(edited by Darksome.5647)
Balance Suggestions
life siphon is fine the way it is, gives moderate health and is on low cool down. we don’t need evade for ds, it’s already beast, only downside is its slow and long cool downs. I wouldn’t mind minions on f2, but not attack and follow give us a different mechanic like the other classes.
Totally agree with you, but for one thing. Damage absorption of Death Shroud is fine as it is. What they should change is the fact that DS is only viable for Power Builds.
They should make individual DS skillsets depending on the equipped weapon so it will be more than just a second lifebar for condition specs
Yeah , our minions should be fixed and making a control panel for them is a good idea.
About our lifesteal >> all lifesteal/siphoning skills and traits ( vampiric too ) should be affected with healing power.
guard ,nades eng ,Trap thief \ranger ,signet\shout warrior, zerk mes\ele & shiro rev.
life siphon is fine the way it is, gives moderate health and is on low cool down. we don’t need evade for ds, it’s already beast, only downside is its slow and long cool downs. I wouldn’t mind minions on f2, but not attack and follow give us a different mechanic like the other classes.
Sorry was supose to say siphon health, it scale so bad. If it was % of damage would scale better. That would make power build more viable in PVP.
I don’t do Fractal lvl 30+, but 3 necro friends told me DS is useless in this levels, so i thought about 20% evade. Would fit with the animation
(edited by Darksome.5647)
Health Siphoning is weird, because I’ve noticed it is still effected by Poison meaning that it is still somehow labeled as a Healing despite not scaling with any stat. Ideally, I’d like to see either the effects of Poison on it removed or some kind of scaling with Healing.
As for DS, I’m going to wait to see what the new DS UI that was mentioned a while back by the devs looks like. Would it be awesome to have some DS skills interchangable? Absolutely. As it stands, Power Necros make the best use of the land DS and Condition Necros are likely finding the Underwater DS favourable. Why these two skill sets are separated by water with such distinctly different playstyles was a really awkward choice on Anets part. As stated by others, having an inate ‘evasion’ mechanic tied to our already doubled health pool is pretty ridiculous and unnecessary. Especially if we gain the ability to see out Endurance gauge after the UI update.
My opinion of the minions is minimal. I’ve never enjoyed using them in GW1 and that tradition continued into GW2. However I’ve recently switched to a Power based 30/0/20/20/0 build and have seen those little Jagged Horrors popping up. Overall, after watching the boards for three months I was under the impression they never attacked. Because of this it took me a little while to figure out where rogue stacks of bleeds were coming from. My real complaint with the trait is that you only ever will be able to have one of these fragile little suckers at a time. The internal cooldown just seems absolutely silly for what they accomplish between low health/armor/damage output. Otherwise I can’t comment on Minion AI much else because the only other Minions I use are Bone Minions. And when they don’t attack, I usually just detonate them as punishment and summon a new pair that will. Works like a charm.
Nec should not have to trait for pet commands.
DS dmg sponging is fine; implement UI tweaks (% to # , appearance of buffs/cond’ts ), add a Manaburn-type ability ( hey, why not — the situation doesn’t always necessitate sponging dmg, maybe I need to spike somebody down with the cunning use of LF burn + terrorwells+vuln+bone minion+putrid mark )
Life Siphon is balanced — make Siphons on the whole scale, to some degree, with Healing Power.
Some TLC for our Trait trees; synergy, is what I would like to see… hmm, I’ve heard this all before. ANet has plenty of work cut out for them.. I’ll try to hold back until the next round of fixes.
Edited, Life Siphon is ok, my intention was to talk about Siphon Health.
I would like for anet to move towards balancing necro’s around having really high life pools and punishing/rewarding enemies/us when our conditions get cleansed.
Examples for life balancing.
- Increase condition damage by x% per y% of missing hp
- Increase condition duration by x% per y% of current hp
Examples of condition reward/punishment
- Gain 1 stack of might for 10sec when conditions you apply get cleansed (per condition)
I’m the only one who thinks that our condition build is ok?