Necromancer healing skills

Necromancer healing skills

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

In the update this is what the healing skills will look like (or shoud look like)
Consume Condition
1¼ Activation time 30 Recharge time
Feast on your conditions, gaining health for each one consumed.
Healing: 5,240
Heal per condition: 724
Self Vulnerability10 (4sec): 10% incoming damage
Type: Corruption

Summon Blood Fiend
1½ Activation time 16 Recharge time
Summon a blood fiend that transfers health to you on each attack.
Damage: 239
Healing: 926
Range: 900
Type: Minion

Taste of Death
¾ Activation time
Sacrifice your blood fiend to heal yourself.
Healing: 3,960

Signet of Vampirism
1¼ Activation time 35 Recharge time
Passive: Heal when struck by a foe.
Active: Heal yourself and mark a foe. Allied players will siphon life from that enemy.
Active Life Siphon Damage: 241
Active Life Siphon Heal: 470
Initial Self Heal: 3,960
Passive Heal: 325
Signet of Vampirism.png25 Vampiric Mark(6s): Life is siphoned when struck by players.
Passive Heal Cooldown: 1 second
Range: 1,200
Type: Signet

Well of Blood
1 Activation time 40 Recharge time
Conjure a well of blood to heal allies.
Initial Self Heal: 5,240
Health per Second: 280
Number of Targets: 5
Duration: 5 s
Radius: 240
Combo Field: Light
Type: Well

(this skill is actually release with HoT and is still in development)
your soul is mine
¾ Activation time 20 Recharge time
Heal yourself and strike foes around you, absorbing life force for each foe struck.
Damage: 259
Healing: 3,954
Life Force: 4%
Number of Targets: 5
Radius: 600
Type: Shout
edit fixed typo

(edited by Tadsoul.6951)

Necromancer healing skills

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

My thoughts on the purity of purpose behind each skill and what each should do.

Consume Condition
Purpose: is to cleanse youself of all condition
now we are getting consume condition not following its true purpose and with a nerfed recharge, however it does gain the skill type corruption.
1.The old verison (pre june 23) is balanced and maintains the purity of purpose.
2.If the skill applies vulnerability before the cast then it also can maintain the purity of purpose
The nerfed recharge was uncalled for and it was solely to accomedate the trait
1. combine PoP 2 with only a 3 second nerf and it creates a nice middle groud
2. make the trait less impacting and remove the nerf

Summon Blood Fiend & Taste of Death
Purpose: To provide lots of healing, to provide utility at the cost of lower healing
blood fiend healing can miss, sacrificing is a waste, it doesn’t healing in shroud, it can die
1. fix those problems beside that i can die and people might use this skill
2. fiend heals you regardless whether he is attacking or not

Signet of Vampirism
Purpose: ??? isn’t too clear
I’m going to give this purpose to be offensive healing
1. change passive to heal when strike a foe, adjust values accordingly
2. reduce cast time, ¼ or ½ would be good
3. use better tech. see chilling nova reaper trait. increasing the time would make it effective with more weapons
4. just a little bit more healing or offensive power

Well of Blood
purpose: healing and ally support
This skill is very bad. I don’t even know where to start. Super elixer provide more healing to allies and almost provide more hps than the entire skill.
1.
2. reduce cooldown to 30 seconds
3. increase healing per pulse to 560
4. maybe provide other support beside healing

Your Soul Is Mine
purpose: brawler large heal in form of life + healing
havent used it yet but from looking at it there might be to small issues
1. to much rain or shine. decrease life force gain per hit. give base amount regardless
2. if we are a group brawling them we might not be able to use all the shroud effectively due to the cd consider placing more healing into actually healing rather than shroud
3. reduce cast time to ½

Necromancer healing skills

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

Here are some additional thoughts
Taste of Death
add a stunbreak to it
have it restore endurance
apply shocking aura to yourself

all these kinda require the skill itself being a instant cast but i really like because they provide a defense when your giving up defense… i say shocking aura because out of the cc options it is the lest volatile for extremes cases… however another option could be taunt+ lots of blind maybe even throw in weakness.

