So something I absolutely loved in GW1, EQ and early WoW (with the warlock) was sacrificing my health for some kind of cool benefit. Be it, sacrificing health to give mana/energy to others, sacrificing health to do more damage, sacrificing health to heavily debuff enemies or sacrificing health for some kind of utility such as moving quickly or regain health quickly for a set period of time. In GW2 there was a bit of playing with your health pool with the condimancer and plague signet, but it’s a really pale comparison and pretty trivial because the conditions can be ditched quickly.
In the coming xpack, and with some new utilities, traits and what not, and the possibility of a new specialization that takes life force and uses it as something other than a shield and different damage abilities, I’m hoping this old style of gameplay can be brought back.
Some ideas I thought could be interesting are:
- Utility that sacrifices health and/or life force for quickness.
- With the mention in the PoI about mushrooms shortening skill cooldowns, maybe some unique group buffing: new elite sacrifice or constantly drain health to give a buff to yourself and nearby allies to decrease skill cooldown by x%.
- Short cooldown utility ( < 5 sec) that sacrifices 10+ % max health to double the condition damage of the next bleed (or two bleeding applications).
- Sacrifice health utility skill that greatly increases (+50%) outgoing heals (possibly to also nearby allies)
- Drain health utility to increase the power and toughness of minions.
Then on an slightly unrelated note: The signet of vampirism reminds me a bit of the debuff applied by barbs. It’d be interesting if stacking debuffs like that could be applied that could have extra damage done scale with a stat like power or condi damage. The benefit of having that over something like applying vulnerability is then there is a controlled flat damage boost that makes it easy to balance around, and it can provide some interesting new synergies, like fast but softer hitting attacks (like the dagger aa) being able to provide harder spike damage, or less power heavy derived attacks still being able to trigger the boost damage without any loss to the debuff’s final output.
What are you willing to sacrifice?
Well, the corruption skills kinda work that way. With the expansion, they could rework them a little.
Change the cost to either bleed stacks or direct health sacrifice, increase both the effect and the self hurt; and buff Corrosive cloud and Blood is Power while doing that.
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold