Q:
Question about Unholy Sanctuary trait
A:
1) its a very weak trait, not even close to being worth it.
2) nope , no outside healing yet in deathshroud. The reason is some poeple with 15min of beta gameplay in 2012 got 1v4d by a necro so me must be bad and useless in teamfights for the next 5 years. Only 2 to go yay
3) what youre seing is just UI bug.
The trait does its job on the number, then when you pop out of ds just the red hp circle refreshes itself and grows to the actual number you healed.
There is no allied or self regen or ehatever healing ds.
We do get siphons on tuesday, probably no parasitic contagion trait and no allied 6k shouts and 5k water rotatian everyone else with more toughness gets anyway.
No, it doesn’t. It’s actually a fairly bad trait and not worth going down Blood Magic for. I don’t know where you’d get more healing from, I certainly haven’t experienced anything like this. Could you provide your exact build?
(edited by The Wizland.8435)
No, it doesn’t. It’s actually a fairly bad trait and not worth going down Blood Magic for. I don’t know where you’d get more healing from, I certainly haven’t experienced anything like this.
Well from my testing it seems that the health spike scales with how much healing stuff I do during it.
1) its a very weak trait, not even close to being worth it.
2) nope , no outside healing yet in deathshroud. The reason is some poeple with 15min of beta gameplay in 2012 got 1v4d by a necro so me must be bad and useless in teamfights for the next 5 years. Only 2 to go yay
3) what youre seing is just UI bug.
The trait does its job on the number, then when you pop out of ds just the red hp circle refreshes itself and grows to the actual number you healed.
There is no allied or self regen or ehatever healing ds.
We do get siphons on tuesday, probably no parasitic contagion trait and no allied 6k shouts and 5k water rotatian everyone else with more toughness gets anyway.
Oh wow you’re right. The health bar doesn’t actually move during it.
But I don’t see how it’s bad to come out of DS with a few thousand healed back.
But I don’t see how it’s bad to come out of DS with a few thousand healed back.
Here’s the catch: You need to spend 6 points to go down it and give up stuff like Death Perception or Close to Death. Not to mention Blood Magic Death Magic is just generally awful in its current state. Actually it’s in Death Magic, I’m just dumb. A few thousand is optimistic, and even then it’s very little.
(edited by The Wizland.8435)
Unholy sanctuary is in the death magic line, but as others have said it is not worth the investment unless you are already committed to the line. For instance you wanted to use a staff (currently) then it is a fine line with increased aoe and cool downs. After the changes who knows, but it is still a VERY poor grandmaster.
But I don’t see how it’s bad to come out of DS with a few thousand healed back.
Here’s the catch: You need to spend 6 points to go down it and give up stuff like Death Perception or Close to Death. Not to mention Blood Magic is just generally awful in its current state. A few thousand is optimistic, and even then it’s very little.
It’s in Death Magic, not Blood.
I’ve played around with it and you can make it effective. You just have to recognize that you are sacrificing some offensive power for sustain.
I’ve had some success with using a Zerker or Assasin’s amulet in PvP and using Protection + Death Magic’s stats to maintain a good level of tankiness while still maintaining good damage. You get 122 Power from the Death Magic GM Minor (an additional 17 in Death Shroud), so your damage loss isn’t quite as large as it seems at first. Runes of the Grove are a very strong complimenting runeset and with proper play, maintain near permanent Protection (>100% uptime when under 50% health).
In WvW/PvE, Zealot’s gear is the best way to use US. Not hard to gain 3k health each time you enter Death Shroud.
hey flumek can u confirm that the update will be on tuesday (souce)? i must have overread that one. really interesting.
1) its a very weak trait, not even close to being worth it.
2) nope , no outside healing yet in deathshroud. The reason is some poeple with 15min of beta gameplay in 2012 got 1v4d by a necro so me must be bad and useless in teamfights for the next 5 years. Only 2 to go yay
3) what youre seing is just UI bug.
The trait does its job on the number, then when you pop out of ds just the red hp circle refreshes itself and grows to the actual number you healed.
There is no allied or self regen or ehatever healing ds.
We do get siphons on tuesday, probably no parasitic contagion trait and no allied 6k shouts and 5k water rotatian everyone else with more toughness gets anyway.
Yeh, basically the trait is conditional regen as a grandmaster. Regen is weakest on necro because necro has a high health pool and no defensive things like vigor and blocks which do well with regen.
The trait would only be useful with a 200% buff. Anet do 8 to 10% changes every 6 to 12 months. So dont expect this trait to be at all viable until 2018
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Unholy Sanctuary isn’t worth it with mediocre LF generation, no healing power investment, no toughness investment, and without Vital Persistence. 130 net healing per second, in a glass death shroud working against a quick LF degen, and bad LF gain will do absolutely nothing for you. Meaning your last 10 trait points would be better spent somewhere else
With full healing power investment, full toughness, Vital Persistence and good LF gain, the skills usefulness does a 180. All of a sudden you have a regen closer to 250-300 net health, in a super tanky Death Shroud that degens at a small pace, usually guaranteeing 5-10 seconds in DS at a time. That means 1500-3000 health almost every time you enter/exit on top of your existing regen/heals.
A good Unholy Sanctuary build is the only one that has mechanics (until BM/Life Steal rework) which allows a Necro to come out ahead in Health/Life force after being focused, stun locked, spiked etc by one or multiple enemies. As long as you enter DS while it occurs.
Under such heavy pressure and after exiting DS, all other necros builds completely rely on the availability and the successful cast of their heal skill (except a vamp well necro leaving wells behind on a zerg or a good life siphon). Unholy Necros are able to depend on DS and LF gain alone to recover more net health than with a self heal if done right. This allows extra escape/kite time. When what would be a non-Unholy Necro’s “last” DS, is the second or third last for a character taking Unholy as long as they gear for it and continue to generate LF.
Due to this my Unholy Sanctuary sustain builds have pulled off some crazy escapes/sustain that my other previous sustain builds couldn’t dream of. Let alone normal/meta Necro builds that are mostly glass cannons.
The problem has always been what you give up, whether it’s needed or whether it’s viable in say top tear pvp. Currently the answer is no due to trait point limitations (too many traits needlessly split among trait lines and not enough points to invest viably), damage limitations and the viability of Necro sustain in of itself.
With the increased trait points, the merger of many traits, the rework of DM and BM trait lines, life steals in DS and for me personally, the incoming damage boost to my condition sustain builds, I’m looking forward to seeing how much of a difference it makes in viability. It’s possible there could be none with all the power/healing creep and the Resistance boon. In that case, Unholy would need a boost or general healing in DS allowed at some level. Or make it baseline?
Right now it’s impossible to invest full DM for Unholy Sanctuary/Staff, full BM for life steals/extra healing and full SR for LF gain/DS sustain at once. Even with the initial trait changes and the new system, this will all be possible now for Necros in one build without giving up any sustain. This is in addition to things like 15% damage reduction vs. poisoned foes, 300+ healing power when below 75% health and protection on DS exit.
(edited by Balekai.6083)