting CF and even if I would have carried Peace and Harmony there would have been no way to win. Gonna play Necro now myself, but this has to be fixed RSN... well, it will be exploited in HA/GvG so there is hope. --82.83.61.78 12:37, 13 December 2008 (UTC)

Soul Reaping says hello Axel Zinfandel 22:03, 14 December 2008 (UTC)
This is just an additional prob in big arenas like HA/GvG, but you are right. In this update the developers try to repeat all the mistakes they already made and luckily had been fixed over the years. Obviously they are now trying to destroy the gameplay so we all buy GW2, but this strategy won't work because nobody will invest money again in this kind of scam. --82.82.176.65 08:56, 15 December 2008 (UTC)

Definitely not overpowered, under-used/boring/can'tkillamonk'agewtf? I want the sacrificial Cultists back without the lame bugs, so i can Suicide bomb crap again. Oh lewk it's a bug cos even when u fail a speeeeellll it still sacroficus, jah jah, sure it is.... Funnest elite IG, now the most boring.

ultimate leetness?[edit]

mending + Cultist in pve may = epic win. no degen, and losing a pip doesnt matter between this and soul reaping. 68.42.0.185 22:47, 15 December 2008 (UTC)

wasnt logged in Whiplash513 22:48, 15 December 2008 (UTC)
You shouldn't be so worried about Bleeding that you need to take a maintained enchantment to counter it. 66.75.136.251 06:23, 16 December 2008 (UTC)
Use Life Siphon, same attribute line, problem solved. Bleeding is a joke of a drawback for how good a skill this really is. 98.219.48.111 18:43, 16 December 2008 (UTC)

obvious joke. 84.109.173.72 11:25, 19 December 2008 (UTC)

Actually the bleeding is a benefit, Angorodon's gaze says so. With that much energy you could probably go completely without soul reaping and then spec into some other attribute to spam spells all day. --82.44.66.199 22:02, 19 December 2008 (UTC)
yehlike flare78.20.153.111 16:53, 27 December 2008 (UTC)
Blood Magic at 18 and Curses at 15... fine :) Ɲoɕʈɋɽɕɧ 08:49, 20 January 2009 (UTC)

Hero AI?[edit]

I was trying out this skill today on Gwen using a Me/N Blood Magic life-steal-spam build. She doesn't use it very well, only using it when out of energy and not enchanted by Awaken the Blood. Anyone else have trouble using this on heroes? Crazy Odin 06:08, 18 January 2009 (UTC)Crazy Odin

That's probably because of the old nature of Cultist's Fervor that sacrificed health... should be updated though. Ɲoɕʈɋɽɕɧ 08:45, 20 January 2009 (UTC)

Fleshless Creatures[edit]

I was in Drakkar Lake, as part of the Z-quest, and whilst fighting the Vaettirs, the ones with Cultist's Fervor, I noticed they were bleeding but when I used Wounding Strike, I got the standard "Foe is not fleshy" style message. Bug or intentional? --Alex User AlexEternal Mr Bear.jpgEternal 14:16, 6 May 2009 (UTC)

It probably has something to do with targeting... comparing a player causing condition to (immune) foe vs. (immune) foe causing condition to self. It sounds like a bug to me, but does Signet of Agony, Chilblains etc. cause conditions on immune foes too? Mediggo 07:35, 12 May 2009 (UTC)
I know this is an old conversation, but... I don't think this sounds like a bug. That would just give them the skill for 5 energy. I'd say it was an intentional decision for balance reasons (Yes, I know it's PvE, but still.) otherwise people would just start crying on Gaile's Talk Page about it. User A F K When Needed Signature Icon.jpg A F K When Needed 15:07, 6 September 2009 (UTC)


So.[edit]

They added a new thing to stop Mesmers using it.Now its unviable by Necromaners too because it now has 2 conditions on Energy Removal.Woopty do....

In short.Remove the dammed Bleeding.--Neil2250 The Render Nazi User Neil2250 sig icon5.jpg 11:34, 18 February 2010 (UTC)

Nah, the bleeding isn't that much of a worry and is worth it for the reduced energy cost of your neccy spells.--Wingsy 11:51, 18 February 2010 (UTC)
Mind you, this is more for those who use both blood and curses, or blood and death. Blood spells aren't particularly costly, but throw in some 15e curses or multitudes of 10e death spells, and you've got a problem soul reaping alone won't fix. Bleeding can be completely negated with 1 or 2 cheap life-stealing blood spells. FleshAndFaith 19:45, 15 January 2011 (UTC)
The -3 health degen is not a problem at all. Each condition on you being covered whenever you cast a spell is far worse. Koda User Koda Kumi UT.jpeg Kumi 20:12, 15 January 2011 (UTC)
Depends on what kind of team you are with. If you have an RC, no worries. If you just have a monk with some basic condition removal in an area with lots of conditions, then maybe you should invite an RC prot ;). FleshAndFaith 21:54, 15 January 2011 (UTC)

Ugh... Bleeding causes heroes to blow their energy[edit]

Hey, remember the old Aggressive Refrain? Remember how it applied cracked armor constantly and heroes would spam their condition removal skills on recharge to get rid of it? Oh, looks like the same EXACT scenario. Taking this skill means you can't take any condition removal (Foul Feast, Draw Conditions, Mending Touch, Dismiss Condition, Mend Condition, Purifying Finale, etc.) because the heroes will remove bleeding until they have 0 energy. It's really just a nuisance. The worst part is that the fixes are simple:

  • Get rid of Bleeding; add a health sacrifice of 2% (each time a necromancer skill is used) to replicate the health loss of bleeding.
  • Keep bleeding; have heroes ignore any occurrence of bleeding applied by Cultist's Fervor.
  • Keep bleeding; have heroes ignore the bleeding condition if it exists on a player with Cultist's Fervor equipped. (This is perhaps the programmer-friendly solution.)
  • Have heroes ignore the bleeding condition altogether. Let's be honest, bleeding is the least dangerous of all conditions; in no way is it life-threatening enough to have heroes jump at the chance to remove it.

Please consider one of these solutions. You did well with Aggressive Refrain. Let's make it 2 out of 2.Rikk Panda 04:15, 5 July 2011 (UTC)

Anyone noticed...[edit]

How the Soul Reaping requirement is kinda redundant? The higher your Soul Reaping, the more energy you gain when something dies. At which point the functionality of this skill is pointless because you won't NEED reduced spell costs unless you're spamming Chilblains at every opportunity. --Ph03n1x 22:28, 13 July 2011 (UTC)

I don't think you pvp very often.--GerrohUser Gerroh GerrohEmblem.gif 05:55, 10 October 2011 (UTC)

Duration Requirement[edit]

Why not just take out the soul reaping req. and put in: "If you are a necromancer this enchantment lasts X seconds."? 64.223.168.159 22:07, 5 August 2011 (UTC)

ArenaNet can only use suggestions posted in Feedback space. See Feedback:Getting started. --Silver Edge 22:20, 5 August 2011 (UTC)