Dec. 10th Balance Preview (Necromancer)
I had a thought about dagger cleaving… maybe, i said maybe, if necrotic slash can either attack twice the same foe (like now) and attack 2 foes once?
(Necrotic Slash. Chain. Slash your foe twice.)
Spear auto should also attack 3 targets.
From my pve perspective:
I’d recommend an increase of at least 25% – 50% in physical damage on every skill on every weapon. Or lower the recast of the two wells that do damage.
Too much.
From my pve perspective:
I’d recommend an increase of at least 25% – 50% in physical damage on every skill on every weapon. Or lower the recast of the two wells that do damage.
Too much.
Haha was just thinking that – but taking the top dps spot might give people a reason to bring us along to PvE group content!
From my pve perspective:
I’d recommend an increase of at least 25% – 50% in physical damage on every skill on every weapon. Or lower the recast of the two wells that do damage.
Too much.
Haha was just thinking that – but taking the top dps spot might give people a reason to bring us along to PvE group content!
I kinda doubt it would make us top DPS tho…
100blade from war, is a ‘bit’ more than 50% more than our axe #2.
Our direct dam weap attacks, only hit 1 target, so lots of situations where we’ll never come close to others dam out put.
Let’s go for 130% dam increase, each mob hit gives us a might stack. Allow us to maintain fury. Give us access to block, invul & endurance regen as well as vigor. :-)
With a 25% DPS increase on Dagger 1 Necros will be topped only by LH Ele and nothing else.
Don´t think 100B is soo much stronger. It needs 30% more time to execute then Axe 2. And Axe is imo not the DPS Weapon. That´s the dagger.
Direct AoE is a problem true. But most times in PvE “Burst AoE” is important, kill trash fast or skip it.
And that´s the biggest problem. Necros are slow.
And they have bad support, defensive…meh ok. Offensive…bad only Vul but no might. Taking a Nekro for Vul will most times resulting in losing Mightstacks or other nice support.
Warriors Banners oder rangers Spirit/Spotter. In my PvE Group´s i don´t like 3 warrs…
only 1 or 2, better a ranger (most times me^^) or Ele, but Nekros are lacking a little bit.
Skills:
locust swarm: remove cripple add and stability 10s
life siphon: either increase the damage or the life transfered. However halve the skills animation time.
Here are quick suggestions to make power based aoe builds viable :
*Ritual mastery: Reduces cooldown of wells to 20% plus adds 30%(extra 2-3 ticks) to well durations.
*Spiteful marks: Damage bonus must be increased to 20% to be effective with current low base direct damages of staff skills.
*Ds #4(life transfer): This skill needs stability while channeling to make it useful in wvw.
*Ds #5(Tainted shackles): This skill needs a better direct base damage for power builds.
*Scepter and dagger(oh) skills need better direct base damage.
*Axe #1 or #2 needs to deal small aoe damage or bounce to make it usable in wvw or crowded pve areas. Only 1 target makes it unusable in crowded fights.
These are quick changes to make power aoe necros better and preferable to condition necros in pve and wvw. Btw, after new weapon additions, we need a real power based aoe weapon.
Probably too late but here are a few changes I think would help out necromancers in pve. Keep in mind these are just some ideas I’ve had so if something sounds too crazy feel free to point it out.
Furious Demise: Grant fury to yourself and allies when entering Death Shroud. (keep the same otherwise). Necromancers are way too selfish of a class, tie in group buffs to class mechanic so that if a necro wants to “spam” death shroud on cd they can help the group out but sacrifice the defensive part of it some.
Dagger auto attack: Make first and second part of chain cleave up to 3 targets, keep the 3rd hit single target. Mimics engineer toolkit 1, hell you could make it hit 3 targets all together but I haven’t run any numbers to see if thats too good. Possibly make a dagger mastery trait in Spite that gives dagger a cleave and +10% damage with the weapon. (A friend of mine came up with the first two autos cleaving idea)
-Alternative to that for dagger, make dagger 2 a cleave and up its damage a good chunk. Not sure how many targets should be hit by it. At least then the siphon might be useful.
Axe: Remove vulnerability from the auto attack and buff it’s base damage. Give it a cleave and tie in the vulnerability with Axe mastery. This weapon just deals such bad damage on autos is kind of crazy. This is a 600 range weapon… it should be able to output more than it currently does imo.
