Concerning the New Heal
I doubt that the damage form the siphon will work in ds,because its a signet and no signet passives work in ds. The active damage however will most certainly work in ds, like the other siphons.
I think the signet, if it doesnt suck, well be the best healing skill for siphon builds, as it really helps with the sustain. Maybe even making them viable (as i think the problem of siphon builds are not nessesarly the traits (apart from the well siphon trait) but the lack of siphon skills).
As a Mesmer main the only issue i see is that Clones will die while doing little damage. The active wont be a threat what so ever, Plenty of clones about, plenty of stealths as well. I see the Passive being the strongest aspect, once its activated they then dont have it.
I think mesmer with the New Mesmer heal Vs a Necro with the new necro heal will be VERY interesting to see.
2) No ICD, every hit = siphon
3) No proccing while in DS, most likely, so no passive damage
From watching the livestream, it is without a doubt the worst out of all the new ones. If you want to support your team, trait for life transfer heal. It’ll heal for 2-4k in an AoE. This just confirms that no one at Anet mains a necromancer.
Heartlust is right.
And when you compare this new heal to the other classes new ones,it just looks like a new nerf to necros.
Really looking forward to this skill since it’s perfect for my support Necro.
From watching the livestream, it is without a doubt the worst out of all the new ones. If you want to support your team, trait for life transfer heal. It’ll heal for 2-4k in an AoE. This just confirms that no one at Anet mains a necromancer.
Except SoV is bonus damage for anyone striking your target, how do people not see the value in this? And you get a heal sig heal whenever you get hit on the passive. They should be trying to provide a good alternative to CC and i think they accomplished that.
(edited by Street Peddler.2638)
From watching the livestream, it is without a doubt the worst out of all the new ones. If you want to support your team, trait for life transfer heal. It’ll heal for 2-4k in an AoE. This just confirms that no one at Anet mains a necromancer.
Except SoV is unavoidable bonus damage for anyone striking your target, how do people not see the value in this? And you get a heal sig heal whenever you get hit. They should be trying to provide a good alternative to CC and i think they accomplished that.
First, it has a icd, so no always get healt if hit…
Second is not unavoidable…
To me it just seems like if people dont see a giant initial heal they call the skill bad. Same reason skelk venom is getting so much hate.
To me it just seems like if people dont see a giant initial heal they call the skill bad. Same reason skelk venom is getting so much hate.
I’m willing to give almost any skill a chance. But not my precious heal slot.
Necromancers need better heals then some other professions because we don’t have defensive mechanisms that are as efficient. This skill is a poor heal, and while it could theoretically raise your groups DPS when active, having your zerk Warrior stop to res you since you have a bad heal is a net negative DPS gain.
I think this might actually be worse for groups than just using Axe with Well of Blood – the Axe auto-vuln will increase group DPS by itself, while Well of Blood is a better heal for yourself. You lose out on about 1k group healing with Well of Blood (minimal) but gain a light field instead.
the heal is bad because the numbers are bad, i dont know how anet tests the skills but every other heal of us is better for any situation i can think of…
Edit: Maybe if the scaling with healing power is good i would consider but thats highly unlikely…
(edited by Muchacho.2390)
To me it just seems like if people dont see a giant initial heal they call the skill bad. Same reason skelk venom is getting so much hate.
No, in fact that was a completely fine function, I was happier with the skill when I originally thought it had no burst heal at all.
The problem is there is no situation where this heal will be desired.
Group support? Well of Blood makes it look pathetic, and can more than double the healing, at nearly the same CD, and with a better group of supporting traits.
Sustain-based heal? Blood Fiend, as bad as it is, will do better.
Anything else? Consume Conditions still is far better.
The only time this skill would be worth bringing is when you are doing content so mind-numbingly easy that you never activate your healing skill anyway, so might as well make it a little faster by using this for the mediocre DPS.
To me it just seems like if people dont see a giant initial heal they call the skill bad. Same reason skelk venom is getting so much hate.
No, in fact that was a completely fine function, I was happier with the skill when I originally thought it had no burst heal at all.
The problem is there is no situation where this heal will be desired.
Group support? Well of Blood makes it look pathetic, and can more than double the healing, at nearly the same CD, and with a better group of supporting traits.
Sustain-based heal? Blood Fiend, as bad as it is, will do better.
Anything else? Consume Conditions still is far better.
The only time this skill would be worth bringing is when you are doing content so mind-numbingly easy that you never activate your healing skill anyway, so might as well make it a little faster by using this for the mediocre DPS.
Allies like to avoid beneficial area effects like the plague. SoV is more likely to benefit all allies than WoB. WoB also can’t be used underwater.
Also, if all 25 stacks get used up (which is easily done if anyone in the team has minions, illusions, or a pet; as far as I can tell, there is no 5-ally limit), that’s at least a bonus 7000 armor-ignoring damage.
I’m interested in seeing if it works on objects.
Pets don’t procc it. The tooltip explicitly states that it is only affected by players.
Also the numbers are really garbage. Like demonstrated in the stream it is really hard to get the 5 proccs out of it, even with fast weapon skills like dagger auto. So you end up mostly triggering 4 charges thanks to the icd. Now you get an additional 1.2k dmg every 28 seconds and have to cast it for 1.25seconds. In a team environment that is 6k additional dmg + some healing every 29 seconds (casttime) in which you also can’t dps..
