[Merged] Signet of Vampirism and related changes

[Merged] Signet of Vampirism and related changes

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

If that is it..

After all my entheusiasm.. all i can say is..

“Thats’s it?”

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

That is pathetic. Sad thing is, i can actually see this being implemented without any changes. That pretty much needs a total rework imo. Remove the allied crap for a start, change the when hit to on hit, buff up the healing, hell remove the damage and buff up the healing even more.

Give it some benefit for Death Shroud builds as well, like my idea.

As is? Rather useless and dont see it being used by anyone.

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Posted by: Amstel Steel.2058

Amstel Steel.2058

The problem with Siphon builds is they suck in terms of getting health. I would love a REAL Vampire build, but the Siphon abilities are a JOKE. The heals need to be in the HUNDREDS not Tens :/

I think there is a calculation involved. If I remember correctly the vampiric trait is in the 40’s but ends up stealing ~200. The way that heal looks now though is the active effect will allow teammates to steal ~100 health and the passive effect will steal…. less than a hundred.

Coming from gw1 life steal builds are either useless or over powered. Such is the nature of a mechanic that deals damage as well as heals. Hopefully it’s not useless.

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Posted by: Dalanor.5387

Dalanor.5387

As is? Rather useless and dont see it being used by anyone.

Spamming the active part on CD for big events like Teq. The question is, does it stack from multiple necroes? If yes, how?

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Posted by: Merlin Dyfed Avalon.5046

Merlin Dyfed Avalon.5046

Just the fact that passive effects of signets don’t work on a transformation is pretty sad.

“Coming from gw1 life steal builds are either useless or over powered. Such is the nature of a mechanic that deals damage as well as heals. "

like the guardian meditation build.. we have it already ..

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Posted by: spoj.9672

spoj.9672

The active will heal the necro + allies that hit the target. Its pretty obvious how it would work, it would apply a unique debuff to the target which triggers lifesteal when hit by anyone. And it would take more complicated code to specifically exclude the caster from getting the active. I imagine you cant stack the debuff but it probably wont have a cap on world bosses. Everyone who hits the boss will recieve lifesteal.

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Posted by: Distaste.4801

Distaste.4801

Assuming this is accurate, does anyone else see something missing from this skill? And I mean completely-not-even-there?

There is no self-heal on the active. Yay necros for getting the only healing skill that doesn’t directly heal us..

Take a look at the thief new heal skelk venom that one is worse than the necro’s. So no the necro’s aren’t getting the only healing skill that doesn’t directly heal the user. In fact I don’t believe the warriors will either since it requires them to get hit to heal. The engineer one only heals after 4s or the engineer takes fatal damage. So at least 3 other classes have a heal that doesn’t directly heal them on use and a few others have conditions that need to be met in order for their skills to heal.

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Posted by: ronpierce.2760

ronpierce.2760

Just what necros needed (next to blood fiend), another heal that can be evades/blocked. Not to mention unless we can heal in DS this heal isn’t going to keep us from dying…

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Posted by: Amstel Steel.2058

Amstel Steel.2058

Assuming this is accurate, does anyone else see something missing from this skill? And I mean completely-not-even-there?

There is no self-heal on the active. Yay necros for getting the only healing skill that doesn’t directly heal us..

Take a look at the thief new heal skelk venom that one is worse than the necro’s. So no the necro’s aren’t getting the only healing skill that doesn’t directly heal the user. In fact I don’t believe the warriors will either since it requires them to get hit to heal. The engineer one only heals after 4s or the engineer takes fatal damage. So at least 3 other classes have a heal that doesn’t directly heal them on use and a few others have conditions that need to be met in order for their skills to heal.

I’m inclined to like this though as it will hopefully have a better risk:reward though without it going live for the community to build theory the new heals we won’t know how good they ultimately will be. Another thing to keep into consideration is the separation from a conquest meta for a new game mode meta.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

To me, its pretty much the same as Blood Fiend but rather than an active heal, it lets everyone else steal health…Weak. Very weak.

The Passive (as long as its strong enough) is decent, the active needs to be replaced. The Passive needs to work in Death Shroud but give Life Force instead and the Active should be a sort High risk sort of heal:

Outside Death Shroud: Consume ALL Life Force and regain all health, Life Force cant be gained for X number of seconds

Inside Death Shroud: Consume all but 1 health and double and fill Life Force.

This would mean that they would have to make the passive work in ALL (imo) Forms – Lich, Death Shroud and Plague and make it so that you can use the heal in Death Shroud.

Not sure how difficult this would be, but worth it i think.

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Posted by: spoj.9672

spoj.9672

I know i will be using it when i dont need condi cleanse.

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Posted by: alanis.6094

alanis.6094

Looks like an interesting Signet that will be unusably in any PvP environment.

why?

