Originally Posted by
GoodSyntax
A few observations regarding Nilbog and Curse:
Nilbog AA does indeed prevent curse from landing. Theoretically, it also removes curses, but with active DoT from skills (Nox, Traps, Clock, Fireball, etc.), lets just assume a Curse landing is an instant KO if you are not immunized.
My issue is that I don't know what the active range of DoT immunity is when Nilbog does his AA; it seems the range isn't that large. With pets often lagging behind, and attacking mobs far from your current location, the effectiveness of DoT immunity via pet AA is unreliable, especially if you are the person rounding up the mobs into a cluster ahead of your group.
I suspect that Glowstiks AA range is huge, which is why it "feels" like that pet is more effective at combating Curse.
My other issue is that Nilbog AA cooldown is long. There are many, many cases where the AA is still on cooldown when you initiate contact with the next mob group; effectively meaning you are subject to a Curse death unless someone else has an AA available. I would greatly prefer to see egg-slotting take the AA cooldown from the host pet (i.e., Loki/Krampus/etc., with short cooldowns), which has the added side effect of making these pets more valuable/desirable. To combat OP'ness, let's say that Legendary and lower AA's would take the host cooldown, and Mythic and above AA's do not. No one want's to see Nekro shielding every 8 seconds in PvP.
Frankly, what makes these undead mages so maddening is their uncanny ability to insta-Curse. If a sorc leads with a Fireball to knockdown/stun, by the time a Rogue gets into position to attack, the undead mage comes out of the stun, lands a no-warning insta-Curse and boom....dead Rogue. Personally, my approach when there is a mob cluster that has a Curse mage is to follow in after a Fireball, use charged daggers to ensure an additional second of stun time before I do an Aimed/Nox/Pierce combo and get out of melee range.
Most of the time, a single combo is enough to kill these mages, but Curse only lands in melee range, so backing out after a combo does help reduce deaths. The problem is that in the deeper floors of the mausoleum, mob clusters often have several mages, so while you are backing out of range from one mage, you enter the range of the second, and boom, instant death.
Worse is when you get the purple wizards and their stacking damage reduction, making the mages awfully tanky. This can lead to a sticky situation that can result in many deaths when not handled properly.
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