Signet of Vampirism
It is almost as if the GW2 devs avoid looking at GW1 as much as possible (or any other game launched or expanded since GW2 started development), except for the odd lore reference.
I think Signet of Vampirism should lose the support and just make it an pure offensive healing skill.
Instead of allies siphoning from marked player, necromancer will steal all heal when allies attacks a marked foe.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Or you could go the other way and make it even more of a support skill.
e.g.
Passive:
Heal Allies in area when struck by a Foe.
Active: Heal yourself and Mark a foe. When Allied players strike that foe you siphon life from that enemy (10 Seconds, max 10 Stacks. 1 second icd.)
I think it’s because they want to secretly make all classes deal low-medium damage hits and have medium-high armor and health pools to draw out long fights.
Seeing as the past changes and the upcoming ones appear to be emphasizing the nerf of burst and buffing long, passive gameplay.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I think it’s because they want to secretly make all classes deal low-medium damage hits and have medium-high armor and health pools to draw out long fights.
Seeing as the past changes and the upcoming ones appear to be emphasizing the nerf of burst and buffing long, passive gameplay.
Except in our case where they reduce our burst and sustain….
I think it’s because they want to secretly make all classes deal low-medium damage hits and have medium-high armor and health pools to draw out long fights.
Seeing as the past changes and the upcoming ones appear to be emphasizing the nerf of burst and buffing long, passive gameplay.
That would be a complete 180 on their stated goal at launch, where they wanted fights to be quick and decisive (in SPVP at least, crap if i know with the PVE mob health pools) so to make a more exciting spectator experience…