From a dps standpoint it isn’t worth it and if 2k grpheal every 28 seconds and a really bad selfheal are ok for you in a supportive build then why not.
Its Garbage. Everyone knows it. Necromancers know it, the other classes know it and the Devs know it. Even before it was nerfed from being below average to this it wasnt even that good and now look at it. They managed to take what was at best a below average heal with decent damage to not being worth it at all.
Anybody else feels like the devs are trolling us necromancers?
Anybody else feels like the devs are trolling us necromancers?
I think they’re simply inept at balancing. They say they don’t want to directly compare classes but that’s kind of necessary in order to have any sort of balance present. We’ve had the same trinity reigning supreme since day one and absolutely nothing has changed in that department. Instead they give warriors, who already sit on the most overpowered heal in the entire game, almost four seconds of complete immunity to everything in their new heal. And we get this garbage.
I’m just tired of even trying anymore. It’s obvious that they have no concept of what the necromancer’s role is supposed to be. They’re only concerned with their favored classes and everybody else might not even be there. It has been over a year and they’ve yet to show any willingness to seriously listen or cooperate with the community.
Anybody else feels like the devs are trolling us necromancers?
I dont think they are “trolling” I just think they have NO idea what they are doing and have NO idea how to balance the game.
Pets don’t procc it. The tooltip explicitly states that it is only affected by players.
Also the numbers are really garbage. Like demonstrated in the stream it is really hard to get the 5 proccs out of it, even with fast weapon skills like dagger auto. So you end up mostly triggering 4 charges thanks to the icd. Now you get an additional 1.2k dmg every 28 seconds and have to cast it for 1.25seconds. In a team environment that is 6k additional dmg + some healing every 29 seconds (casttime) in which you also can’t dps..
From a dps standpoint it isn’t worth it and if 2k grpheal every 28 seconds and a really bad selfheal are ok for you in a supportive build then why not.
I guess I missed the part where only players can trigger them then, but from re-reading, yeah, that seems to be true. It seems like a mistake if you can usually only hope to trigger 20/25 charges in a full party. But even in the 5 seconds it’s up, it’s very possible for a Necro to tear through a lot of charges if there’s no internal cooldown. If there were no internal cooldown, it would by far be the best raw heal for Necros. So I can understand the need for an internal cooldown. 1 second would be too much though. 0.6 would be more reasonable.
And I have a tanky support siphoning Necro with relatively low power and minimal damaging conditions, so yeah, the extra damage would actually be fairly significant for me.
200 damage per proc on the active, making it at best 5k damage if all stacks are consumed (which is highly unlikely). Given the monsterous cast time, power necros can do better by just using Life Blast once and still having a real Heal skill.
I saw the stream and it was like…. oh god…. what a crap!
the necro with ~1000 hp, the vampire sign on the head of the opponent, Axe#2 and then nothing… NOTHING happened, I was expecting like 500 hp per hit.
Did you see that guardian skill? from 0 to full HP in less than a sec. Devs were laughing!!
I’m not excited enough to come back yet.
John was honest on stream and wrote lol it sux The skill will change, only question is if 2, 3, or 5x times increase.
I myself would remove the ICD and fix the signet DS bug. Or leave ICD in DS.
-Wed get some healing DS
-Its enemys own fault for not dodgind/blocking or CCing us when they see a 1,25s long and giant signet above OUR AND THEIR heads
+ no1 will use acitve anyway, just as a side note…
Didn’t notice that it was player only, otherwise that whole second bit wouldn’t have been necessary. So basically we’re getting a kittenty warrior healing sig, that gets the horrible trade off of doing some damage to the foe in return for not healing at all if the opponent doesn’t attack instead of every second regardless. I had a sliver of excitement to come back when I heard lifesteal signet despite the nerfs coming this patch, but after the other recent BS that’s happened (t3 cult. gem shop, weed in new fractal, other heals, etc.) I’ll just play and spend money on other games as usual.
No, we don’t even get the tradeoff of “dealing some damage” with the passive.
John was honest on stream and wrote lol it sux
Really?
<The Undead Lords>
Since 1994 – undeadlords.net
John was honest on stream and wrote lol it sux
Really?
Yes. They dont want a necro overbuff , especialy with a 2nd healing signet.
My hopes and guess is, theyre playing it safe with this one while making a solution for healing/regen in DS
Dropping the ball again,they really need to get some new team leads that have a clue on how to do skills.
Vampiric skills are always treated cautiously by Anet because they have the ability to be far too powerful (i.e. Touch Rangers in GW1). Clearly all these heals were not created equal. They were designed to support certain play styles for each profession and that might not be the play style many people play. Necros and Rangers were given a heal that helps support their teammates (probably because these professions tend to be less welcome in groups). The necro skill is probably considered more for PvE than other formats.
Yes. They dont want a necro overbuff , especialy with a 2nd healing signet.
My hopes and guess is, theyre playing it safe with this one while making a solution for healing/regen in DS
I have to say out of every dev, I trust him the most with us. I talked to him (albeit in summer) but he had a solid grasp of what we needed (realize that you might not get it in “official” comments on forums because he has bosses watching him, and people who will hold him to it if it isn’t delivered as they want).
I honestly feel like there are two parts of the ANet team. The half that really just doesn’t get Necromancers at all, and can’t fix them to save their lives. The other half (probably smaller than half) knows exactly what needs to happen, but can’t get the resources to do it while fighting the rest of the team on their idiotic ideas.