(edited by Luke.4562)
About Vampiric Master
Pretty kitten good, actually. You don’t take it unless you’re running a minion build. If you are running a minion build, you’re typically healing for roughly 300/second in addition to your own siphoning from Vampiric and the 300/second (roughly) from Blood Fiend’s attacks. It’s pretty sizable health gain and it makes for the only real siphon-based build that’s good.
Vampiric Master is actually decent compared to other vampiric traits. It needs a lot of setup like a complete minion bar, but nets you some decent healing for it.
And yes it doesn’t scale with minion damage and also doesn’t increase it, like every other vamp trait does, but it scales with attack speed.
To give you some numbers: wurm, blood fiend and bone minions attack once every ~3s, bone fiend twice every ~3s, shadow fiend once ~1,6s and flesh golem ~once per second. So with golem, blood, shadow, bone fiend and bloodthirst you get around 300 heal per sec. Thats pretty sweet for a vampiric trait. (This is without blood fiends healing)
Apart from that the reason nobody ever blamed it is because a) minions… b) if you think these numbers are abyssmal than don’t even take a glimpse at vampiric c) and never ever look at Deathly invigoration.
Obvious it should go in a minion build.
Why Good?
300/second isn’t really correct, most minions have different attack speed and frequency.
My own siphoning from vampiric is about 40 per hit and I can get more healings than Vampiric Master with just Mark of Blood.
Over the fact that, as i wrote earlier, the pets won’t be hitting the target every time..
In a Pve contest the healing won’t save the master from aoe or huge damages, in Pvp contest it becomes even less useful.
Consider the spike from a Thief or a Mesmer. 18k hps go down in few seconds. This trait doesn’t offer any sustain even to a bunker build..
With this the Blood Tree seems to be useless for a good 85%.
Minions have different attack rates, yes. However, the quantity of minions means you are averaging 300/s that stacks with the Regeneration boon (and Dolyak runes, if you have them). As far as regen rates go, this is pretty good. It won’t save you from spike, but no healing over time will.
The point of a bunker is to be able to survive that spike, then be more or less at full when the opponent’s cooldowns have finished so they can spike again, making them waste a lot of time. Minion master bunkers are odd in that they still have pretty decent damage output.
Yes, the rate drops a bit when you consider highly mobile foes with bone minions, Flesh Golem and the occasional jagged horror, but generally if they’re moving that much, they aren’t hitting you that hard.