Signet of Vampirism
On the active
quickness
fury+ might
direct damage componet
I think it would be best to have this skill aim towards more damage, healing work

for feedback guys feel free to post what you think about our heal skill so the devs can know

(edited by Tadsoul.6951)

Necromancer healing skills

in Necromancer

Posted by: Cecilia.5179

Cecilia.5179

For me, the blood fiend would be better if the sacrifice heal had the same value as consume conditions without any conditions, was insta-cast (It could be cast through stun, but not break stun), and it siphoned to you through DS. With those two changes, it now has the initial sustain advantage while it is up and it has a large enough heal to make it worth its cast-time.
Well of Blood would be better if it was a water field with a 30s cd and, like you said, more health per tick inside the well, as well as 1 condi per tick cleansed.
Signet of Vampirism is so bad as it is that it would have to be completely overhauled. It is LITERALLY the worst profession heal in the game.
Your Soul is Mine needs the base effectiveness increased and the effectiveness per target decreased accordingly. It also needs an AoE effect to each of the foes around you, such as AoE Weakness, to properly reward the user for fighting 5 foes.
Consume Conditions needs to be completely unnerfed, no compromises

So, you were more or less on the same page as me in terms of what should be buffed. Honestly, they can’t expect all of us to run siphon Necro, so the heals should not be balanced so that we have average hps with the siphon.

Necromancer Rights Advocate
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate

Necromancer healing skills

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

i was thinking about suggestion it should be a water field too for well of blood, but then i was thinking about the reaper with all the whirl finisher how nicely it will work with light fields either way they need to a lot with well of blood

Necromancer healing skills

in Necromancer

Posted by: Balekai.6083

Balekai.6083

I agree with the Consume Conditions issues and fixes more or less. Either buff the power of CC to accommodate, find a middle ground or switch out vulnerability stacks for a long duration weakness.

I believe Blood Fiend’s purpose is being able to have a healing skill rolled into an extra minion for a bigger army. I’m not sure making Blood Fiend heal regardless would be a good idea. The only counter play would be killing the Blood Fiend, when right now someone using their smarts can take down an MM by ccing the Blood Fiend when they’re outmatched by on paper. I think that’s a good thing. Also, doing so would make Blood Fiend a very good regen skill encroaching on SoV’s purpose. What I would like to see is Blood Fiend’s healing on attack scale with healing power.

Signet of Vampirism’s purpose is supposed to be a sustain regen heal with added group support. In most builds it pretty bad, but can actually be made to work when combined with a hefty regeneration and Unholy Sanctuary. After using it a lot with sustain builds, I actually like the current passive functionality compared to on player hit, because when you get knocked backed/downed, stunlocked or feared, you still get healed once per hit per second. If it was on player hit, then we would have no regen from it during those situations where we already have little access to stability. Of course, an automatic pulse would be ideal but not thematic to Necro. It would be nice if the passive did damage to an enemy attacker once per hit per second. Or 50-100 damage to attackers per hit with no CD.

Well of Blood lost what little luster it had when it was nerfed to 5 seconds (due to complaints of how long it was and the field). The result was a lot less effective healing making it not worth the slot, especially if you took vampiric wells. It’s one of the main reasons SoV ended up on my sustain builds. It actually does a better job at sustain and healing others. With the new healing creep WoB could easily be reverted back to 10 seconds and made a water field so people aren’t so opposed to its duration.

Necromancer healing skills

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Well of Blood simply needs to have its healing power ratio on the pulsing buffed by 83%, which brings it back to where it was. With that alone it becomes viable, niche but viable.

Blood Fiend should have its healing split in half between healing every second passively and a heal on hit, and both of them should scale with the healing power of the Necromancer. Also, its healing needs to be buffed to be equal to Healing Signet, because the fact that devs allow a heal that can be mitigated to be worse than purely passive HS is just mind boggling.

