Consume Conditions

Consume Conditions

in Necromancer

Posted by: Oslaf Beinir.5842

Oslaf Beinir.5842

The best healing skill the class possesses so far…and the most telegraphed and easy to interrupt of them all

I don’t mind skills having clear animations but this one is just over the top. I kill necromancers and get killed as one most of the time when Consume Conditions is stopped with a CC. it doesn’t even have to be skillfully timed! it could be seen a mile away and stopped by any random ranged CC out of nowhere which more than often gets a necromancer in a bad spot.

Wouldn’t you agree that it should receive a cast time reduction?

/random rant over

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Posted by: djooceboxblast.9876

djooceboxblast.9876

Head shot is the worst CC against CC I dont think that they should reduce the cast time – use los or cancel cast / sheath it if you know that you are gonna get cc’ed. Make your opponent waste a CC on you but then again if it is a D/P thief you are kittened.

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Posted by: flow.6043

flow.6043

cancel cast / sheath it if you know that you are gonna get cc’ed. Make your opponent waste a CC

How is this any different? You’ll get another 5 sec cd either way.

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Well to be fair, the trade-off for this skill is that it is almost the best healing skill within the game – despite it being able to be interrupted (Clearing all conditions is extremely overpowered)

The saddest part to me is that the other healing skills Necromancer possesses are just so… meh…
As much as I hate the fact that almot all Necromancer animations are so slow that you literally can count your life wasting away – I think that CC is just too potent to not justify the casttime…

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Posted by: Sinzaku.2980

Sinzaku.2980

Reduce cast time from 0.5 sec Job done ^^

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Posted by: Oslaf Beinir.5842

Oslaf Beinir.5842

all classes can cover their healing skills on their own with either stealth, blocks, stability, invulnerability or cc transfer or their heal skill’s cast time is too short( like healing turret) except necromancer which isnt really balanced.

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Posted by: pierwola.9602

pierwola.9602

all classes can cover their healing skills on their own with either stealth, blocks, stability, invulnerability or cc transfer or their heal skill’s cast time is too short( like healing turret) except necromancer which isnt really balanced.

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Posted by: flow.6043

flow.6043

Well to be fair, the trade-off for this skill is that it is almost the best healing skill within the game

I think that CC is just too potent to not justify the casttime…

I agree on the cast time being justified, but I wish people would stop saying it’s the best heal in game, because it’s not. The utility on it is good, but that’s about it, the amount of healing itself is actually rather bad.

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Posted by: Tadsoul.6951

Tadsoul.6951

just to point out it will never completely cleanse all conditions on you (fear)
personally i avoid comparing skills in the game

It would be nice to have the cast time reduced by .25 second i think
also i feel a couple of healing skills should have their cast time increased
(healing turret, healing spring)

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Well to be fair, the trade-off for this skill is that it is almost the best healing skill within the game

I think that CC is just too potent to not justify the casttime…

I agree on the cast time being justified, but I wish people would stop saying it’s the best heal in game, because it’s not. The utility on it is good, but that’s about it, the amount of healing itself is actually rather bad.

I used “almost” ._.

(…) is almost the best (…)

To be frank, I could name three healing skills that I really want from other classes for Necromancers :P

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Posted by: Narkodx.1472

Narkodx.1472

CC is highly overrated IMO

I have always felt it should heal more or be 20 seconds – the hp/s seems too low for our massive health pool
The functionality of curing all conditions on a class with a ton of transfers and condition management feels unneccesary – especially since that is probably the reason the cast time is so kitten ridiculous

I have always felt Necromancer should have received something like healing signet
Our other heals need to be buffed badly

Name three healing skills you would rather have – Withdraw/Troll Ungent/Healing Signet

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Name three healing skills you would rather have – Withdraw/Troll Ungent/Healing Signet

Healing signet – Obvious reasons, high sustain in battle
Shelter – Blocks attacks
Signet of Restoration – Same as Healing Signet really, but could be used extremely effective with a Dagger build

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(edited by GoogleBrandon.5073)

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Posted by: Liewec.2896

Liewec.2896

all of the most potent heals have high telegraphs, just look at mesmer’s mantra, heals for a ton on a 10 second CD but it has a ridiculously long cast time,
ele’s Ether Renewal, heals for alot, removes a ton of conditions, 15 second cooldown, extremely susceptible to interrupt.

Consume Conditions is up there with the best of the best, it completely negates poison since it removes conditions before the heal, it would be hugely OP without an obvious telegraph.

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Posted by: zapv.8051

zapv.8051

The heal is decent, but I’d like to see a high hps heal for necros. Well of blood sucks now, SOV is a joke, and blood fiend is pretty bad as well. It would be nice if all 3 of those could get a buff. I think about my ele, or thief, where I have 3 good heal skills depending on your build and I get kind of angry. I haven’t had a reason to take Consume Conditions off my bar since they nerfed Well of blood.

Necros don’t have reflects, invulns, vigor, blocks,
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.

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Posted by: Bhawb.7408

Bhawb.7408

The heal is just fine, if you can’t get this heal off without being interrupted that isn’t a balance issue.

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Posted by: Tadsoul.6951

Tadsoul.6951

the problem with all of our other heals beside Consume Conditions and well is that heal over time so basically whenever you go into deathshroud you lose all that effective healing whereas you can use consume condition and it will recharge while in deathshroud

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Posted by: Flumek.9043

Flumek.9043

Warrior – signet of passive
Ele – signet of slightly less passive
Guard – block
Thief – (withdraw which is what over 50% players use)
Engie – possible in theory , in reality its just too short

I think 5/8 classes having uninterruptable heal skills is totaly fine and promotes amazing gameplay. Too bad the ranger spirit isnt OP.

P.S. consume is actualy fine – strong but with obvious counterplay. And necro has very little defense or mobilty to LoS cover it.

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Posted by: Bhawb.7408

Bhawb.7408

Guardian’s heal can not only be stopped but the heal is put on full CD to do so, not the best example.

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