Because anytime someone gets marked, you are going to be met with dodges and chain CC.

Drusilla Ina Alanis
<The Undead Lords>
Since 1994 – undeadlords.net

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Posted by: ronpierce.2760

ronpierce.2760

Looks like an interesting Signet that will be unusably in any PvP environment.

why?

Because anytime someone gets marked, you are going to be met with dodges and chain CC.

And it’s evadable/blockable/etc. Too much chance for this heal to totally not work in pvp, and I can almost guarantee it wont.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Looks like an interesting Signet that will be unusably in any PvP environment.

why?

Because anytime someone gets marked, you are going to be met with dodges and chain CC.

Ah, i thought you was talking about some of the suggestions, Yeah i agree the one that we seem to be getting is VERY poor.

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Posted by: Muchacho.2390

Muchacho.2390

well even assuming that those numbers are for level 1, i feel they are really bad. I mean the passiv lifesteal deals more damage than it heals you? Wtf the heal should be bigger than the damage…
For gods sake, that’s for a healing slot.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Another option:

Vampiric Signet
passive: Siphon health whenever you hit a foe (Life siphon damage: 300/Life siphon 25% of damage done) while in Death Shroud Siphon Life force whenever you are hit by a foe (Life siphon damage: 300/Life force gained: 5%)

active: Outside of Death Shroud: Consume All Life Force for 100% heal. Life Force Can not be gained for X number of seconds. In Death Shroud: Consume All but 1 health to Double Life Force and Fill it up.

What about a heal that heals you for a % of the damage that you take? rather than being a flatout baseline heal the more damage you take the more you are healed?

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Posted by: Bhawb.7408

Bhawb.7408

Yeah, but that could surely be changed for ONE heal.

A heal that involves damage reduction/life force regen while in Death Shroud could be an option.

It isn’kittens an issue of coding. DS is a quasi-transform. When you are transformed, you have an entirely different set of skills. As in, all of your normal skills are unequipped, and the new skills are equipped (along with w/e other effects). This is why Transforms kill minions and signets. (All of this is just my understanding, please correct me if I’m wrong).

Which would make it hard to make this skill “work”, because as far as the game is concerned, when you are in DS you have no healing skill equipped.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Yeah, but that could surely be changed for ONE heal.

A heal that involves damage reduction/life force regen while in Death Shroud could be an option.

It isn’kittens an issue of coding. DS is a quasi-transform. When you are transformed, you have an entirely different set of skills. As in, all of your normal skills are unequipped, and the new skills are equipped (along with w/e other effects). This is why Transforms kill minions and signets. (All of this is just my understanding, please correct me if I’m wrong).

Which would make it hard to make this skill “work”, because as far as the game is concerned, when you are in DS you have no healing skill equipped.

Couldnt they just code it like they code the 1-5 skills? So that when you have this heal slotted it doesnt become locked and the Passive works but when you dont have the skill slotted then it becomes locked out?

Surely Anet should have thought ahead when building the game and not left such a silly thing in that would be so restrictive???

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Posted by: Bhawb.7408

Bhawb.7408

ANet has done a number of coding things that are really weird, and I’m not sure if they could make this one work. Not to mention it would also need to be coded so that it actually healed you while in DS, since even if the passive “worked” while in DS, it’d still try to heal you when you get hit, and be unable to.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

ANet has done a number of coding things that are really weird, and I’m not sure if they could make this one work. Not to mention it would also need to be coded so that it actually healed you while in DS, since even if the passive “worked” while in DS, it’d still try to heal you when you get hit, and be unable to.

I would like to think, if it were possible

That it would be technically 2 heals:

1 would be equipped and then as you go into Death Shroud it is replaced by the Death Shroud version, kind of like how some skills work different under water.

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Posted by: Bhawb.7408

Bhawb.7408

I would like to think, if it were possible

That it would be technically 2 heals:

1 would be equipped and then as you go into Death Shroud it is replaced by the Death Shroud version, kind of like how some skills work different under water.

A very interesting idea, and could at least potentially fix the issue with other Transforms (make the skills uncastable, but still equipped like this). Unfortunately they’d still need to make it possible for DS to be healed through.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I would like to think, if it were possible

That it would be technically 2 heals:

1 would be equipped and then as you go into Death Shroud it is replaced by the Death Shroud version, kind of like how some skills work different under water.

A very interesting idea, and could at least potentially fix the issue with other Transforms (make the skills uncastable, but still equipped like this). Unfortunately they’d still need to make it possible for DS to be healed through.

