Signet of Vampirism

Signet of Vampirism

in Necromancer

Posted by: Josh.4016

Josh.4016

Q:

This skill is a love hate for me. The heal itself is weak, very long charge, and mobs the mobs die to easily in open world to make use of the charges. The passive simply rewards me with life steal after taking dmg, this seems counter productive since the game focuses on players avoiding mechanics.

Suggestions:

Lower CD

Stacks reside on the player and heals ally members with each swing.

Change passive to chance on hit or a passive continual generation based on percentage of damage going out. Similar to parasitic contagion. Maybe base it off melee attacks in order to provide synergy with power builds or reward players for being in closer quarters.

Signet of Vampirism

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Posted by: Zero Solstice.9754

Zero Solstice.9754

Not every skill is created or balanced with every single game mode in mind. For that reason, Signet doesn’t have to be good in PvE because it’s actually pretty sweet in PvP game modes, although most people overlook it now with the Signets of Suffering change that came from last patch. I think the heal is in a fine spot right now, but I suppose you could look at making its base CD 30s.

“Reaper’s only big weakness will be that you have to play Necromancer to use it”
~Bhawb.7409

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Posted by: Lahmia.2193

Lahmia.2193

I’ve always wanted it to be a life steal on hit passive, rather than a kittenty version of Healing Signet.

Surrender and serve me in life, or die and slave for me in death.

Signet of Vampirism

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Posted by: Josh.4016

Josh.4016

Even with Signet Suffering it is still 28seconds for a 3,960 heal, that’s quite sad. Having it be chance on hit would make it useful in pvp or pve. Putting the stacks on the player would also make it useful in pvp or pve. Right now the stacks may get missed due to range or simply the player gets nuked and you never get to heal with those stacks.

I agree Lahmia, with us having the blood tree it seemed intuitive. Compounded by us having abilities that damage us, it seems like a plausible way to help us mitigate this punishment.

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Posted by: Brujeria.7536

Brujeria.7536

I think it would be great if they reduced the icd on the active siphon to 0,5 seconds.

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Posted by: Flumek.9043

Flumek.9043

I’ve always wanted it to be a life steal on hit passive, rather than a kittenty version of Healing Signet.

Vamp signet has and remains such garbage, its an insult to even compare it to “Healing Signet”.

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Posted by: kybraga.7103

kybraga.7103

Personally, I say the signet’s perfectly fine; stuck to be only useful when trait combined with Signets of Suffering, but otherwise fine. Think of it as a damage reduction if anything.

Signet of Vampirism

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Posted by: Josh.4016

Josh.4016

Even with suffering it’s pathetic.

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Posted by: Kaladel.1670

Kaladel.1670

Personally, I say the signet’s perfectly fine; stuck to be only useful when trait combined with Signets of Suffering, but otherwise fine.

No. Some (most ?) of our skills are crap and not “fine” and we should admit it. What good do you think you are doing to your class and the community playing it by minimising the problem ? I can’t understand this kind of behavior.
That’s another one of the reason why we can’t have nice things.

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Posted by: Anchoku.8142

Anchoku.8142

I would like the siphons to be stronger; more healing and more damage per hit. Ideally a trait in Blood Magic would double Vampiric skills’ effects. Maybe Vampiric Presence could make the Signet’s siphons noticeable.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

It’s weak if not traited, but with signets of sufferring it becomes a very strong sustain tool – 50% more healing and most of all working through shroud makes it a real worthy competitor to consume conditions.

It changes your shroud from “delyaing your death for a dozen of seconds or so” into actual “healing base hp while in shroud to go back into the frey once it’s down”.

(edited by ZeftheWicked.3076)

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Posted by: Flumek.9043

Flumek.9043

Its still a trash failed skill by design.

In PVE you want to avoid the slow and big hits.

In PVP its again garbage, whoever wants to get hit there? it prevents recovery while kiting, and it only looks “good” because our other heals have a 99% chance to get interupted, because anet cant give us nice things.

In PVE DPS-race aka raids, is only mode where you can even use the stupid ICD stacks , and there isnt not worth the dps loss, or the pathetic group heal.

The skill has always been a “mini corupt boon for price of 0 healing” with actual healing skill being “lucost signet + dagger” in cele builds

The skill is not worthy of triggering “on heal” runes.

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Posted by: Anchoku.8142

Anchoku.8142

Was SoV the first new group support skill after launch? I am trying to remember, here. That was back when anything more than tiny amounts of group heal was against the design theme.

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Posted by: Dadnir.5038

Dadnir.5038

We got it when kessex tower was about to come to an end… It came with a hard nerf to the minions builds. I remember that I used it to test it at that moment and then I never used it again… Ah! memories!!!

If I remember correctly they decided that life siphon when hit was to punishing for the opponent That’ why we got the heal when hit on 1 second ICD.

Truthfully the passive, while feeling weak, wouldn’t stand even a slight buff. Anything done to it, would create a dire imbalance. As for the active, I’ve never been a fan of it but it had it’s hours of glory against wvw keep’s door (well it’s been nerfed since then… pretty quickly).

It’s been to long for me that I gave up on this skill, I can’t even think of a way to make it barely playable without breaking it completly. I don’t even have the will to think about trying.

No core profession should be balanced around an optional elite specialization.