https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Superior Sigil of Blood:
Change to: +30% chance to life steal on critical. (This effect cannot trigger more than once every 1 seconds.)
Change the healing to 325, allow it to be used with food.
Rune of Vampirism:
(1) +25 Precision.
(2) +30% chance to life steal when hit. (This effect cannot trigger more than once every 1 seconds.) (This does not proc if you take 0 damage, aka invulnerable.)
(3) +50 Precision.
(4) +30% chance to life steal on hit. (This effect cannot trigger more than once every 1 seconds.)
(5) +90 Precision.
(6) You become mist when you fall below 25% health. (Cooldown: 60s)
Change the healing to 325, allow it to be used with food.
This allows people to build around life stealing to be viable, but makes us sacrifice Runes/Sigils/Food for it.
(edited by Daecollo.9578)
Those sounds pretty cool but I do not get what you mean by “allow it to be used with food.” Are you saying we can put these on the food? I don’t think I want to eat my rune lol.
Those sounds pretty cool but I do not get what you mean by “allow it to be used with food.” Are you saying we can put these on the food? I don’t think I want to eat my rune lol.
I’m saying, if you use sigil of blood I think you have to wait to use the other things. (aka it doesn’t stack.) but I could be wrong.
I’m still a bit confused about it but I sort of understand. Still would be nice to have a rune/sigil that helps with life stealing. That will surely make me want to play as a necromancer more since I wanted him to be based on summoning minions & life stealing.
I’m still a bit confused about it but I sort of understand. Still would be nice to have a rune/sigil that helps with life stealing. That will surely make me want to play as a necromancer more since I wanted him to be based on summoning minions & life stealing.
It would make me also want to play my Warrior in melee again.
It would be nice compensation to the pie nerfs.
They nerfed the life stealing foods for a reason.
Stop trying to undo that.
They nerfed the life stealing foods for a reason.
Stop trying to undo that.
I’m trying to make a viable alternative to what was lost by upgrading things not many people use to make them on-par with current things.
I’m happy with it the way it is. Turn to mist at 10% has saved my life more times than I even know. 25% would make it easier, but I don’t need it to be easier. I don’t use Blood or lifesteal food, though, I prefer just straight regen.
I’m happy with it the way it is. Turn to mist at 10% has saved my life more times than I even know. 25% would make it easier, but I don’t need it to be easier. I don’t use Blood or lifesteal food, though, I prefer just straight regen.
So basicly you use it for the final ability, which is the same.
I use it for more power, and the occational bonus health which I assume is buffed pretty well since I stack healing power, and the final ability. I don’t really know that 25% would be a better save my kitten limit than 10% and I want it to save my kitten.
I use it for more power, and the occational bonus health which I assume is buffed pretty well since I stack healing power, and the final ability. I don’t really know that 25% would be a better save my kitten limit than 10% and I want it to save my kitten.
You can be bursted down before 10% though is the problem.
I’m happy with it the way it is. Turn to mist at 10% has saved my life more times than I even know. 25% would make it easier, but I don’t need it to be easier. I don’t use Blood or lifesteal food, though, I prefer just straight regen.
Maybe 20% would be better?
The main thing I’m seeing is basically what you want is, close to, every third time I hit someone, get hit by someone and crit someone I should steal their life. Making the rune set and sigil as a close second to heal by doing sigils, yes? That sounds significantly more powerful than they want it to be.
Also, Vampirism gives Power, not Precision, which is why I use it at all. I definately don’t want that to change.
The main thing I’m seeing is basically what you want is, close to, every third time I hit someone, get hit by someone and crit someone I should steal their life. Making the rune set and sigil as a close second to heal by doing sigils, yes? That sounds significantly more powerful than they want it to be.
Also, Vampirism gives Power, not Precision, which is why I use it at all. I definately don’t want that to change.
You give up a lot for it, it should be more powerful.
I don’t give up anything for it. I wanted it from the start just the way it is.
I don’t give up anything for it. I wanted it from the start just the way it is.
It doesn’t really help you that much, besides the ‘6’ ability, and that can proc after your downed already.
That’s just the thing, who’s to say it doesn’t help? It does just fine for me. If it doesn’t work for you there are plenty of others, maybe one of those would. I want it to even out my Power along with my Bloodlust Sigil since I’m using Cleric to buff Healing Power. I chose it over the other +Power sets for the number 6. The lifesteal is just extra to me, and I don’t care about it.
You would probably be happier with a different Rune set anyway since you want to stack Precision.
That’s just the thing, who’s to say it doesn’t help? It does just fine for me. If it doesn’t work for you there are plenty of others, maybe one of those would. I want it to even out my Power along with my Bloodlust Sigil since I’m using Cleric to buff Healing Power. I chose it over the other +Power sets for the number 6. The lifesteal is just extra to me, and I don’t care about it.
You would probably be happier with a different Rune set anyway since you want to stack Precision.
Power isn’t really worthless without Critical, the idea is just an idea, you could put any stat in there besides precision and the idea would still be that idea.
Lifestealing isn’t effected by Healing Power, you would probably benefit a lot more by using a mix of Monk/Water Runes for your regeneration.