SoV should have a 1s ICD per attacker, boom viable.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Necromancer healing skills

in Necromancer

Posted by: Goldenrevolver.4371

Goldenrevolver.4371

In the update this is what the healing skills will look like (or shoud look like)
Consume Condition
1¼ Activation time 30 Recharge time
Feast on your conditions, gaining health for each one consumed.
Healing: 5,240
Heal per condition: 724
Self Vulnerability10 (4sec): 4% incoming damage
Type: Corruption

Summon Blood Fiend
1½ Activation time 16 Recharge time
Summon a blood fiend that transfers health to you on each attack.
Damage: 239
Healing: 926
Range: 900
Type: Minion

Taste of Death
¾ Activation time
Sacrifice your blood fiend to heal yourself.
Healing: 3,960

Signet of Vampirism
1¼ Activation time 35 Recharge time
Passive: Heal when struck by a foe.
Active: Heal yourself and mark a foe. Allied players will siphon life from that enemy.
Active Life Siphon Damage: 241
Active Life Siphon Heal: 470
Initial Self Heal: 3,960
Passive Heal: 325
Signet of Vampirism.png25 Vampiric Mark(6s): Life is siphoned when struck by players.
Passive Heal Cooldown: 1 second
Range: 1,200
Type: Signet

Well of Blood
1 Activation time 40 Recharge time
Conjure a well of blood to heal allies.
Initial Self Heal: 5,240
Health per Second: 280
Number of Targets: 5
Duration: 5 s
Radius: 240
Combo Field: Light
Type: Well

(this skill is actually release with HoT and is still in development)
your soul is mine
¾ Activation time 20 Recharge time
Heal yourself and strike foes around you, absorbing life force for each foe struck.
Damage: 259
Healing: 3,954
Life Force: 4%
Number of Targets: 5
Radius: 600
Type: Shout

consume conditions is 10% damage and about the minion skill:
“Minion skill recharges have been reduced by 20%.” i think this means THEIR skills not the cooldown of the utilitys.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Necromancer healing skills

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

The 20% CD affects the resummon timers of the minions, nothing else. For Blood Fiend, Bone Minions, and Flesh Wurm this ends up effectively lowering the CD of their active skills by 20%.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Necromancer healing skills

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

hey thx for pointing out the typo

a healing skill having a niche scaling really well from healing power is fine however it still need to be semi usable without healing power

the fact that the blood fiend can be kill is enough counterplay
these skills have less or equal opportunity for counterplay
beside posion
healing signet has no counter play
withdraw has no counter play
signet of restoration must cc the ele
shelter has very limited counter play combined with virtue which has none

Necromancer healing skills

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

I have been testing vamp signet after the notes and i had some great success with it. It lets you do some crazy things. The builds i run will also only be getting much MUCH stronger due to the patch.

Necromancer healing skills

in Necromancer

Posted by: Rym.1469

Rym.1469

Thoughts on Blood Fiend.

I don’t know much about Vampirism Signet since I just kicked it out of the window when I saw it has ICD for all targets and doesn’t work in Shroud. And I don’t like the active. Should’ve apply less damage but more healing and have no ICD.

For Well of Blood, it simply should be reverted to it’s original state because Light Fields even with the Leap change, still suck.

As for Consume Conditions, there was one good thought on reddit I will quote:

“Have it still apply the vulnerability to the necromancer, but something on the order of 10 stacks for 5 + seconds. But the vulnerability applies at the beginning of the cast. Now what happens is the necro will take more damage while casting the skill, rewarding the opponent for hitting the necro durring the cast even if they can’t interrupt, also if you manage to interrupt the skill the stacks of vuln would linger to make the interrupt more impactful. On the other hand, if the cast is successful the vuln would be removed and the necro would gain healing form the condition stack, in addition have the heal scale in %healing based on the amount of vuln consumed, 20 stacks of vuln 20 pct more healing or something.” ~Zoke20

Some compromise.

