Amusing part of Consume Conditions Nerf
Well, it’s not going to insta-kill them (10% more incoming damage), but I’m sure this “bonus” condition will bring a lot of confusion. “Why am I still in combat? — Because you dared to use this even-longer-cooldown heal, silly.”
Magical “synergy” is not going to happen until that trait is unlocked anyway.
This change is utterly hilarious, and the pinnacle example of where their heads are in regard to Necro. They could have at least renamed the Heal to spare the embarrassment.
https://www.youtube.com/watch?v=Am9gVQB8gss
Yea, that particular change is pretty bad; 10% more incoming damage for 4s when you are already under enough fire to need your heal.
- PvE: probably won’t be a huge issue
- PvP: 4 seconds is a long time in a PvP fight; easily long enough for people to see it and spike you. Near suicidal to use.
- WvW: depends on positioning. Well positioned backline might be able to use it except that you aren’t taking damage if you’re positioned well. The only time you need the heal is when you’re in trouble, and then 10% more damage under zerg fire + 4s of guaranteed combat to make sure you move slower is near suicidal.
That said, the numbers are not set in stone. When data mining shows how many players have abandoned the skill they will probably adjust it (eventually). I could live with 5 stacks for 1 second.
unofficial theme song of the Nightmare Court
(edited by GreyWraith.8394)