Hypothetical Question about SoV
Well the passive heal is 320ish which is 10% of 3000. Considering most attacks don’t deal 3000 damage it is pretty much a 10% damage reduction plus it has a low cooldown for a utility of 35 seconds. I’d say that would make it a pretty decent ability for some kind of tanking build with high toughness. Having said that I believe this skill will get a buff along with other siphons on september 9th.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Probably not. Signets/Siphons need to work in Deathshroud for SoV to ever be useful. It is simply too niche like you said before. Compare it to spectrals – good in any build/situation – we always want more LF and stunbreak/boons are always good – SoV needs to be more useful in all situations and should better address attrition which Necromancers sorely lack.
Simply removing the ICD or upping the values may not be enough. Not sure how to fix this skill or the class in general. Attrition is something Necros need and simply have never had.
Well the passive heal is 320ish which is 10% of 3000. Considering most attacks don’t deal 3000 damage it is pretty much a 10% damage reduction plus it has a low cooldown for a utility of 35 seconds. I’d say that would make it a pretty decent ability for some kind of tanking build with high toughness. Having said that I believe this skill will get a buff along with other siphons on september 9th.
any information on that out? I think I missed it if there was.
Probably not. Signets/Siphons need to work in Deathshroud for SoV to ever be useful. It is simply too niche like you said before. Compare it to spectrals – good in any build/situation – we always want more LF and stunbreak/boons are always good – SoV needs to be more useful in all situations and should better address attrition which Necromancers sorely lack.
Simply removing the ICD or upping the values may not be enough. Not sure how to fix this skill or the class in general. Attrition is something Necros need and simply have never had.
we used to be a very strong attrition profession in the Alpha. You can look back at old videos were a necromancer player was able to successfully kite around half a team in PvP and still get away. But that was a bit much so they nerfed it. A bit too hard and we still haven’t recovered.
Also, Agree about the siphoning and signets.
Well the passive heal is 320ish which is 10% of 3000. Considering most attacks don’t deal 3000 damage it is pretty much a 10% damage reduction plus it has a low cooldown for a utility of 35 seconds. I’d say that would make it a pretty decent ability for some kind of tanking build with high toughness. Having said that I believe this skill will get a buff along with other siphons on september 9th.
any information on that out? I think I missed it if there was.
Not yet. He is speculating. But he SHOULD be right.. it is only logical they buff siphons and attrition for necromancer as well as some cleave.
Overall Condition and Power builds do not lack offense for a Necromancer. It is prolonged battles where the lack of sustain really starts to show. If the necromancer will never be given the tools to disengage than it needs to tools to stay in battle and sustain.
This brings me to his point of 320 hp being a decent amount.. which it is. The problem is that the Necromancer needs to be actively receiving damage for it to tick which is flawed IMO. Healing Signet by comparison has more hp/s and does not require the Warr to do anything. The Elementalist signet simply needs them to cast a spell. It does not have to connect or anything and even works on auto-attacks. For a class with terrible healing/siphons/attrition it makes no sense that we have the worst “Healing Signet” and it is clearly the worst by far
GW1’s necro was – IMHO – the pinnacle of attrition play perfected (when built for it, of course). One of the keys to that were multiple siphoning utility skills which permitted the necro to maintain a low (but not as ridiculously low as GW2’s) but constant trickle of healing at an opponent’s expense. The other key was being able to use your own health as a resource to sacrifice now for an even greater benefit later. It was beautiful.
GW2 dispensed with both mechanics for the necro class and that – in conjunction with other factors – severely limits our attrition potential. Would making SoV a utility solve the problem? By itself, no. However, it would a be a step in the right direction of giving us additional tools designed specifically to enhance our attrition and sustain.
Well the passive heal is 320ish which is 10% of 3000. Considering most attacks don’t deal 3000 damage it is pretty much a 10% damage reduction plus it has a low cooldown for a utility of 35 seconds. I’d say that would make it a pretty decent ability for some kind of tanking build with high toughness. Having said that I believe this skill will get a buff along with other siphons on september 9th.
any information on that out? I think I missed it if there was.
Just an educated guess.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
So, first I was going to say it’d be really strong, maybe too strong, but then I noticed guardians just have a flat -10% incoming damage.
But anyway, I think it should stay as a heal and simply get a bit of a rework. It needs something to noticeably differentiate it from Blood Fiend, since right now they are both (awful) passive heals.
So, first I was going to say it’d be really strong, maybe too strong, but then I noticed guardians just have a flat -10% incoming damage.
But anyway, I think it should stay as a heal and simply get a bit of a rework. It needs something to noticeably differentiate it from Blood Fiend, since right now they are both (awful) passive heals.
this is a “what if” question. I am in no way suggesting this change take place.
