Signet of Vampirism Change

Signet of Vampirism Change

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Posted by: Nemitri.8172

Nemitri.8172

I’m sorry, but I (and I’m not sure if anyone else feels the same way) feel like that signet of vampirism “change” is a slap to the face, increasing the activated duration by one second doesn’t address the problem with the healing skill, those internal cooldowns is what is keeping that skill from being useful.

Here are some simple suggestions that maybe could make the skill more attractive to use:

*Remove one or both of the internal cooldowns
*Remove the internal cooldown of the passive skill and reduce the effect to around 100 lifesteal instead of 375
*Reduce the cooldown of the skill by 10 seconds
*Make the passive effect also give 1% Life Force when hit (with the same internal cooldown)
*Make the passive effect similar to that of Signet of Malice from thieves (with adjusted numbers, Right now thieves make better lifesteal builds than necros that have a trait line dedicated to it, go figure.)

So those are the ones I could come up with, I know this skill has been discussed to death by the community but I just wanted to voice my opinion, if you have any simple to implement changes, please share them as well, have a nice day!

(edited by Nemitri.8172)

Signet of Vampirism Change

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

You forgot “make the passive ICD per-attacker” and “make the passive a siphon.”

Yeah, this buff doesn’t actually exist because the only time the signet gets used are during world boss fights. In those circumstances, the entire debuff is consumed within 1 second anyway, so making the max duration 6 seconds instead of 5 is pointless.

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Signet of Vampirism Change

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Posted by: Muchacho.2390

Muchacho.2390

You forgot “make the passive ICD per-attacker” and “make the passive a siphon.”

Yeah, this buff doesn’t actually exist because the only time the signet gets used are during world boss fights. In those circumstances, the entire debuff is consumed within 1 second anyway, so making the max duration 6 seconds instead of 5 is pointless.

I think the 6 second buff was only so that as necro you could get the five hits.

For the passive i personally would like a ~100-150 life steal when hitting the enemy (without any icd). I think that would make SoV worth taking in siphon builds. But i doubt that will ever happen…

Edit: Lol writing five as a number censored my post .

(edited by Muchacho.2390)

Signet of Vampirism Change

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Posted by: Ravezaar.4951

Ravezaar.4951

Iam at this very point in time asking Anet to give me an direct answer: Show me proof that even 1% of all Necros use and run with this Signet as there main source of Heal ?

Its absolute crap now, it will be absolute crap after Sep 9th and worst of all Anet u looked at this and ALL Life Siphon in-game and said “yea 1sec more uptime that will do the trick” thats a disgrace, shape the f-up

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Signet of Vampirism Change

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Posted by: TheAgedGnome.7520

TheAgedGnome.7520

You forgot “make the passive ICD per-attacker” and “make the passive a siphon.”

Yeah, this buff doesn’t actually exist because the only time the signet gets used are during world boss fights. In those circumstances, the entire debuff is consumed within 1 second anyway, so making the max duration 6 seconds instead of 5 is pointless.

I go back and forth between using CC and SoV, and I agree that this change is pointless.

Removing the passive ICD would make so much more sense to allow the heal benefit to scale with the number of attacks received. Maybe they drop the per-hit passive heal amount slightly to compensate for only 1-2 attackers, but Anet seems to have a schizophrenic view of necro: on the one hand they think we should use DS for defense but at the same time we should rely on these meager siphon skills, which don’t work in DS.

Overall, necro really needs 1) healing in DS and 2) abilities that scale better w/# of enemies.

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Signet of Vampirism Change

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Posted by: Bhawb.7408

Bhawb.7408

1) 1s ICD per attacker
2) Passive now siphons HP, not just heals (can be reduced slightly if needed)
3) Passive works while in DS

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Signet of Vampirism Change

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

The devs have had several opportunities to improve SOV, and they’ve let us down every single time. They are clearly not interested in making it useful. And if they are not interested, then I’m not interested. I’m just not even going to bother any more.

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Signet of Vampirism Change

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Posted by: Liewec.2896

Liewec.2896

i think this “buff” was to put salt in the wound.
its a useless heal on a class that has arguably one of the best heals (Consume Conditions)

how it should be:

Signet of Vampirism
Steal health when you attack.
X damage (low amount)
Y Healing (scales with healing power)
Active: increase the effectiveness of all Life Steals by Z% for 10 seconds.

NO ICDs
it’ll pretty much work like signet of malice, but with a tiny amount of damage and an active that buffs all of your other life stealing effects.

Signet of Vampirism Change

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Posted by: Anchoku.8142

Anchoku.8142

The problem with signets in general is that they perform more like ad hoc skills. There is no secondary bonus for running more signets. Rather than extensive changes to the signets themselves, I suggest adding a progressive ICD bonus into one of the Grandmaster traits so that additional CD reduction is given based on the number of signets run. Signet Mastery gives 20% plus might for activation. Signet Grandmastery could give 25% for 2, 35% for 3, and 50% for 4.

There is no synergy between signets, that I can tell, so there is no “build” for signets. They may be just a collection of ideas that did not fit anywhere else. A signet grandmastery trait could at least make those square pegs fit in round holes.

Edit: For group play, the signet grand master trait could also give 3 might to one extra person nearby for each signet slotted. For example, 2 signets being run may mean the Necromancer and one other ally within range would each receive 3 might when a signet is activated. Four signets being run might mean 3 other players would receive 3 might when activated.

(edited by Anchoku.8142)