(edited by pierwola.9602)
"Healermancer" Suggestion
I like the Reaper’s Touch and don’t mind the Deathly Invigoration one either. The only problem with DI change is the health steal is dependent on proximity of enemies then, which forces you to be in close range when exiting DS to get any benefit from the trait.
Unfortunately, your change to Mark of Blood Regeneration would completely kill its viability as a sustained self and group heal over time. At 300 ticks MoB heals 3000 health every 10 seconds on up to 5 allies, while using the exact same skill (on condi necros) as a main offensive attack. The power of MoB is that it indefinitely stacks area regeneration with a really quick CC.
It’s not hard to keep Regeneration up 100% of the time on party members, healing tens of thousands of points worth of damage. If they were going to change MoB at all, it should be changing the healing portion from Regeneration to a non-boon functionality. Essentially keep the same healing scale/mechanics as regeneration more or less, but being a non boon now stacks with any regeneration instead of extending it.
Reaper’s Touch only issue is imo the regen is bad, but as it is now its a fine skill in need of now changing.
MoB also is a fine skill as is.
The Deathly Invigoration change is fine, but far too complicated. If it will have distance, make it just two, above or below 600 range. And it needs to be more healing than damage, and still affect allies. Essentially similar to how it is now, but scaling with how many enemies are around and how close they are.
Don’t you dare changing my Reaper’s Touch! Can’t touch this!
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Deathly invig proposed changes are way too op.