GW1’s necro was – IMHO – the pinnacle of attrition play perfected (when built for it, of course). One of the keys to that were multiple siphoning utility skills which permitted the necro to maintain a low (but not as ridiculously low as GW2’s) but constant trickle of healing at an opponent’s expense. The other key was being able to use your own health as a resource to sacrifice now for an even greater benefit later. It was beautiful.
GW2 dispensed with both mechanics for the necro class and that – in conjunction with other factors – severely limits our attrition potential. Would making SoV a utility solve the problem? By itself, no. However, it would a be a step in the right direction of giving us additional tools designed specifically to enhance our attrition and sustain.
Its a hypothetical question. I’m not at all suggesting that it be made into a utility skill. I’m more interested in the response then an actual change. I want to see what people might think of it if it was in a different situation.
Also, the GW1 necromancer was good at everything. Healing, punishment, nuking, support, tanking(through minions), control. You name it.
In a build with high healing power, I’d almost certainly use it as a utility. It offers more damage mitigation than protection in alot of cases.
In a build with high healing power, I’d almost certainly use it as a utility. It offers more damage mitigation than protection in alot of cases.
It only offers more than protection if the hit is less than 1400 damage, and you get hit at most once a second, with 1400 healing power.
SoV w/o the half heal as utility? I think not. It’s only use is when trading heals for ally syphon against bosses
In a build with high healing power, I’d almost certainly use it as a utility. It offers more damage mitigation than protection in alot of cases.
It only offers more than protection if the hit is less than 1400 damage, and you get hit at most once a second, with 1400 healing power.
At 900HP (for example), the passive heal would be 415 (325 + HP * 0.1). A hit of 1000 (for example) would be mitigated 33% by protection down to 666, whereas the same 1000 hit offset by a 415 heal is 41.5% mitigation.
Its context dependent, so the 1 sec ICD must be figured in along with the average dmg per hit in order to determine which is better mitigation in a given circumstance.
I used SoV for the first time last night and was quite impressed by how well it worked for me in PVE.
In a build with high healing power, I’d almost certainly use it as a utility. It offers more damage mitigation than protection in alot of cases.
It only offers more than protection if the hit is less than 1400 damage, and you get hit at most once a second, with 1400 healing power.
At 900HP (for example), the passive heal would be 415 (325 + HP * 0.1). A hit of 1000 (for example) would be mitigated 33% by protection down to 666, whereas the same 1000 hit offset by a 415 heal is 41.5% mitigation.
Its context dependent, so the 1 sec ICD must be figured in along with the average dmg per hit in order to determine which is better mitigation in a given circumstance.
I used SoV for the first time last night and was quite impressed by how well it worked for me in PVE.
That’s because mobs in PvE attack so infrequently, the 1 second ICD could let you reduce the damage from multiple opponents. Against any player, it’s far less effective because of the massively increased attack speed.
In a build with high healing power, I’d almost certainly use it as a utility. It offers more damage mitigation than protection in alot of cases.
It only offers more than protection if the hit is less than 1400 damage, and you get hit at most once a second, with 1400 healing power.
At 900HP (for example), the passive heal would be 415 (325 + HP * 0.1). A hit of 1000 (for example) would be mitigated 33% by protection down to 666, whereas the same 1000 hit offset by a 415 heal is 41.5% mitigation.
Its context dependent, so the 1 sec ICD must be figured in along with the average dmg per hit in order to determine which is better mitigation in a given circumstance.
I used SoV for the first time last night and was quite impressed by how well it worked for me in PVE.
I wasn’t impressed with it in PvE. The healing is too low, it doesn’t cleans conditions, doesn’t provide LF, and when healing allies well of blood was better. When really needing a healing skill, mainly against bosses, the 300 healing is nothing.
We also have to remember that healing isn’t the same thing as damage reduction. Reducing damage will always be better then raw healing at the same numbers. A skill that reduces 300 incoming damage will be better then a skill that heals for 300 after an attack,
I hope this skill gets a major buff. Because it was and still is a major disappointment.
At 900HP (for example), the passive heal would be 415 (325 + HP * 0.1). A hit of 1000 (for example) would be mitigated 33% by protection down to 666, whereas the same 1000 hit offset by a 415 heal is 41.5% mitigation.
Its context dependent, so the 1 sec ICD must be figured in along with the average dmg per hit in order to determine which is better mitigation in a given circumstance.
I used SoV for the first time last night and was quite impressed by how well it worked for me in PVE.
That’s… exactly what I said. Even with high healing investment, the break-even point is extremely low, getting hit with one 1k attack every second is incredibly rare, even my cleric MM without a single minion up can nearly reach that break even point.
SoV is a healing signet that requires you to get hit every second perfectly on the second to have similar HPS. Its just… not good, not to mention that a passive heal already exists in blood fiend. This skill needs to have an ICD per attacker, it needs an active rework, and frankly if it actually siphoned health that’d be great to give it a niche (a retal-like effect to stack with retal).