Well, I said it was just a rough calculation. I merely wanted to point out that the actual reduction is alot higher than what most people assume it would do, which would probably be around the 50-100 damage ratio, whereas it's almost double that. I haven't tested it out yet, and I don't plan on doing so, but I could see a blood necro defend against a WC sin if he uses oppressive gaze first and follows with a strip on the conjure. (He would take around 400 damage, -50 from strip heal and then whatever life siphon + angorodons heals him up for)
Quite frankly, weakness has been severely underestimated lately, and I see far too many teams grasp for a Bflash or Bsurge rather than something that could pump weakness. It's easier to apply than blind and generally tends to stick longer, as a Monk is more inclined to draw/RC blind than weakness.
On top of this, with the recent dervish shenanigans, weakness is as strong as ever, as it reduces scythe damage by ~40-45, and so I dont see why teams haven't started looking into builds with Withering Aura. I could see a 2 derv team with withering aura and toxic chill (some spike damage on the necro) take no damage against a trip derv. The second you start taking pressure, your dervs, and even Monks (Tell everyone to have an axe equiped, and whoever gets trained down just hits the dervs) can turn around and watch every derv on their team do 20 damage crits. At 3 recharge and 23 seconds duration (enchant set), you could keep your intire team under it, maybe even including tainted flesh.
Not really related to quad necro, but I don't think GvG is big enough anymore to discuss it over multiple threads anyways...
Last edited by Killed u man; Jun 30, 2011 at 02:05 PM // 14:05..
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