Attachments:

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

(edited by Rym.1469)

Necromancer healing skills

in Necromancer

Posted by: Foefaller.1082

Foefaller.1082

Well of Blood simply needs to have its healing power ratio on the pulsing buffed by 83%, which brings it back to where it was. With that alone it becomes viable, niche but viable.

I can agree with this bit. Even if you get Vampiric Wells for life siphon and prot on cast, it’s still currently a pretty hard sell, even compared to the new CC.

Blood Fiend should have its healing split in half between healing every second passively and a heal on hit, and both of them should scale with the healing power of the Necromancer. Also, its healing needs to be buffed to be equal to Healing Signet, because the fact that devs allow a heal that can be mitigated to be worse than purely passive HS is just mind boggling.

Having at least some of the Healing proc regardless of whether the minion hits or not would be great. Not sure if it needs it’s healing buffed to Healing Signet levels though… Especially since IIRC HS’s passive effect is FINALLY getting nerfed.

Also fun fact; if the OP is right about the minion summons getting shorter cooldowns (rather than (just?) minion skills) Taste of Death in terms of healing vs. cooldown will be a better heal than CC is right now with only one condition cleansed.

SoV should have a 1s ICD per attacker, boom viable.

It… already works this way? (At least, that’s what the wiki page says)

The complaint about SoV has always been that even if you get the max number of procs before the active effect disappears, the amount of healing you earn for yourself is only slightly better than what WoB does. That being said, It will deal 5.5k damage base if you and your allies can peel all the stacks off with the life siphon buff, and I think this will become the #2 heal for Necros once the changes go live as well: IMO Signets of Suffering with the boon corruption is just that good.

(edited by Foefaller.1082)

Necromancer healing skills

in Necromancer

Posted by: Rym.1469

Rym.1469

SoV currently has 1s ICD not per target, but in general. That’s why even if it’s somehow okay in 1v1, it totally drops the ball in anything else.

And since our Siphons are balanced for and meant to be played in fights bigger than 1v1, it makes little sense.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

Necromancer healing skills

in Necromancer

Posted by: nekretaal.6485

nekretaal.6485

Well of Blood. Give Necromancers projectile finishers on Staff (non of this % crap) and on shroud if you take the trait. Then you can cast this and finish in the field to clear a condo or 2. Then it’s useable.

Signet of Suffering. Anet hasn’t properly balanced lifesteal for 10 years. I have no faith that this skill will ever be good

Consume Conditions.

I loathe Master of corruption, and the way everything had to be nerfed to justify this trait. First of all cooldown traits that don’t o anything else are boring, Second, there is no such thing as a corruption build if no corruption stun breaks. Anet ought to scrap this trait.

I willing to try consume conditions that self conditions, but i would prefer blind to vulnerability on consume conditions. Ever other corruption gives a unique condition and epidemic already give you vulnerability. Off topic: Why does Plague need to put a condition on you when it already makes you sacrifice your minions and spectral effects.

Your Soul is Mine. The concept is pretty decent. The other heals are spike recovery tools, and Death Shroud is a spike recovery tool. The idea of a low cooldown heal that casts quickly is a baby step towards viability. The numbers on this are bad, however. Especially the cast time. Casts longer and heals for less than thief withdraw for example. Yeah, it works well with ‘on heal’ runes, yeah it works with soldier runes, but the skill has to stand on its own.

My guess is that anet will eventually tweak the numbers into usefulness after 6 months of nobody using this.

A .25 second cast and .5 second aftercast would be fair.

Summon Blood Fiend. The problem with this skill is that the fiend dies in AoE soup because AI is dumb and then goes on full 20s cooldown.

There are only 4 types of buff/tweaks that could be made to this skill that would make me take it

(1) If the minion dies from combat, you get the full heal, regardless of the fact that you didn’t use taste of death
(2) Taste of death has a zero cast time.
(3) there’s a trait that makes downing the enemy fiend in AoE soup good strategy instead of what players are normally doing, (for example: Necromantic Corruption: You bone minion converts one condition on you to 2 seconds of resistance every 10 seconds)
(4). Minions don’t go on full cooldown when they die.