Wells: Not really too sure about this one, but I do know the cooldowns are too long. A few seconds of aoe blind? Not bad but thief pistol 5 and guardians in general outclass that. Maybe make each well do some kind of separate group buff. Maybe tie it into the theme of corrupt boon.
Well of suffering – 1 stack of might per tick to yourself and allies (5 targets)
Well of darkness – x seconds of fury per tick to yourself and allies
(edited by Altoid.9104)
skills:
spinal shivers: rather useless in pve. A higher base damage would be great. Maybe an aoe.
reapers touch: either more damage or more heal
TBH there are only two ways in which to “fix” the necro at this point.
1) Give us a reliable disengage. No I’m not talking a worm that allows your opponents to catch you with in 2 seconds because they have the ability to actually move faster than a snail on Prozac.
2) Make us truly fearful to get close to, DS 4 and 5, could have been this, but they fall short by needing a long recharge before they deliver their minor damage.
Until either one of these two are seriously looked into, then tweaking a few numbers on our weapons/utilities/traits will still make us the first target in any match.
The dumbfire/fear combo is our only viable build and considered dangerous with a high condi. However for a class that is suppose to be versatile it doesn’t make the case by being pigeon holed and again falls short.
1) Give us a reliable disengage. No I’m not talking a worm that allows your opponents to catch you with in 2 seconds because they have the ability to actually move faster than a snail on Prozac.
You can’t fix the Necromancer by going directly against the design of the Necro.
skills:
spinal shivers: rather useless in pve. A higher base damage would be great. Maybe an aoe.
reapers touch: either more damage or more heal
You know its trait version executes kittenes better than Garen and Darius combined, right?
TBH there are only two ways in which to “fix” the necro at this point.
1) Give us a reliable disengage. No I’m not talking a worm that allows your opponents to catch you with in 2 seconds because they have the ability to actually move faster than a snail on Prozac.
2) Make us truly fearful to get close to, DS 4 and 5, could have been this, but they fall short by needing a long recharge before they deliver their minor damage.
Until either one of these two are seriously looked into, then tweaking a few numbers on our weapons/utilities/traits will still make us the first target in any match.
The dumbfire/fear combo is our only viable build and considered dangerous with a high condi. However for a class that is suppose to be versatile it doesn’t make the case by being pigeon holed and again falls short.
I’d propose Stealth. The Necromancer moves to a spectral realm, or turns into mist (vampiric like skill) to reposition himself. Maybe filling the Death Shroud. Or whatever…
Or maybe experiment something with Necrotic Travel, in GW1 there were multiple of those mobility spells.
TBH there are only two ways in which to “fix” the necro at this point.
1) Give us a reliable disengage. No I’m not talking a worm that allows your opponents to catch you with in 2 seconds because they have the ability to actually move faster than a snail on Prozac.
2) Make us truly fearful to get close to, DS 4 and 5, could have been this, but they fall short by needing a long recharge before they deliver their minor damage.
Until either one of these two are seriously looked into, then tweaking a few numbers on our weapons/utilities/traits will still make us the first target in any match.
The dumbfire/fear combo is our only viable build and considered dangerous with a high condi. However for a class that is suppose to be versatile it doesn’t make the case by being pigeon holed and again falls short.
No, fear dumb fire isnt the only viable build….I for one never run it and have great success. Ever think that the reason so many of necro complaints are similar is because everyone is running the same stupid build? They arent touching our mobility they insist that we dont need it so drop that. There currently is a way to make us truly fearfull in DS! No one will target you if you do it! I PROMISE! biggest problem is no one takes full advantage of it! Did you know Necros scale in survivability depending on how many people are on them? Or how much pressure they are currently in? How?? ???
Havent been on these forums in months but it looks very very sad….. I love every change that has happened and will happen except for staff 2 but w/e its just being reverted back to how it used to be…. 50% VP gg…..wat…this has to be the biggest “USE THIS TRAIT” incentive necros ever recieved expect nerfs to 35% hopefully not for a while…or ever
p.s run energy sigils…and if you really need to adventure runes…it changes necro completely….