Really all they would need to do (like its not alot lol) is:

Make it so that it deals damage to your health bar to leave you with 1 health
Double your Life Force Bar
Refill Life Force Bar

Personally, i think it COULD be possible. The question would be – would Anet actually bother doing it…

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Posted by: Bhawb.7408

Bhawb.7408

Its possible for them to do whatever they want. Its a question of resources though, and using a significant amount of resources for a “small” issue in the grand scheme of the whole game isn’t something they can afford now.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Its possible for them to do whatever they want. Its a question of resources though, and using a significant amount of resources for a “small” issue in the grand scheme of the whole game isn’t something they can afford now.

I wouldnt really call it a “small” issue. I am sure plenty of people would like Signets to work in Death Shroud, as well as Siphon skills and healing skills.

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Posted by: Burjis.3087

Burjis.3087

I’m kinda dubious about the Signet of Vampirism. You siphon health when you are attacked? Like siphon how much health? 200? 300? 500?
If the numbers are too high, the skill is going to be OP.
If the numbers are low, you are screwed against high damage burst attacks (how can you heal through a 6k backstab?). Even if it heals you for 500 per hit, a damage of 2k is reduced by only 25% (less than protection!).
And then, conditions… try to heal through that!

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I’m kinda dubious about the Signet of Vampirism. You siphon health when you are attacked? Like siphon how much health? 200? 300? 500?
If the numbers are too high, the skill is going to be OP.
If the numbers are low, you are screwed against high damage burst attacks (how can you heal through a 6k backstab?). Even if it heals you for 500 per hit, a damage of 2k is reduced by only 25% (less than protection!).
And then, conditions… try to heal through that!

Yeah something tells me its going to be rather crappy. It SHOULD combine well with the Siphon skills and traits but of course they need to be buffed to make them any use as well.

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Posted by: Bellamy.9860

Bellamy.9860

I think the signet will be great as long as they make the mark ublockable and undodgable so that only the lifestealing hits can be avoided. Since they also reduce the amount of vigor uptime across the board this will help a lot with getting evadespammed once someone is marked.
Also if the effect of the mark has no icd or some strange stack-mechanic and is instead a time limited debuff then power builds might profit with the access to multihit abilities more than a diremancer.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I think it would have been better if the active part was something like:

The Next 3-5 attacks are absorbed and the damage is turned into Healing

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Posted by: ronpierce.2760

ronpierce.2760

I think it would have been better if the active part was something like:

The Next 3-5 attacks are absorbed and the damage is turned into Healing

That would have been the warrior heal.

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Posted by: alanis.6094

alanis.6094

I think it would have been better if the active part was something like:

The Next 3-5 attacks are absorbed and the damage is turned into Healing

That would have been the warrior heal.

Drusilla Ina Alanis
<The Undead Lords>
Since 1994 – undeadlords.net

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Or:

100% of the next 5 attacks damage is turned into healing

?

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Posted by: DeTechTive.9251

DeTechTive.9251

Those do look to be level 1 type numbers. At least one would hope so. Also if this skill did allow for the passive to work while in DS and it turns out to be a decent ability. Then this would be the only heal skill one would use in wvw and pvp as we have many other ways to rid ourselves of conditions. I don’t think they want that, if they allow heals in DS, they would have to change it for all of the healing skills I would think.

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Posted by: Ghostextechnica.3270

Ghostextechnica.3270

The active looks nice. Should increase damage for the whole group – which is pretty decent as a support skill.

However, the passive looks ridiculously bad. If you get hit with one large move and have 1000 health left.. (so many mobs do this) you are just going to die!

Furthermore, if we use the active, our whole group gets the same leech as us, but they also have their own healing skills, while our signet will stop working.

This would have been an awesome signet if it didn’t take up our healing slot. I would totally use this as a utility.

When I get that feeling I want… spectral healing.

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Posted by: nekretaal.6485

nekretaal.6485

Don’t panic, every skill is off with the numbers. Check out Consume Conditions.

Using the same heal scaling as consume conditions you are looking at:

PASSIVE: 100 point heal
ACTIVE: 250 point heal

With these as approximate numbers, even if they can be traited up to 120/300…. Is the skill still worth taking even though you don’t get an actual heal from the skill?

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Posted by: ronpierce.2760

ronpierce.2760

Absolutely not. Especially if we can’t heal in DS this will more than likely NEVER be used. Maybe if it was a heal on outward attack but like this, I’m going to have to go with no…

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Posted by: Brujeria.7536

Brujeria.7536

Just chill,
Necromancer: Signet of Vampirism [&BwJVAAA=]

http://howellq.wordpress.com/2013/12/05/gw2-new-healing-skill-chat-codes/

look this chatcode up ingame. These are most likely the real values They scale of power and healing power, anyway for me its:

Passive Damage 355
Passive Heal 298
Active Damage 647
Active Heal 519

Seems pretty solid, if that are the real numbers we get only a horrid high ICD could screw it.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

That is still pretty poor. The active part defo needs to be changed.