#24 leaderboard rank North America.

Necromancer healing skills

in Necromancer

Posted by: OMGimAnoobLOLOL.4730

OMGimAnoobLOLOL.4730

SoV currently has 1s ICD not per target, but in general. That’s why even if it’s somehow okay in 1v1, it totally drops the ball in anything else.

And since our Siphons are balanced for and meant to be played in fights bigger than 1v1, it makes little sense.

It’s per player. Used it on a world boss this is what happened:
“I see the buff come up, 8 charges left. Poof.”
“I see the buff come up, 6 charges left. Poof.”
I didn’t even get to see the charges shred down like I do in a group.

Also, SoV isn’t “per target”, it’s “per player.” If you’ve been trying to use Minions as players then that’s probably the source of your misinformation.

Necromancer healing skills

in Necromancer

Posted by: Foefaller.1082

Foefaller.1082

SoV currently has 1s ICD not per target, but in general. That’s why even if it’s somehow okay in 1v1, it totally drops the ball in anything else.

And since our Siphons are balanced for and meant to be played in fights bigger than 1v1, it makes little sense.

I don’t understand what you’re trying to say here. Are you saying that you can never proc the siphon yourself more than a couple times in open world because everyone eats the other stacks? or that even if the whole map is hitting the same target, they’re only procing 1 stack each second?

If it’s the former, that does suck, and it’s an unfortunate aspect on how the signet is balanced (IMO it should be a duration-based debuff with the ICD, not stacks… Though that would mean necromancers would contribute insane amounts of damage for world bosses if that were true). If it’s the later, then people need to start flooding Anet with bug reports about it, because everything about the skill, from the notes on the wiki page to the fact that it’s 25 stacks that only last 6 seconds, to the comments the devs made in the Full livestream when talking about Blood Bond pretty much point to the idea that’s it’s suppose to be 1s cooldown for each attacker, not 1s ICD period.

(edited by Foefaller.1082)

Necromancer healing skills

in Necromancer

Posted by: Sigmoid.7082

Sigmoid.7082

SoV currently has 1s ICD not per target, but in general. That’s why even if it’s somehow okay in 1v1, it totally drops the ball in anything else.

And since our Siphons are balanced for and meant to be played in fights bigger than 1v1, it makes little sense.

It’s per player. Used it on a world boss this is what happened:
“I see the buff come up, 8 charges left. Poof.”
“I see the buff come up, 6 charges left. Poof.”
I didn’t even get to see the charges shred down like I do in a group.

Also, SoV isn’t “per target”, it’s “per player.” If you’ve been trying to use Minions as players then that’s probably the source of your misinformation.

I think he means its passive heal on yourself. It will only trigger once per second no matter how many people are hitting you.

Necromancer healing skills

in Necromancer

Posted by: OMGimAnoobLOLOL.4730

OMGimAnoobLOLOL.4730

Why not use it? If all 25 charges get consumed then its over 7000 damage and if none of the healing is overhealed then its 14000+.

Either way, it’s a lot of damage-per-cast-time AND a heal slot…

With how much confusion there is on the purpose of a signet, why not try… using it…?

Necromancer healing skills

in Necromancer

Posted by: Goldenrevolver.4371

Goldenrevolver.4371

Why not use it? If all 25 charges get consumed

are u in wvw? then this is not your discussion. are u in pve/pvp? u will be able to trigger 4 of them by urself and 16 of them by your allies IF EVERYBODY HITS UR TARGET, i hope u see the problem

edit: omg ur name is so fitting xD

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Necromancer healing skills

in Necromancer

Posted by: Foefaller.1082

Foefaller.1082

SoV currently has 1s ICD not per target, but in general. That’s why even if it’s somehow okay in 1v1, it totally drops the ball in anything else.