Also axe cleave wvw only plz … thx anet
Blackgate Apexprime.enjin.com
(edited by Mindx.9610)
heres another suggestion for different trait make up
soul reaping
grandmaster : Soul leech
reduce the cooldown of your plague form and lich form skills by 1 second when dealing a critical hit
1 second recharge
skills:
plague -> reload is to high. maybe 90s would be better.
well of suffering: reload is to high, damage rather low, boon conversion rather useless in pve. → lower the reload or increas the damage maybe add poison or other condition damage and remove conversion
(edited by raubvogel.5071)
Mark of Blood. Removed 1 bleed in PvP only.
Signet of Spite: Removed one bleed.
Does it mean that these skills will be weaker or now only 1 bleed will deal dmg like 2 bleeds before ? Sry but even traited signet of spite is actually weak (48 sec !!! it should be 32)
TBH there are only two ways in which to “fix” the necro at this point.
1) Give us a reliable disengage. No I’m not talking a worm that allows your opponents to catch you with in 2 seconds because they have the ability to actually move faster than a snail on Prozac.
The dumbfire/fear combo is our only viable build and considered dangerous with a high condi. However for a class that is suppose to be versatile it doesn’t make the case by being pigeon holed and again falls short.
You can’t really fix something that isn’t broken. Things may need tweaking (and I’m only saying this so hellish comments aren’t rained down on me). I, personally, think Necros are where they should be, more of less.
1) I’m not sure if you’ve used wurm or not. It’s an excellent disengage, if you know how to use it. You have a million uses for this skill which I won’t go into because it would turn into a massive wall of txt. As for the speed thing… if you take nothing to give you speed, what can you expect? You’ll get caught.
Saying that burn+terror is the only viable build couldn’t be farther from truth. Again, would turn into a wall of text.
As for suggestions, just to throw this out there. Dagger #2 functioning similarly to Life Transfer (AoE damage + life steal), anyone?
Edit: Also : Mindx, I agree completely.
YouTube Channel
(edited by MethaneGas.8357)
So nobody agrees with my assessment, so be it. Would not be the first time I have been disagreed with. For now though I will start playing my warrior because even with the nerfs on the 10th they can still get away when needed. For those of you that are happy with the necro the way it is, I truly hope you keep enjoying the class, and I am not being sarcastic, I just find that the class is no longer for me. Thanks for replying anyways.
(edited by Tommyknocker.6089)
Death Shroud needs an increase to dps, when both skill 4 and 5 are used you are pretty much just auto attacking. While it can do a fair bit of damage per hit; untraited it only hits one target and has a slow attack speed. I think it should bounce, have a shortened casting time, have a greater amount of damage or life steal at least (health not added to deathroud, instead to actual life).
Also I think deadly strength should be the adept trait for death magic so that if you are not trying for a minion build you don’t have to get a trait that’s useless to you. Otherwise you are stuck with a minion that spawns and dies needlessly.
In PvP, the dhuumfire+terror combination IS the top-of-the-notch conditionmancer build. Yeah, you can go with other specs, but you’ll only be gimping yourself.
100% fear duration, over 1k damage per tick on the fear, an often occurring burning, the ability to deal every condition in the game except for confusion and a lot of ways to CC the opponent and the most bursty condition build in the game.
Other necro condition builds are just a piece of this. Yeah, they are not unplayable, but they shy in comparison.
I admire people who don’t want to stick to the meta, but it won’t help that this build is the proven best necro condition build in pvp.
In PvP, the dhuumfire+terror combination IS the top-of-the-notch conditionmancer build. Yeah, you can go with other specs, but you’ll only be gimping yourself.
100% fear duration, over 1k damage per tick on the fear, an often occurring burning, the ability to deal every condition in the game except for confusion and a lot of ways to CC the opponent and the most bursty condition build in the game.
Other necro condition builds are just a piece of this. Yeah, they are not unplayable, but they shy in comparison.
I admire people who don’t want to stick to the meta, but it won’t help that this build is the proven best necro condition build in pvp.
Yeah terrornecro even without dhuumfire is pretty insane compared to any other necro build, mostly because you can chain so many fears and stack a ton of conditions. Some of them do not even come from necromancer skills but runes and sigils. I mean the kitkitkitkitten how can someone condiburst more than other guy does with berserker build. Damage over time indeed. I was pretty happy playing terror necro before they boosted terror and added dhuumfire, now I just can’t look myself in mirror and go play any build with terror.
