Problem:
Life siphoning in its present form is considered insufficient for providing the attrition and sustain which are, ostensibly, the hallmarks of the necromancer profession in general and certain variants of blood necromancer in particular. This isn’t merely opinion, but rather has been demonstrated by the player base and even the devs themselves who’ve remarked on how lackluster life siphoning is.
There are many reasons for this state of affairs. I believe one of the most fundamental is the devs’ fear that life siphoning which scales proportionately to the amount of damage the necromancer receives, how many foes the necromancer faces, or otherwise provides sufficient attrition and sustain for the classic vampiric necro will push minion master necros who trait into life siphoning into the ungodly realm.
If true, this is a legitimate fear. However, it is also holding blood necromancy back from being the truly rewarding, viable, and yet balanced option for players who enjoy it.
Solutions:
1) Do nothing. Blood necromancy remains a sub-optimal build played by a vanishingly small minority of the player population. They play it out of nostalgia for their GW1 days or are otherwise drawn to the thematic style of the blood necromancer; at the expense of in-game viability.
2) Make near-insignificant changes to the life siphoning numbers while touting them as “improvements”. This is even worse than doing nothing as it creates a situation of shattered hopes and unmet expectations for those players drawn to blood necromancy. Even if true improvements are in the works, the pace of their role-out is so slow and the results to date so disappointing that the frustration and lost faith this engenders in the blood necromancer population will do more harm than the improvements will do good over the long term.
3) Add a new trait and change existing traits which permit additional life siphoning for the necro but not from minions. This has the effect of allowing the classic vampire to emerge as a viable build in GW2 without overpowering the minion master who chooses to rely on life siphoning for their sustain, as well. It is this solution I will now discuss in detail.
Details and Discussion:
1) Blood to Power (Blood Magic Minor Grandmaster trait).
This trait is useless. It’s rare to remain above 90% health in a protracted fight; protracted fights being what an attrition and sustain class is supposed to excel at and even attempt to create to leverage their strengths over time.
Thematically it doesn’t fit, either. Our adept and master minor traits fit the blood theme; gain regeneration when health drops below a threshold and siphon health when hitting a foe, respectively. But more power in our healing and vitality line? It just doesn’t fit the theme.
Here is what I suggest changing it to:
Blood Reaper (working name; suggest a different one if you like)
Gain 10% of Life Force generation as healing. Does not function while in Death Shroud (to preserve the current prohibition against DS healing).
The way this works is let’s assume a Life Force pool of 18,000. Something dies near the necromancer and they gain 10% of their Life Force from that death; 1,800 Life Force in this case. The necro who has invested 25 points into the Blood Magic line would also be healed for 10% of that amount; 180 health. Additionally, the same necromancer wielding a dagger gains 6% Life Force with Necrotic Bite; 1,080 Life Force in this case. They would then be healed for 10% of this amount, too; 108 health. Finally, this necromancer casts Spectral Grasp and gains 15% Life Force; 2,700 Life Force. They would be healed for 270 health.
None of these healing amounts are astronomical. Instead, they’re a low but sustained trickle of health as befitting the kind of healing to which blood necros have access. Also note this is just straight healing based on Life Force; there will be no scaling with healing power and it is unaffected by Bloodthirst, Vampiric, et al. Indirectly, however, increasing vitality will improve the healing generated from this trait; so a nod is given to diversifying stats.
Furthermore, it remains consistent with the lore and design philosophy of the necromancer being an adherent of the aggression school of magic. This new source of healing results from the death of enemies in the necro’s vicinity as well as the necros aggressive use of their skills to press the offensive. This trait won’t be nearly as effective for the necro standing in the backline and sniping away at targets as it will be for an in-your-face necro feverishly slashing away at enemies.
(continued)
(edited by Kraag Deadsoul.2789)