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Posted by: Tongku.5326

Tongku.5326

In general, I would like all of our heals, or the new heal, to be boosted via minor traits in the healing trait line (5,15,25), it could take many forms, for example 5 pointer would grant vigor, 15 pointer would grant regen, 25 pointer would grant prot or aegis. This would be seperate or on top of the prot granted to healing well via traits already in the game.

This way the heal would be more powerful for people who invest in it while remaining lackluster for those who choose other trait lines and help necros to stay balanced and not suffer from the “warrior syndrome”. I think our entire +healing trait line needs improvement, specifically, it needs to improve healing abilities which in my mind it was supposed to do but doesnt quite cut it.

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Posted by: Brujeria.7536

Brujeria.7536

The active part is per hit. And also for allies. Just depends on ICD and duration.

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Posted by: Dalanor.5387

Dalanor.5387

The active part is per hit. And also for allies. Just depends on ICD and duration.

The duration is 5s, its mentioned in the ign link. An icd would be just stupid, since it cant (?) stack from multiple sources.

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Posted by: Muchacho.2390

Muchacho.2390

I think the damage and heal numbers should switch, i mean a heal skill that does more damage than it heals…
But if there is no ICD then it may be really good.
If you combine the active part with axe 2 (4152+) or dagger 2 (4671+) it may be really good as it is 5 seconds youz will also get some aa (2 or 3) in. But thats assuming you hit…
And its only a 20 sec (16 traited) cooldown and 3/4 castime.
So i think its worth testing.
And maybe with that, a Siphon builds becomes viable.

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Posted by: Ghostextechnica.3270

Ghostextechnica.3270

I wonder if the active will work for minions?

Necro hits, 647 leech damage
minion 1 hits, 647 leech damage
minion 2 hits, 647 leech damage
minion 3 hits, 647 leech damage
minion 4 hits, 647 leech damage

That’s leech 3235 damage to the marked target with everyone hitting just once.

(and you could potentially have 2 more minion with jagged and the 2 bones)

Add a group with 4 other actual people and the leech total would be 5823 per everyone hitting once.

Unless my understanding of the active is way off, that’s a decent boost to both MM dps and group dps.

When I get that feeling I want… spectral healing.

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Posted by: WereDragon.6083

WereDragon.6083

Passive Damage 352
Passive Heal 306
Active Damage 633
Active Heal 544

It’s like constant retaliation with a minor damage reduction through healing… my PVT mm is going to adore this and my enemies shall hate it.

What do we say to the god of death? Not Today….
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(edited by WereDragon.6083)

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Posted by: Brujeria.7536

Brujeria.7536

The active part is per hit. And also for allies. Just depends on ICD and duration.

The duration is 5s, its mentioned in the ign link. An icd would be just stupid, since it cant (?) stack from multiple sources.

The 5 Seconds is for the passive part. I guess its reapplied every 5 seconds, so if we use the active part the passive buff lingers for 5 seconds.

The active part “hexes” an enemy, everyone hitting it will siphon the active amount.

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Posted by: ronpierce.2760

ronpierce.2760

It says Player Allies so the on use wont help MMs as much which breaks my heart. I was so ready for this.

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Posted by: Muchacho.2390

Muchacho.2390

I wonder if the active will work for minions?

Necro hits, 647 leech damage
minion 1 hits, 647 leech damage
minion 2 hits, 647 leech damage
minion 3 hits, 647 leech damage
minion 4 hits, 647 leech damage

That’s leech 3235 damage to the marked target with everyone hitting just once.

(and you could potentially have 2 more minion with jagged and the 2 bones)

Add a group with 4 other actual people and the leech total would be 5823 per everyone hitting once.

Unless my understanding of the active is way off, that’s a decent boost to both MM dps and group dps.

Now that i think about it if the active doesnt have a icd the damage may be op. The heal is ok, i guess. But an icd makes the skill useless…
I mean with 5 player that would be 3165 per second assuming everyone hits once per second.

(edited by Muchacho.2390)

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Posted by: Ghostextechnica.3270

Ghostextechnica.3270

Now imagine a (markable) world boss.

When I get that feeling I want… spectral healing.

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Posted by: ronpierce.2760

ronpierce.2760

Yeah, maybe this is their way of making necros PvE viable >_>:

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Posted by: Roe.3679

Roe.3679

I don’t understand how some are concerned that it’ll make us OP in certain situations. We can maybe survive being focused for once (maybe, depending on values) and that is bad? I think this has great potential if done right. If.

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Posted by: Muchacho.2390

Muchacho.2390

I think, with that skill, Anet wants us to use siphon support builds, and they may actual be really good.