Daedric Curse | |||||
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Line | Daedric Summoning | ||||
Line Rank | 4 | Cost | 2970 Magicka | ||
Cast Time | Instant | Duration | 6 seconds | ||
Target | Enemy | ||||
Range | 28 meters | Area | 5 meters | ||
Morphs | |||||
Daedric Prey Reduces the cost and your pets deal additional damage to the cursed target. |
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Haunting Curse The curse will continue to haunt the enemy and explode a second time. |
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Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
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- Daedric Curse: Curse an enemy with a destructive rune, dealing [7687 / 7771 / 7856 / 7941] Magic Damage to the target and all other nearby enemies after 6 seconds. You can have only one Daedric Curse active at a time.
- Daedric Prey: Cost: [2430 / 2340 / 2250 / 2160] Magicka.
Curse an enemy with a destructive rune, dealing 7940 Magic Damage to the target and all other nearby enemies after 6 seconds. While the curse is active, your pets prioritize the target and deal an additional 45% damage to them. You can have only one Daedric Prey active at a time. - Haunting Curse: Duration: 12 seconds.
Curse an enemy with a destructive rune, dealing [7940 / 8028 / 8115 / 8202] Magic Damage to the target and all other nearby enemies after 3.5 seconds. The curse will continue to haunt the enemy and explode a second time, dealing [7940 / 8028 / 8115 / 8202] Magic Damage to the target and all other nearby enemies after an additional 8.5 seconds. You can have only one Haunting Curse active at a time.
Daedric Curse causes an explosion of Magic Damage to its target and other nearby enemies after a delay. It's best to use against stronger targets, who are less likely to be killed by other sources before the explosion occurs. If the targeted enemy dies before the explosion, it does nothing, so you've just wasted Magicka. Daedric Prey causes the targeted enemy to take more damage from your Familiars, which also makes the spell somewhat less wasteful if the explosion does not occur, though you should still try to arrange for the target to survive long enough for the explosion, especially if there are other nearby enemies. Haunting Curse will explode earlier and explode a second time after a longer delay.
NotesEdit
- Using this ability will cause the target to attack you, so to receive the most benefit, you should try to arrange it so that the target will be near its allies when the effect ends. Immobilizing a group with Encase is a good strategy, as is distracting your target with summons or other players who are more melee-oriented.
- Daedric Prey will increase the damage of summons from sets such as Maw of the Infernal.
- The Haunting Curse morph was added in Update 13, replacing Daedric Prey, which dealt its damage faster.
- The Daedric Prey morph was added in Update 6, replacing Explosive Curse, which had an increased effect radius.
- Haunting Curse is a recommended morph for the Elemental Arcanist build.
GalleryEdit
Patch NotesEdit
- Increased the single target damage for all ranks and morphs of this ability by 25%.
- Increased the AoE damage from this ability by 15%.
- Multiple Sorcerers can now stack this ability on the same target, though you can only have one curse active at any given time.
- Removed the morph Explosive Curse.
- Daedric Prey: Added this morph to the game, which increases the damage your pets will do to a target affected by your curse by 20%.
- The damage done to the primary target can no longer be blocked for this ability and its morphs. The area of effect damage to all secondary targets can still be blocked.
- Adjusted the order of the Active Abilities in this skill line. They now unlock in the following order:
- Summon Unstable Familiar
- Daedric Curse
- Summon Winged Twilight
- Conjured Ward
- Bound Armor
- Developer Comment: We moved the class defining defensive ability up one slot so players who are leveling up can gain access to it earlier.
- This ability and its morphs will now deal their Area of Effect damage even if the target dies.
- Velocious Curse:
- Renamed this morph to Haunting Curse.
- This morph no longer shortens the duration of the curse to 3.5 seconds from 6 seconds; instead, it causes the curse to explode a second time after an additional 8.5 seconds.
- Developer Comment: The goal of this change is to simply the Sorcerer rotation, allowing a Sorcerer to free up some global cooldowns in order to use other abilities while keeping the burst potential for PvP at the same time.
- Volatile Familiar: Fixed an issue with Ranks I - III of this ability where the pulse damage from the Volatile Familiar was being increased by Daedric Prey from other players.
- Daedric Prey: Decreased the cost of this morph by approximately 20%.
- Fixed an issue where the AoE detonation of this ability and its morphs could be blocked. Note this refers only to the AoE portion of the ability, as the original target couldn't block the damage.
- Daedric Prey (morph): Reworked the ability rank up of this ability.
- Instead of gaining 1.1% damage on the explosion per rank, this ability becomes cheaper as it ranks up. The final cost is now 2160 at base, down from 2430, but will deal 3.3% less damage overall.
- Added a pet taunt functionality to this ability that is similar to the one built into Heavy Attacks. Your active pets will now prioritize targets with Daedric Prey on them.
- Reduced the damage bonus for pets from this ability to 40% from 55%.
- Fixed an issue where the Summon Unstable Familiar's damage pulse was not being affected by this ability. Note that the morphed version, Volatile Familiar, was already working properly.
- Daedric Prey (morph): Reworked the ability rank up of this ability.
- Reduced the bonus damage for pets to 20%, down from 40%. This was done to offset some of the reliance of the skill since some of the damage has been reincorporated into pets' basic attacks.
- Fixed an issue where this ability and its morphs could cause your next animation to hitch or jitter.
- Daedric Prey (morph): Increased the bonus to your pets' damage to 45%, up from 20%.