And since our Siphons are balanced for and meant to be played in fights bigger than 1v1, it makes little sense.

It’s per player. Used it on a world boss this is what happened:
“I see the buff come up, 8 charges left. Poof.”
“I see the buff come up, 6 charges left. Poof.”
I didn’t even get to see the charges shred down like I do in a group.

Also, SoV isn’t “per target”, it’s “per player.” If you’ve been trying to use Minions as players then that’s probably the source of your misinformation.

I think he means its passive heal on yourself. It will only trigger once per second no matter how many people are hitting you.

Ah, the problem he has with it is that it’s a Signet of Resolve when what he was wanting was a Signet of Malice.

I won’t deny that the passive effect is terrible. I also won’t argue that 1 second per incoming attacker should be a thing (though no ICD at all would have some serious problems with it) Though even if that was the case, I never expected to be able to run around without ever using the active effect ala Healing Signet to keep myself alive, even in a 1v1 PvE matchup.

Necromancer healing skills

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

they should change the passive to heal on hit enemy rather than being hit, give the active portion the better tech we saw in hot with the chilling nova trait so it can proc like 6 times in 10 seconds and have it give a boon on active like quickness for 5 seconds

Necromancer healing skills

in Necromancer

Posted by: Goldenrevolver.4371

Goldenrevolver.4371

they should change the passive to heal on hit enemy rather than being hit, give the active portion the better tech we saw in hot with the chilling nova trait so it can proc like 6 times in 10 seconds and have it give a boon on active like quickness for 5 seconds

heal on hit is so overused. i mean: vampiric, (vampiric precison), vampiric aura, signet of malice, soul eater, faithful strike, zealous strike ,invigorating precision, exlixir infused bombs…dont u think something unique would be better? and why do u want to overbuff everything so much i mean QUICKNESS on a heal? are u crazy?

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140

Necromancer healing skills

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

Quickness was an example other good ones would be might, fury. Quickness makes the most sense because you have an effect that encourages you to attack fast.
There is nothing wrong with heal on hit and if you think it’s really that boring why don’t you think of something yourself
Elixir infused bombs isn’t heal on hit btw they heal you regardless whether they hit anything or not

Necromancer healing skills

in Necromancer

Posted by: Holl.3109

Holl.3109

Why not use it? If all 25 charges get consumed

are u in wvw? then this is not your discussion. are u in pve/pvp? u will be able to trigger 4 of them by urself and 16 of them by your allies IF EVERYBODY HITS UR TARGET, i hope u see the problem

edit: omg ur name is so fitting xD

I lolled so hard when I read this…. gg GoldenRevolver!

All 80’s – PvP/WvW
My YouTube channel
Reapers gonna reap ¯\(°_°)/¯

Necromancer healing skills

in Necromancer

Posted by: Balekai.6083

Balekai.6083

Quickness was an example other good ones would be might, fury. Quickness makes the most sense because you have an effect that encourages you to attack fast.
There is nothing wrong with heal on hit and if you think it’s really that boring why don’t you think of something yourself
Elixir infused bombs isn’t heal on hit btw they heal you regardless whether they hit anything or not

I like Bawb’s idea above. Not sure if its programmable with their coding, but healing every time your hit with a 1 second ICD per target would be ideal. Even if the overall regen needed to be lowered a bit to compensate.

With our lack of access to stunbreaks and stability, being hit proc is more useful to us than on hit proc. We already have those functions. I think I said in my above post, that when you get cced and stunlocked, on hit regen is not going to help you much. However, since enemies during stunlocks/cc tend to focus us, we would benefit from proc on enemies hitting us. A one second ICD per attacker would help SoV scale with multiple enemies.

I know when I get feared and DPSed by thieves or knocked down and whirled by warriors/guardians for example, they sometimes wonder where their DPS went when I’m running SoV+Regeneration. It’s really bad if their attacks are weak, since they can’t damage through the regen. CC, stunlocked or not. Once 1v1 becomes 3-5v1, SoV passive becomes near useless as others have mentioned.