This is only me speaking of personal opinion, but I’ve found staff to be really annoyingly too good which is part of the problem. Especially aoe chill with combination of fear chaining is like.. ridiculous.
There is sadly also other similarly outrageous builds/weapon sets for most of other classes too, so it won’t help to go nerf terror/staff necros alone. :F
I think Life Transfer should not be interruptable. The number of times I’ve tried to use that skill, only to have it be interrupted every single time is staggering. It has a long casting time, and it has a long spell effect. Way too easy to interrupt, and it has a very long recharge time on top of that.
DS should provide more defense against CC skills. Right now any control skill hits right through it, and in wvw that means you will not get up again. That extra healthbar does nothing once you get hit by a CC skill, because you instantly get stun-locked, and DPS’d to bits.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I have few suggestions:
Spitefull marks : it needs 20% damage for marks,10% is not enough,bcs only one mark has good damage,others marks have low basic damage,10% is like nothing.
Siphoned power : 1 stack of might for 5 sec if your hp is less than 25%? Its bad joke,its maybe worst trait in game it needs something like 3 stacks of might for 10 sec if necro´s hp is lower than 50%
Life blast : i think casting time 1 sec is too long.with that 1 sec casting time target is death before i can hit him by life blast or i have lot of misses by life blast,primary in wvw. Why not make it like in underwater,half damage and 1/2 of sec. casting time or 3/4 damage and 3/4 of sec. casting time?
I think Life Transfer should not be interruptable. The number of times I’ve tried to use that skill, only to have it be interrupted every single time is staggering. It has a long casting time, and it has a long spell effect. Way too easy to interrupt, and it has a very long recharge time on top of that.
DS should provide more defense against CC skills. Right now any control skill hits right through it, and in wvw that means you will not get up again. That extra healthbar does nothing once you get hit by a CC skill, because you instantly get stun-locked, and DPS’d to bits.
Remember, Shaaaaade~ It made sense to have a long cast time.
It’s like ANet telling us: “For god’s sake just reroll a guard or warrior already”.
Somewhat agree.
It’s mostly nerfing conditions in PvP while our power specs in PvE still remain hugely less effective to other classes in dps and team utility. Why would anyone ever pick a necro over a warrior in tougher 5 man content? Jeez.
because WvW and also power builds are actually getting slightly more effective with this imo as a theory crafter im not going to explain what they are doing to make me more effective on a necro but i definitely have no plans to leave my necro behind now
A stun breaker or two on a lower recast (20s) would be great. That giant jungle worm is annoying me.
Better balancing on skills that do physical and condition damage rather then focusing extremly on condition. For example: Mark of blood 100 physical and 2000 bleeding -> 400 physical and 1000 bleeding. This would allow us players how we want our necromancer by choosing our gear, weapons, etc.
(edited by raubvogel.5071)
Near to Death - Reduces recharge on Transform skills (30% on DS / 20% on Plague,LIch Form)
“While in Plague form, the necromancer’s base Power is doubled …” replace power with condition power.
(edited by pierwola.9602)
Can the staff skills recharge even more reduced? Even traited it’s more waiting for skills rather then using them.
My wish on reduction incl. trait: #3: 8-12s #4: 12-14s #5: 30s torment would make sense on this one.
Again PVE pov.
Can the staff skills recharge even more reduced? Even traited it’s more waiting for skills rather then using them.
My wish on reduction incl. trait: #3: 8-12s #4: 12-14s #5: 30s torment would make sense on this one.
Again PVE pov.
Kinda designed that way, staff is there for DS and DS is mostly there for staff.
I’m not using DS. It’s too boring due to it skills. I’m just using it in order to survive.
I’m not using DS. It’s too boring due to it skills. I’m just using it in order to survive.
Elementalist forums > way.
Since i am on staff right now. Here’s another thing: Marks should work on obejcts and worldbosses as well. I mean its frustrating and a huge damage loss.
AN UPDATE
Weakening Shroud. This trait now does a smaller version of Enfeebling Blood when entering Death Shroud. Bleeding (1 stack only; 6 seconds [10s with full condition duration spec]). Weakness (2s [3s with full condition duration spec]). No ICD.Obviously this is a very big change so please discuss, and keep your discussion constructive, so that we can actually talk through the merits/downsides.
Jon
I see the general aim here is to reduce the number of times the Necromancer can reapply long bleeds to a target, so that they don’t apply more than the condition removal effects remove, to such an extent – and I agree with that.
