Rune of Vampirism
It only procs on when taking damage and already under 10% health.
It’s very hit or miss if it does proc, some people get it to proc consistently, others will have it fail occasionally/often.
It shares cooldowns with various traits that proc on % health (Not all of them, only some) which can cause conflicts since other procs use higher health ranges and will tend to proc first.
There’s two kinds of people… The quick and the dead”
Hmm. It seems it doesn’t always proc in time to actually stop you from being downed – sometimes there’s a quick hiss of mist and then bam, you’re down.
Yay for ANet’s quality control process.
Yeah, it’s due to how these % health procs work, they go by being hit while under the stated % health rather than when you go below that % health.
With a low percentage like 10% (Meaning 2k for a 20k health build) it’s a fine line between dying outright before going below, or the hit that you take when under there kills you off. With a very slim chance of being able to actually get the proc.
If they upped the % to 20-25% health (Also made it not share CD with proc traits) it’d be much more reliable. Like, for example, the Svanir 6 rune bonus.
There’s two kinds of people… The quick and the dead”
Hmm. Well, I thought that at first too – then I jacked up my HP to 29k, and took 3 hits below 2.9k before I went down.
Nothing.
Then the next time it did proc (I’m waigting 90s per attempt here) and I died immediately as the proc fired at the same time as another hit landed.
Again, siiiiigh.
Another exciting variant – in the mists, it engaged at 0hp.
That’s right, 0hp.
Floated around, healed, no down state happened.
Who coded this shambles?
it doesn’t trigger on condition damage.
Indeed, that’s something I can confirm. Used confusion damage from the lizards in South Shore.
The thing which is irking me is why physical damage which is inflicted when I’m below 10% HP but does not kill me does not always proc the mist.
Ideally I’d like it to engage before death regardless of the current HP and HP after the final hit, but it’s not even following the rules which it should be – I’m taking normal “white” damage and it’s not proccing reliably at all.
And nope, no Last Gasp here.
Seems to be more reliable on high toughness builds that don’t have any other ICD’s that are health based, consistent with what was said above. As stated by others condition damage does not proc it. I suppose overall it is a somewhat minor issue considering that it does work roughly 50% of the time from what I have seen.
It may be an issue of latency where the damage you see kills you but the UI doesn’t show it fast enough to discern that you were killed from over 10%. Dunno?
I have plumbed new depths of inanity.
I disabled the Spite trait for Might on hit below 25%, and yes… it’s more reliable. Still quite often procs but not in time to save you, resulting in the cloud of mist above your corpse. That’s kittening annoying.
So I could potentially move 10 points from Spite into something else, but even then it isn’t reliable. Even when I’m on 10% HP and get hit again, it often doesn’t fire in time to save me. Stupid.
The icing on the cake though? I went from mist to DS when it did work, killed something, and the game presented me with the following message:
You have unlocked: Locked.
Sweet baby Jesus on a bicycle ANet, get some kittening testers.
I used it for a while. Pretty sure it suffers from the same thing as death shroud, where you get knocked out by damage that takes a while to catch up. In this case however you may get to mist form but it still hasnt calculated in a few hits, so you die even though its on.
Pretty sure they reduced the mistform duration on it a while back too. It used to be I could get a heal off in the time which made it very useful, and overnight it was just a little too short so I could never heal. Used to save my bacon quite a bit. I’ve discarded it.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry