(edited by Ambrecombe.4398)
Idea : Soulbound Recovery
This is actually a really promising idea. Not sure if the LF cost is right, would probably need a lot of testing, but I like it!
I think it’s really interesting, so kudos for thinking it up.
“He’s like a man with a fork in a world of soup.”
I honestly like the idea especially since you can use life force without using death shroud (which isn’t that good), but don’t let those dodges activate traits that involve dodges ottherwise it would be OP. (ex: mark of blood on dodge)
It’s not bad, sort of a half measure to ultimate mitigation like invulnerable, blocks and aegis.
Other classes get more out of dodge because of better mobility and stability. Without those things you are still liable to be ping ponged or locked out of your dodge by stuns.
But certainly be better than what we have now, which is nothing.
I feel like its a bandaid, and kind of a bland one. I don’t think there are any core base issues with the Necromancer. The problem is we have 0 defensive traiting, and (besides Spectral Armor) few great defensive CDs on either weapons or utility skills.
Fix those issues and Necromancer is in a much better place, and they’ve essentially already said they are looking at the defensive traiting issue when we get new DM minor traits.
@Pendragon, that’s exactly what I like about it: since the devs seem determined to keep DS as our only source of survivability rather than give us the kind of real mitigation mechanics that other classes have, letting us use life force as a bonus endurance pool is basically doing exactly that! :p
Plus it’s the kind of mechanic that forces a tactical decision on the player: do I go into DS to absorb incoming damage, or do I use LF to dodge it? It forces you to think about how big the incoming attack will be, and whether you’ll waste less life force by dodging it or by facetaking it in DS.
I’d love to see SOMETHING!
Something that kept up with ‘vigor’ that wasn’t the vigor buff.
I’d really love to see more Life Force manipulation. (Things like this, or heals in DS, or give buffs to allies after draining life from others.)
I think the most fun ideas I’ve heard, is… Leeching/siphoning endurance from others. Tho as it’s a pvp balanced game, I can see it not being enough to effect another player more than 1 dodge per 5mins, and only give us a extra dodge per 3mins. :-/
I don’t think there are any core base issues with the Necromancer.
I don’t agree with that part. One of the things I have a problem is that we cannot heal during deathshroud. It means that going deathshroud is not always a good option especially in siphon builds (which includes MM). The dodge in exchange for life force will allow us to avoid damage while still using our healing abilities.
BTW life force increases numerically with Soul Reaping not in a percentage, making the new value of LF its new base.
Love your idea, also want something like sacrifice hp for lf and lf for hp
BTW life force increases numerically with Soul Reaping not in a percentage, making the new value of LF its new base.
Oh I didn’t know that, well we could always increase the base value of the lifeforce consumption and make the Soul Reaping decrease that value a bit?