But currently I enjoy using the weakening shroud as it can be easily used in combination with other skills as it has no cast time. I do think though as it stands, it is overpowered, but I would prefer it that it lost it’s bleeds altogether and got something else instead, while maintaining the weakness duration that it currently has to justify its name and original role (lowering attack damage).
So maybe remove the cool down and swap the bleeds for something like vulnerability stacks or a short immobilize. Maybe it could be moved into master or grandmaster if this is considered too powerful, but I would like it if it was still good enough to make it worth weaving into a play style, rather than have it as something that is so small of a benefit that its not worth thinking about during play.
as a powermancer that finds the thought of condi to be lame
I would like to see a cleave on Dagger
Do something with our casting animations so slow
For the love of god please do something with the Golem dying in water
Fix obstructs on spectral grasp
I don’t know if it me or not but Corrupt boon for some reason makes me sad
It would be cool if DS auto removed condi’s
Fix obstruct on DS 3 or 2 I forget which off the top of my head
Remove Sig of Spite
Give my access to more reliable Fury or might or Stab
Stomp or be stomped that is the code of the necro
Not having more reliable stability as an attrition class with zero mobility just baffles me. A-Net is really disappointing me.
A speed buff on minions would be great (+25%). Sometimes the just stand nearby you without attacking and that speed buff would compensate that. Also an overview of your minions with their status would be great.
Not having more reliable stability as an attrition class with zero mobility just baffles me. A-Net is really disappointing me.
I have 2 ideas on why anet is hesitant on adding stability to the class. Lets first look back on the reason why spectral armor never gave stability. The official answer was “we didnt want to make spectral armor a staple in all necro builds”. Fair enough adding 5sec+ stability to SA is enough for every necro to choose it in pvp. (Although I think necros would still stay away from it in wvw sw or wells are still better options)
Reason #1: They want to focus on heavy group coordination meaning necros should be getting stability elsewhere and should learn to work with that.
Reason#2 They do want to give necros stability but dont know where to add it.
Consume Conditions, Unholy Feast, Tainted Shackles, Spectral Wall are all good potential sources of stability.
Consume Conditions – Consume more than 5 conditions and gain 3 second stability
Unholy Feast – Amount of targets hit = Seconds of stability
Tainted Shackles – Amount of people immobilized (Not teathered!) = seconds of stability
Spectral wall – Run through 1 second stability
Blackgate Apexprime.enjin.com
Signet of the locust could add stability for 8s on activation… a lot of people are using it in pve already. Recharge like 20s and remove the damage stuff.
Weakening Shroud. This trait now does a smaller version of Enfeebling Blood when entering Death Shroud. Bleeding (1 stack only; 6 seconds [10s with full condition duration spec]). Weakness (2s [3s with full condition duration spec]). No ICD.
I never really payed attention to it, and it probably doesn’t matter anyway since it’s going to be changed, but the weakness base duration of Weakening Shroud is 10 seconds, not 6 sec.
Consume Conditions, Unholy Feast, Tainted Shackles, Spectral Wall are all good potential sources of stability.
Consume Conditions – Consume more than 5 conditions and gain 3 second stability
Unholy Feast – Amount of targets hit = Seconds of stability
Tainted Shackles – Amount of people immobilized (Not teathered!) = seconds of stability
Spectral wall – Run through 1 second stability
Some good ideas. If we’re denied mobility in combat, then more stability seems fair, in and out of DS.
Here’s how I see it: if we’re a sustain/disrupt archetype, then why does it feel so stressed into making significant trait, utility and skill sacrifices?
We should also have one of the most powerful downed states in the game; in pvp we’re seen as an easy stake. The devs need constructive criticism so I’ll make that my focus:
Fear: Change functionality to – Coalesce: Amalgamate into soul form, weakening nearby foes and granting mobility. When it ends the necromancer returns to their body, fearing nearby foes.
Fetid Ground: Add stacks of immobilize. Change to smoke field.
(edited by OrianZeta.1537)
Not having more reliable stability as an attrition class with zero mobility just baffles me. A-Net is really disappointing me.
It’s not that bad IF blindness, cripple and weakness would actually work but with current condimetaspam everyone runs like -1000% condition duration or straighforward immunity or permacleanse whatever so they don’t really help so much. Not to mention retaliation was nurfed so it doesn’t punish for bursting at necros anymore so well.