If a 1 sec ICD per target can’t be done, lowering the ICD to .5-.75 seconds should work kind of. It would make SoV a bit overpowered in 1v1 vs fast attacking, lower DPS per hit weapons.

Necromancer healing skills

in Necromancer

Posted by: striker.3704

striker.3704

In the update this is what the healing skills will look like (or shoud look like)
Consume Condition
Type: Corruption

Summon Blood Fiend
Type: Minion
Taste of Death

Signet of Vampirism
Type: Signet

Well of Blood
Type: Well

(this skill is actually release with HoT and is still in development)
your soul is mine
Type: Shout
edit fixed typo

I’m gonna say what builds each would be good for after the patch

Consume Condition
Type: Corruption
This skill is still going to be strong in corruption builds, even using the trait that gives you additional conditions on it’s use. That 33% reduction in cooldown is nothing to sneeze at. A proper corruption build shouldn’t be concerned with that anyway.

Other than that, it’s gonna be hard to use this as a go-to heal unless you have some form of passive condition removal. However Most necro builds get pretty easy access to that one way or another, leaving it as a strong option in other builds (such as ones using necromantic corruption, plague sending, shrouded removal, ect).

Summon Blood Fiend
Type: Minion
Taste of Death
A good option for minion masters, especially with the additional vamprism from vampiric presence. Otherwise it’s not as strong of a go to heal as things like well of blood. It does argue-ably have some of the highest passive healing though.

Signet of Vampirism
Type: Signet
A sort of “catch-22” healing skill. It covers the option that siphoning doesn’t already, when you’re getting hit. A strong option in an offensive siphoning build that isn’t using wells. This is looking better against other options after the patch, and can become a solid “go-to” heal on builds that utilize melee a lot. It will be especially strong since the passive will work in death shroud. I expect to see a lot more use of this heal skill in spectral builds after the patch.

Well of Blood
Type: Well
Good in well builds and vampiric well builds, the strongest “burst heal” we’ve got. A good option for well builds, but the long cooldown makes it less desire-able as general placement heal.
(this skill is actually release with HoT and is still in development)

your soul is mine
Type: Shout
This is probably gonna be the least used heal skill. I guess it has a small place in death shroud builds or in pure reaper shout builds, but it just looks like a weaker option than other heals.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

Necromancer healing skills

in Necromancer

Posted by: eldenbri.1059

eldenbri.1059

I’m pretty new to necro, but I think I could be very happy with Signet of Vampirism with 3 pretty small tweaks:
- allow minions to use the stacks (it appears to be only for players)
- extend the duration from 6 seconds to 7 seconds (I basically can never seem to get more than 3 of the stacks)
- decrease the base cooldown to 30 seconds

In return for these things, it would be fine with me to reduce the damage per stack and/or reduce the total number of stacks.

That’s for the WvW roaming minion build I’m try to make.

I’d also love it if blood fiend was more viable, but it just gets crushed in AoE conditions. Maybe it could have a base behavior of passing one stack of conditions on attack every 10 seconds (and the necromatic corruption trait could make that two stacks)

Necromancer healing skills

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

Having at least some of the Healing proc regardless of whether the minion hits or not would be great. Not sure if it needs it’s healing buffed to Healing Signet levels though… Especially since IIRC HS’s passive effect is FINALLY getting nerfed.

I mean, it doesn’t have to be current HS values, but essentially Blood Fiend needs to at least equal other healing-over-time heals, even more so because its healing can be negated whereas there is nothing you can do to stop healing signet. Whatever that value actually works out to be is a side point to me.

Also fun fact; if the OP is right about the minion summons getting shorter cooldowns (rather than (just?) minion skills) Taste of Death in terms of healing vs. cooldown will be a better heal than CC is right now with only one condition cleansed.

