necromancer inconviences
Spectal armor before going in DS, you get 8% DS hp for each hit you take. you essentially heal (get more DS hp)
Death shroud used to absorb all incoming damage so healing well in DS would have been op. Now that damage can bleed over to your actual hp pool we should at least receive healing from our own life siphons.
It was 2 vs 20 but its ok we got’em both!
spectral armour doesn’t actually heal your health
for instance when your in a dungeon and your low on hp in ds and you notice a ele going blast water fields you also need to pop out of ds losing your potential damage there.
same thing with gaurdian tome heal
I was saying it should have never been design that way if it was thought to be overpowered. damage still brought your lifeforce down which means if your using it like a block your maybe only in ds for 1-3 seconds. I don’t see a reason why any class should suffer at losing health from regen simply because they use a block or invul skill
The problems are still in Death Shroud and overall Necromancer design and synergies.
It seems from various sources (which i can’t bring to you now) that ANET feared the life siphon from beta so nerfed it to the ground.
The actual functionality of DS, is sculpted around making it a survival tool (to outlast opponents), with full LF you can actually sit in and absorb a lot of damage, but with low LF and its internal cooldown are aimed to make a Necro weak after it worns off. It’s well balanced for that, but still isn’t optimal and has many problems of synergy with Necromancer mechanics.
>Many chances are these:
1) Allow full healing under DS with some restriction (we would mainly heal with Regeneration and active siphons, Transfusion(maybe) and healings from teammates);
2) Allowing us 50% of total healing and regeneration under DS;
3) Increase our Siphons and allow them to heal us under DS; (but I simply dislike it)
They can allow healings maybe reducing the duration of DS, reducing his internal cooldown (to make it work similiar as a block/shield and solving the problem of the unkillable target if at some point your DS would worn off), but then allowing a better Life Force generation and sligthly increasing the DPS from Life Blasts (so Powermancers won’t have a big loss). Imho it can be a good trade, it would solve the problem of people sitting passively in DS spamming Life Blasts and would PROMOTE A MORE ACTIVE USE (it’s a staple in Necromancer survivability, but it’s even frustrating seeing another noob Necros outlasting you because of more Life Force -maybe this is a problem of mine, but it still is a problem of active/passive play-).
With a better Life Force generation they can also introduce LF consuming spells.
(edited by Luke.4562)