Also some builds just have too much stun/daze/immo spam hurting not only necros but like everyone who doesn’t want to run with so much "anti"conditions.
Condinecros can survive a little better 1v1 thanks to fear/blind/chill spam, power necros got to struggle a bit. I generally give up when I see a decent warrior even though I somehow manage to win sometimes, I’ve no clue why maybe they just go to take coffee when they see necro..
Not having more reliable stability as an attrition class with zero mobility just baffles me. A-Net is really disappointing me.
It’s not that bad IF blindness, cripple and weakness would actually work but with current condimetaspam everyone runs like -1000% condition duration or straighforward immunity or permacleanse whatever so they don’t really help so much. Not to mention retaliation was nurfed so it doesn’t punish for bursting at necros anymore so well.
Also some builds just have too much stun/daze/immo spam hurting not only necros but like everyone who doesn’t want to run with so much "anti"conditions.
Condinecros can survive a little better 1v1 thanks to fear/blind/chill spam, power necros got to struggle a bit. I generally give up when I see a decent warrior even though I somehow manage to win sometimes, I’ve no clue why maybe they just go to take coffee when they see necro..
I play Power mainly and I actually find my survivability is just fine. I am able to kite around/tank 3 enemies pretty consistently. The only issue with this is that without stability, I get CC’d every 2 seconds, making my damage output very low.
I just don’t understand how you can make a class that is neither mobile nor stable… it just doesn’t make sense.
Yep… I’m probably quitting at this update. Arenanet how do you create a class and not know a thing about it?
(edited by borrok.9267)
Spectral wall – Run through 1 second stability
Spectral Wall would be the best source of stability IMHO.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
I don’t like mark of blood. Since I’m playing with minions it’s healing my minions while i’m using death nova for further damage…
As mark of blood is know it is rather useless for the necromancer himself. If you want your minions to die and if you play without minions you most likely will not get any of its healing-regeneration benefits. So my suggestion is to add physical damage and remove the heal. That regeneration could be added to the dagger #2 so if you are in melee you got some great support rather then that boring dagger #2 skill.
On the trait: Reanimator -> This minion could be turned into a suicide minion which moves and explodes on the targeted foe.
Flesh golem: I hate that i can’t take it underwater and i can’t do anything about it that it dies. So a remove of the recharge while it dies due to diving would be nice.
Flesh golem: Charge: Recast 30s? Or maybe 20s since we do not have that much cc.
Minions in general: Since they do not much damage why do they hit only one target. It would be cool to have them attack 3 targets.
Spear skills:
#1: Should attack 3 targets
#2: Should follow like the warriors one.
#3: More damage and/or heal
Trident skills:
#1: More physical damage
#3: Add physical damage
(edited by raubvogel.5071)
I don’t like mark of blood. Since I’m playing with minions it’s healing my minions while i’m using death nova for further damage…
As mark of blood is know it is rather useless for the necromancer himself. If you want your minions to die and if you play without minions you most likely will not get any of its healing-regeneration benefits. So my suggestion is to add physical damage and remove the heal. That regeneration could be added to the dagger #2 so if you are in melee you got some great support rather then that boring dagger #2 skill.
don’t forget, the staff is meant to be a supportive piece, you would kill it with this.
instead change the poision nova minion trait→‘minions cannot be healed in any way’
would make sense.
Personally:
-I would like to see some stuff, that only a necro could do for a group.
-change back the staff putrid mark to transfer others’ conditions, since the staff as a support piece, like this was really got the nerf.
-at least 1 more weapon option (+1main and off/ or 1piece of 2h)
-some CD reduction on certain skills. I like corrupt boon in pvp, but 40sec?
- some thing to do with the condi cap
I don’t like mark of blood. Since I’m playing with minions it’s healing my minions while i’m using death nova for further damage…
As mark of blood is know it is rather useless for the necromancer himself. If you want your minions to die and if you play without minions you most likely will not get any of its healing-regeneration benefits. So my suggestion is to add physical damage and remove the heal. That regeneration could be added to the dagger #2 so if you are in melee you got some great support rather then that boring dagger #2 skill.
Better suggestion: don’t use Mark of Blood on cooldown if you want your minions to die quickly.