It… already works this way? (At least, that’s what the wiki page says)

The passive needs it, the active is absolutely fine. Currently, the passive will only heal you once per second, if you are hit by 1 or 1000 people in that second it doesn’t matter. This effectively makes the heal a very awful version of every other passive heal, much like Blood Fiend is. The passive alone makes this skill completely worthless.

I like Bawb’s idea above. Not sure if its programmable with their coding, but healing every time your hit with a 1 second ICD per target would be ideal. Even if the overall regen needed to be lowered a bit to compensate.

No point, its a weaker HS in 1v1, and in larger fights its damage reduction. Also per-attacker ICD already exists in the game, and could even be made to not work on say, clones.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Necromancer healing skills

in Necromancer

Posted by: Tadsoul.6951

Tadsoul.6951

I was playing around with the signet a little more last night
I feel like the suggestion here would work well to make the passive better.
however there is 1 more thing we all forgot i think. It passive needs to work in shroud.

I dont think these have been suggested either but they are kinda lame
making the passive always active (see healing signet)
make the passive give a stat, or condition cleanse

Necromancer healing skills

in Necromancer

Posted by: Gryph.8237

Gryph.8237

i don’t get why we were given such a terrible version of healing signet. I mean we literally have a kittened version, that barely heals at all.

Necromancer healing skills

in Necromancer

Posted by: spoj.9672

spoj.9672

They are making the active work through DS. Thats a slight improvement. Signet passives dont work in DS so they need to completely rework stuff before they can make the passive heal through DS. Id like to see the passive changed to on hit or just contant pulse heal.

Necromancer healing skills

in Necromancer

Posted by: Gryph.8237

Gryph.8237

agree spoj, its unacceptable that our signets don’t work in shroud. LOL, this STILL has not been addressed. Probably because they don’t know how to fix it. Yet another thing we just have to live with…

Necromancer healing skills

in Necromancer

Posted by: Neandramathal.9536

Neandramathal.9536

Still quite new to Necro, but my impressions are that the passive portion of SoV is a vastly infeiror Healing Signet, as it requires an incoming hit rather than auto-healing but with the same tick time.

The active is harder to compare as it also has a flat heal with it… but in many ways its also inferior to the passive on Signet of Malice / Restoration. It deals damage and has a higher raw heal per tick, but is only a short effect, with a 1s ICD (per attacker) that requires hitting a specific target unlike SoR which has neither the ICD nor target required – Malice is a much lower heal amount but has no ICD and works with AoE’s. It’s not exactly easy to compare to those two and technically active’s should be compared to active’s, but both are an on-attack effect in the same way SoV’s active is.

Curious how it would balance out if the passive had no ICD… against faster hitting targets like thieves it would be Healing Signet on steroids, but against slower hits like a hammer warrior it would still be far from ideal sustain, not forgetting that one of the reasons Healing Signet works so well for the warrior is that it keeps ticking while the opponents are stunned which SoV would not, nor would it be ticking through Shroud. A sudden thought (although rather poor in more than one way) was what if the passive was to be changed to an actual siphon, complete with damage component (lower than the heal amount ofc)? It would be similar to having retal only with an ICD.

On a related note… SoV active used to be affected by Bloodthirst, so has it been bumped up with that trait becoming baseline?

Well of Blood… would a fair comparison be Healing Spring? The Regeneration works out at far more than the well ticks, the initial self heal is a comparable amount and it also provides a water field and lasts twice as long. Also cures condi’s and has a shorter CD and cast time.

Disclaimer, I know comparing skills from class to class is not exactly a great way to do things, as there are so many other factors to take into account, but it provides a starting point.

[GoV] Gnomes of Vabbi || [Imp] Impact
Currently @ Piken Square
Small scale unimpressive videos of unimpressiveness: http://www.youtube.com/neandramathal

Necromancer healing skills

in Necromancer

Posted by: nekretaal.6485

nekretaal.6485

Request: I would like to see a full FYI/FAQ on which necromancer heal traits work in death shroud and which don’t after Tuesday.

The funky unwritten Death Shroud Rules are very confusing.

#24 leaderboard rank North America.