As like any thread, this is my person opinion.
Necromancer sustain, primarily in SPvP and WvW needs a rework. With new profession abilities and damage as a whole being increased, it has felt harder than ever before to play an attrition play style. It has always been easier for other classes to invest more into offensive stats and keep the same base survivability than a necromancer.
Siphons are not as strong as they need to be. Healing from siphons in shroud was a step in the right direction but more can be done to make them viable. Heart of Thorns has increased everyone’s damage but yet our siphons have remained low.
Let’s take a look at the numbers at 0 healing power:
- Life Siphon Healing 40
- Minion Healing 57
- Vamperic Presence 34
- Vamperic Rituals 111
- Augury of Death 132
With 1200 healing power ( cleric amulet):
- Life Siphon Healing 47
- Minion Healing 84
- Vamperic Presence 40
- Vamperic Rituals 125
- Augury of Death 156
Let’s compare these to other classes siphons(not all may be listed):
- Guardian Zealous Blade 29-53
- Revnant Assassin’s Annihilation 324-444 ( 1 second cool down).
As you can see by the numbers, other classes siphons scale better with Healing power than a necromancer’s. Basic life siphon only gains an additional 7 healing with 1200 healing power. What’s even the point of this? (One can argue that we can have multiple additional siphons at once but at a maximum only three can be applied at the same time. I feel that minion siphons, well siphons and shout siphons are mutually exclusive. They cannot all be implement effectively at the same time. This still doesn’t account for the ridiculously small affect that healing power has on Siphons) A necromancer who chooses to invest in healing power should be able to have that healing power increase all healing by a reasonable amount not just a few select skills.
I propose this question, would a 5% healing coefficient be over- powered? I personally don’t think so. With 1000 healing power it would increase siphon heals by 50, making a 90 healing per hit total. With this much investment into healing power, it would be offset by the reduction in damage we’d deal, if that investment was into offensive stats. An argument could be made for even 10% healing coefficient but i feel that’d be to much.
Mark of Evasion compared to other dodge skills ( wearing a celestial amulet for comparison purposes) doesn’t warrant it’s cool down cost. ( Information taken from http://en.gw2skills.net/editor)
- Mark of evasion- 125 damage, 2 bleed stacks, 5 3/4 sec regen (8sec CD)
- Guardian Selfless Daring- 864 healing (No CD)
- Warrior Reckless Dodge- 518 damage (No CD)
- Thief uncatchable- 1 bleed stack, 5 sec cripple ( in addition to Daredevil evades but these are not counted due to being Grandmaster Traits)
- Elementalist evasive arcana-Based on attunement ( No CD but is a Grandmaster Trait)
- Revnant Unwavering Avoidance- 2 3/4 seconds of Stability (No CD)
I would like to add that the 10 sec CD on Engineer’s Evasive powder keg (518 damage) is also not warranted. Why would this trait have a 10 sec CD when the warrior’s Reckless Dodge does exactly the same damage but doesn’t have a cool down?
Necromancers have the least access to Vigor and endurance regeneration out of all the professions but yet is one of the only ones that has a cool down on their dodge trait. The added regeneration added by a no CD mark of evasion would put us more inline with a more attrition based game play.
As stated many times before by many people, Necromancer’s would benefit heavily from Vital Persistence being made baseline or Strength of Undeath being increased. As a base Necromancer i never felt a need to have these increased before HoT. After HoT i feel that life force drains faster than ever before due to the increased damage of every profession. I propose that Reaper Shroud has an additional 15% increase in life force over Death Shroud, reason being that in order to use Reaper Shroud one must be in melee range while Death Shroud can be effective up to 1200 range.
These are just a few of my thoughts i’d like to share at this time, has anyone felt the same way? ( that necromancer sustain needs an increase when playing an attrition based play style ).
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.
(edited by Sororita.3465)