The problem is you want to be able to steal life faster than you can lose it, it won’t happen. This is the very reason they nerfed the food.
Don’t expect them to do more than glance at this and laugh.
The life steal is ment to be a bonus, to ocassionally lessen the hits you take, not completely over-write them. They want to get rid of glass cannon builds, not enable them with rune/sigil combos.
The problem is you want to be able to steal life faster than you can lose it, it won’t happen. This is the very reason they nerfed the food.
Don’t expect them to do more than glance at this and laugh.The life steal is ment to be a bonus, to ocassionally lessen the hits you take, not completely over-write them. They want to get rid of glass cannon builds, not enable them with rune/sigil combos.
The only reason that could happen was because of high profile attacks like Whirling Axe, which hit 15 times.
With 3 different ways all 1 second CD, it wouldn’t be overpowered, it would be another way to play.
I’m afraid this is not Diablo III.
You don’t have to stand still as much. You can activate skills while moving, even most melee skills.
This makes movement the main method of survival. It’s not that you are not healing enough, it’s that you are not moving enough.
1 second cd? It is still too strong, because it is effected by +healing. It would need to be fixed healing on a slider scale based on level. If up to ANet wouldn’t surprise me if it would be locked at 100-125 healing done with no way of raising it. They do NOT want us capable of healing while attacking in any serious way unless it is slow regen healing.
1 second cd? It is still too strong, because it is effected by +healing. It would need to be fixed healing on a slider scale based on level. If up to ANet wouldn’t surprise me if it would be locked at 100-125 healing done with no way of raising it. They do NOT want us capable of healing while attacking in any serious way unless it is slow regen healing.
Life taps are not effected by any stats, not even healing power.
I’m afraid this is not Diablo III.
You don’t have to stand still as much. You can activate skills while moving, even most melee skills.
This makes movement the main method of survival. It’s not that you are not healing enough, it’s that you are not moving enough.
There are times when mobs force you to stand still in encounters and some classes don’t have access to a lot of dodging abilities.
Hmm…
3 separate life steals on what seems like 3 separate 1 second cooldowns…
Allowing for up to 975 HPS or on average about:
48 HPS for the Sigil (Assuming 50% crit chance)
97.5 HPS for the Rune procs
About 243 HPS along with 243 DPS (As life steal does both damage that is unmitigated by armour as well as healing)
Compared to Dolyak Runes (30 HPS) + Mango Pies (85 HPS) and Regeneration boon (130 HPS with no healing power, about 317 HPS if using full Healing Power gear)
At what cost? 50 points of a secondary stat and some (Usually) lackluster 6 bonus plus a cooldown sigil which may or may not be more beneficial depending on build?
I like the current runes, increasing the healing of a healing skill by 975 whilst also making it do the same damage is great as well as the proc heal (Though I sometime wish it was 10% chance…)
The only issue I have with the 6 bonus is that is for some reason shares cooldown with traits that proc on % health…
Hmm…
3 separate life steals on what seems like 3 separate 1 second cooldowns…
Allowing for up to 975 HPS or on average about:
48 HPS for the Sigil (Assuming 50% crit chance)
97.5 HPS for the Rune procs
About 243 HPS along with 243 DPS (As life steal does both damage that is unmitigated by armour as well as healing)Compared to Dolyak Runes (30 HPS) + Mango Pies (85 HPS) and Regeneration boon (130 HPS with no healing power, about 317 HPS if using full Healing Power gear)
At what cost? 50 points of a secondary stat and some (Usually) lackluster 6 bonus plus a cooldown sigil which may or may not be more beneficial depending on build?
I like the current runes, increasing the healing of a healing skill by 975 whilst also making it do the same damage is great as well as the proc heal (Though I sometime wish it was 10% chance…)
The only issue I have with the 6 bonus is that is for some reason shares cooldown with traits that proc on % health…
Well, you can’t “always” hit the mob, you could also be knocked down, CCed, Frozen, Rooted, Or just away from the mob not able to hit them. So you can’t always hit them.
Well, you can’t “always” hit the mob, you could also be knocked down, CCed, Frozen, Rooted, Or just away from the mob not able to hit them. So you can’t always hit them.
1) You can’t “Always” have Regeneration (Except for a few builds on certain classes) and it can always be removed by various boon removal tools.
2) At least 1 of the procs is upon being hit, which is a 2 piece bonus and would do more than triple the HPS than another runes 6 set bonus on average
Well, you can’t “always” hit the mob, you could also be knocked down, CCed, Frozen, Rooted, Or just away from the mob not able to hit them. So you can’t always hit them.
1) You can’t “Always” have Regeneration (Except for a few builds on certain classes) and it can always be removed by various boon removal tools.
2) At least 1 of the procs is upon being hit, which is a 2 piece bonus and would do more than triple the HPS than another runes 6 set bonus on average
That Rune isn’t really that good, It needs upgraded greatly as well. (I could argue that a lot of Runes need upgraded to be on par with Runes of Divinity.)
(edited by Daecollo.9578)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.