Haunt is one of several various skills that has been overlooked and has been needing a formal rework for some time now.
A rework idea I have had for sometime now is making it an Area of effect skill and having one of the runes do the current effect of the skill.
"Creates an area of rampaging ghosts for 12 seconds that cling to enemies that enter the area, dealing 800% weapon damage over 4 seconds before disappearing." Either having a 15 second cool down and moderately large area, or have a smaller area, a hefty spirit cost (only 3-4 casts at full mana).
This will create a heavy damage area that will have to be placed strategically to have maximum effect and still keep the theme of haunting enemies. Enemies that pass through the area will be damaged by clinging spirits, and enemies that stay or forced to stay in the area will take a more hefty dose of damage.
Rune 1 - "8 spirits burst out of the area, dealing damage and then seek other enemies"
This would not have a lingering area, but will deal up front damage at the cost of only being able to affect 8 enemies with the haunt"
Rune 2 -"Send Forth a single spirit that deals 1000% weapon damage over 6 seconds , if the enemy dies before the spirit disappears then it seeks out additional targets"
This is basically a more damaging version of the current haunt.
Rune 3 - Regain mana for each affected enemy
Rune 4- Regain Health
Rune 5 - Summon a spirit that frequently curses enemies around it, causing 100% weapon damage over 2 seconds[/ul]
Runes 3 and 4 are rushed, but I think one can understand the general Idea of this rework
Any suggestions? How does my idea look? Feel free to comment any thoughts or concerns.
NOT a pvp balance.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
A rework idea I have had for sometime now is making it an Area of effect skill and having one of the runes do the current effect of the skill.
"Creates an area of rampaging ghosts for 12 seconds that cling to enemies that enter the area, dealing 800% weapon damage over 4 seconds before disappearing." Either having a 15 second cool down and moderately large area, or have a smaller area, a hefty spirit cost (only 3-4 casts at full mana).
This will create a heavy damage area that will have to be placed strategically to have maximum effect and still keep the theme of haunting enemies. Enemies that pass through the area will be damaged by clinging spirits, and enemies that stay or forced to stay in the area will take a more hefty dose of damage.
Rune 1 - "8 spirits burst out of the area, dealing damage and then seek other enemies"
This would not have a lingering area, but will deal up front damage at the cost of only being able to affect 8 enemies with the haunt"
Rune 2 - "Send Forth a single spirit that deals 1000% weapon damage over 6 seconds , if the enemy dies before the spirit disappears then it seeks out additional targets"
This is basically a more damaging version of the current haunt.
Rune 3 - Regain mana for each affected enemy
Rune 4- Regain Health
Rune 5 - Summon a spirit that frequently curses enemies around it, causing 100% weapon damage over 2 seconds[/ul]
Runes 3 and 4 are rushed, but I think one can understand the general Idea of this rework
Any suggestions? How does my idea look? Feel free to comment any thoughts or concerns.
NOT a pvp balance.