The following began as a response to a post in this thread. It quickly escalated in size and scope, thus warranting it’s own topic (and a desire to not derail the thread from which it was spawned).
The problem with vampiric is AOE. They are balancing vampiric around fast hitting attacks that hit multiple times and aoe abilities. These abilities include axe 2, staff auto (pierce), all staff marks and all wells. This makes single target siphons weak because if they upped the scaling then healing from aoe would be too strong. You can potentially tag 90 targets in 7 seconds with wells alone (7 pulses x 5 targets=35, 6 pules x 5 targets =30, 5pulses x 5 targets 25). Throw in all staff marks and a few auto attacks and you can potentially tag around 120 targets in 10 seconds.
The devs could man up and address the scaling problem head on or just claim that this continued band-aid fix is working.
Or, you could realize that the siphoning the necro gets from tagging that many doesn’t even come close to helping him last longer against the incoming damage that those enemies provide. Siphoning is one of the things that actually rewards us for aggressive play, hitting as many things as possible. Given Necromancers embody the school of Aggression, I think that’s fitting.
Necro’s biggest problem defensively is that what we have doesn’t scale beyond one opponent. Siphoning is the only thing we have that actually does. If they increased siphoning to be significant (note I did not say “enough to counter”) against one opponent, it is automatically correct for multiple opponents.
^ This.
Though I can appreciate where the arguments in favor of adding internal cool downs to life siphoning are coming from, the solution offered does not address the fundamental flaws.
Here are the various life siphoning options. I’m not suggesting these are the only ones available; it’s a simply a comparison of current life siphoning, internal cool down life siphoning, and a third hybrid suggestion:
1) Current life siphoning.
Steals life with each hit of direct damage, regardless of source, when traiting Vampiric. The pro argument is it can potentially give a necro a lot of sources of siphoning to aid our sustain. It doesn’t actually work that way in practice; read on.
The con argument is it scales with attack speed and/or the amount of AoE that a necro can put out, thus favoring dagger/warhorn and well users. It can be debated this is balanced because the dagger-wielding necro risks more by getting within melee range. Thus they should be rewarded with more siphoning from their faster attack speed. Regardless, since dagger will always be the fastest attacking weapon, life siphon builds favor dagger wielders; shutting out other necro builds from utilizing life siphoning as a sustain mechanic.
The problem is further compounded by ArenaNet’s balancing of life siphoning under the most idealized of circumstances; a dagger/warhorn necro simultaneously dropping multiple wells, popping Locust Swarm, and slashing away with their dagger for some insane life siphoning. To avoid this becoming OP, ArenaNet dials down the hit-for-hit amount of siphoning to ridiculously low levels.
This is problematic for two reasons. First, in practice, it’s rare to ever achieve that idealized scenario. This is in reference to PvP/WvWvW; PvE mobs are dumb as rocks and will stand in any AoE, be it wells, meteor shower, etc. (this is not exclusive to necros). But because they are so afraid of the OMG-UBER-PWNZER-UNKILLABLE-VAMPIRE-NECROS-SO-OP fringe outlyer scenario (which would never happen in PvP anyway because enemies would just simply…walk out of the wells), per-hit life siphoning is insufficient for providing practical sustain.
Secondly, by balancing around the idealized scenario (which leads to weak per-hit life stealing), siphoning has transformed from a sustain mechanic to a burst mechanic. It’s most optimal use doesn’t come from a small but consistent trickle of self-healing over time (as would befit sustain), but rather from jumping into the middle of a fight to bomb enemies with everything you’ve got for 10 seconds (wells are 5 second duration, but Locust Swarm is 10 seconds) and then getting the hell out of Dodge!
2) Add an internal cool down to life siphoning
This suggestion seeks to correct the problems inherent in the current model by introducing an internal cool down. Life siphoning would process only once per second (per the most frequently suggested quantum of time), regardless of how many hits are being made second to second.
(continued)