Signet of Vampirism made useful
Switch Signet of the Locust with Sig of Vampirism.
Signet of the Locust heal will send out locust with AoE that chases the targeted enemy like the troll’s bees in Silverwaste and heal the necro for every attack.
The Signet of Locust takes the Sig of vamprisim’s passive.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Simply add a GM trait to further reduce CD on signets based on how many are slotted.
Passive is now a real siphon (deals damage)
Passive ICD per Attacker
Active ICD for yourself (and your minions) removed, only allies consume one of the 25 stacks if they hit the targeted enemy.
Changing the passive is the most important part. The ICD needs to be per-attacker, not global. Changing it to be a siphon would be good as well to help differentiate it from Blood Fiend.
The active is actually decent now, though I would like to see a small cast-time reduction and maybe dropping the cooldown by 5 seconds. It felt good the few times I’ve been running it and hit the active since they extended the duration of the debuff.
Add one second to the active…..
The problem with this signet now is that there’s no play with the passive. You have to get hit repeatedly, and it doesn’t compensate enough for the numerous big hits. It’s also terrible for when you get hit repeatedly in succession and that ICD is active. Making it when YOU hit the foe without an ICD creates play because you can go after someone or hit multiple foes at once and try to cleave for major siphons. It also creates counterplay because it means if an enemy can keep distance from your fast melee hits or LOS your range attacks, you don’t get any heals. I think that sort of stuff would make it a great skill, not to mention it would increase PvE DPS and give Necros more oomph for dungeon clearing.
Passive: Siphon life when you strike a foe.
Active: Heal yourself and mark a foe. Allied players will siphon life from that enemy.
Initial Self Heal: 3,960 (0.5)
Passive Life Siphon Damage: 102 (0.05)
Active Life Siphon Damage: 392 (0.2)
Vampiric Mark (10s): Life is siphoned when struck by players
Range: 1200
Note the removal of the ICD, note how it siphons when you strike a foe, not when a foe strikes you. Lastly, it now lasts 10 seconds instead of 6 so that you can actually get more stacks off if you are alone.
The problem with this signet now is that there’s no play with the passive. You have to get hit repeatedly, and it doesn’t compensate enough for the numerous big hits. It’s also terrible for when you get hit repeatedly in succession and that ICD is active. Making it when YOU hit the foe without an ICD creates play because you can go after someone or hit multiple foes at once and try to cleave for major siphons. It also creates counterplay because it means if an enemy can keep distance from your fast melee hits or LOS your range attacks, you don’t get any heals. I think that sort of stuff would make it a great skill, not to mention it would increase PvE DPS and give Necros more oomph for dungeon clearing.
Passive: Siphon life when you strike a foe.
Active: Heal yourself and mark a foe. Allied players will siphon life from that enemy.
Initial Self Heal: 3,960 (0.5)
Passive Life Siphon Damage: 102 (0.05)
Active Life Siphon Damage: 392 (0.2)
Vampiric Mark (10s): Life is siphoned when struck by players
Range: 1200Note the removal of the ICD, note how it siphons when you strike a foe, not when a foe strikes you. Lastly, it now lasts 10 seconds instead of 6 so that you can actually get more stacks off if you are alone.
I didnt look into your numbers but +1 for the general idea. The passive should’ve been on hit and not when your hit, IMO. As long as the numbers are decent and the cooldown reduced it might actually compete with Consume conditions.
The problem with this signet now is that there’s no play with the passive. You have to get hit repeatedly, and it doesn’t compensate enough for the numerous big hits. It’s also terrible for when you get hit repeatedly in succession and that ICD is active. Making it when YOU hit the foe without an ICD creates play because you can go after someone or hit multiple foes at once and try to cleave for major siphons. It also creates counterplay because it means if an enemy can keep distance from your fast melee hits or LOS your range attacks, you don’t get any heals. I think that sort of stuff would make it a great skill, not to mention it would increase PvE DPS and give Necros more oomph for dungeon clearing.
Passive: Siphon life when you strike a foe.
Active: Heal yourself and mark a foe. Allied players will siphon life from that enemy.
Initial Self Heal: 3,960 (0.5)
Passive Life Siphon Damage: 102 (0.05)
Active Life Siphon Damage: 392 (0.2)
Vampiric Mark (10s): Life is siphoned when struck by players
Range: 1200Note the removal of the ICD, note how it siphons when you strike a foe, not when a foe strikes you. Lastly, it now lasts 10 seconds instead of 6 so that you can actually get more stacks off if you are alone.
For me, the problem with that signet was always the passive, so the change to the passive, you proposed, is something i agree on.
However i think the active is fine. It was always intended that youself dont get much out of the stacks it is more of a teamsupport active. Maybe a shorter cd would be ok though.
Buff the passive and reduce the cast time.
What about just lowering the cooldown enough to make the active worth it, would also encourage less passive play.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
Changing the passive to on hit is something I and many others have been saying since it first came out. I still think its the best move. But i doubt anet will do it. They are too stubborn.
They could also change the passive cooldown from 1s to 0.75s or 0.5s
Yeah which wouldnt make it any less useless.