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Ghostly Embrace - how to make viable?

Maximus_Mordred
Maximus_Mordred
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Hello, as anyone who's tried the skill knows, Ghostly Embrace is underperforming, but differently so than other skills which simply lack damage. In fact, if you add up all the damage totals of the skill (3 patches + DoT + chill damage), it is quite powerful. Losing its CC hurt but I think there is a better way to balance the ability.

Instead of just having 3 overlapping patches move forward, which on their own deal just tickle damage to PvE enemies and is extremely easy to avoid in PvP, start so it sends only one patch forward in a straight line at high velocity (e.g crystal frags speed) until either it runs out of a given range, e.g 28 metres, or it hits a target. If it hits a target it should move to the centre of where the target was when it first hit, apply slow to the target and then the remaining 2 patches will spawn on the same place where the first one stopped (and of course it should stop in the midpoint of the target), at the same speed as it currently does now. It would also look quite cool.

I think this would work very well; the actual damage of the skill is respected and remains unchanged, the addition of the slow helps stop the targest from moving off without being forced to use a rolldodge, and most importantly of all we can actually hit the desired target, whether in PvE or in PvP, which gives us the corpse, the DoT and the chill and all the damage in one go. This would increase damage in both PvE and PvP since otherwise it won't actually hit the target.

This is of course just my idea so if anyone has any better ideas on how to balance the skill, feel free to post your suggestions here as well.
  • Orbital78
    Orbital78
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    Make it a large circle like ritual of retribution but have it a channel that ramps up in damage massively.
  • Maximus_Mordred
    Maximus_Mordred
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    Or an even easier fix since it wouldn't require new code, just make it fire in the same place 3 times. This already happens if you cast it into a wall, and it'd still give most of the benefits. And simpler to use, easier.
  • tsaescishoeshiner
    tsaescishoeshiner
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    Or an even easier fix since it wouldn't require new code, just make it fire in the same place 3 times. This already happens if you cast it into a wall, and it'd still give most of the benefits. And simpler to use, easier.

    The issue is that it deals too high damage for that currently—as in, more than the AoE damage for the cost compared to other skills, because hitting all 3 is meant to be very conditional.

    It would be nice if it was made more consistent, as it just seems unusable. Especially because you can make enemies run toward you by backing up, but you can't make them run away to get hit 3 times.
    PC-NA
    in-game: @tsaescishoeshiner
  • madman65
    madman65
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    Personally myself , make it like The Imperfect Ring but with blue flames that does an unusual damage for Necromancer. My thoughts would be like skeletal hands that does physical damage to any enemy in the field but repeatedly as a DOT.
  • Maximus_Mordred
    Maximus_Mordred
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    Or an even easier fix since it wouldn't require new code, just make it fire in the same place 3 times. This already happens if you cast it into a wall, and it'd still give most of the benefits. And simpler to use, easier.

    The issue is that it deals too high damage for that currently—as in, more than the AoE damage for the cost compared to other skills, because hitting all 3 is meant to be very conditional.

    It would be nice if it was made more consistent, as it just seems unusable. Especially because you can make enemies run toward you by backing up, but you can't make them run away to get hit 3 times.

    Considering the green, beam-shaped elephant in the room, I'm sure necro can get away with having one AoE skill that does more than tickle damage.
    Edited by Maximus_Mordred on March 16, 2026 11:30PM
  • Orbital78
    Orbital78
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    I'm looking forward to seeing what they do with necro, right behind my templar.
  • CameraBeardThePirate
    CameraBeardThePirate
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    It frustrates me so much that they removed the pet buff this skill had.

    The problem with the pet buff was that it was impossible to land. Instead of getting rid of it, why did they not just make it guaranteed whenever you cast the ability?
    Edited by CameraBeardThePirate on March 17, 2026 4:11PM
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