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Some Simple Cro changes I'd Love to See

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Active abilities

Blast Bones - detonates if stunned, doesn't need a target to be cast and targets closest enemy
Green Morph - the disease proc aoe damage isnt limited to 1 instance per cast
Blue morphs - able to precast before combat (buff need to be half gone for a corpse to generate out of combat) number buffs and bug fixes, currently largely cant interact with the corpses generated by skulls with this morphs buff, increases to 25% or reduce the needed cast for skulls to 2 from 3

Scythe - become stronger the lower health target is
green scythe - convert heal to be based on damage instead of health and add a basic execute of up 100% below 50% bs enemies
blue scythe - increase cost slightly, heals for more initially and is cheaper the lower your health is with break even spot being about 66%

Skeletal mage - considered as a dot for terms of cp, passive, azure blight etc etc, add a brutality buff while active
archer - convert physical damage to bleed damage

siphon - aoe lingers even if tether breaks

Frozen colossus - consider as a dot for cp, passives, gear etc etc
pestilent colossus - leaves a linger damage dot to make it comparable to other damage ults

Bone armor - corpse generated treats yourself as the corpse, like what nobility in decay did
summoner armors - boost damage of summons by a % rather than reduce cost by a % and or dot damage

Bone Totem add synergy to base morph
agony totem - increase duration of minor vuln synergy
remote totem - rework entirely to an offensive ability, first thing that comes to mind is a delayed targeted stun that pops out from the ground after a brief duration on the target dealing damage and stunning through block, but not roll

Grave Grasp - strengthen snare potency to at least 50% from 30%
ghostly embrace - faster summoning
empowering - add a group buff other than empowering such as courage or minor force, a group armor buff, or a unique buff to empower light attacks

Passives

Death knell - add a scalar so its not all or nothing until 25%, starts increases from 50% down to 25%

Death gleaning - applies while an ability is slotted on either bar

Health avarice - increase to 3% from 2% healing taken per ability

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