Suggestion: leeching endurance & adrenaline

Suggestion: leeching endurance & adrenaline

in Necromancer

Posted by: Aimless.7251

Aimless.7251

Name: … undecided, they all sounded dirty.

Type: Trait (eg. BM or DS minor or adept major) or signet passive.

Proc: On crit with shortish ICD, or upon entering (or leaving eg. by being pushed out due to damage!) deathshroud.

DESCRIPTION

Sap resource (endurance, maybe adrenaline) from target foe/nearby foes, gain resource (substantial life force or endurance) or boon (eg. swiftness, might or regeneration), apply punishment (eg. weakness) if condition is met (eg. if endurance drops below 0).

Purpose: Make endurance- and adrenaline-management become more interesting when fighting necros; keep enemies in place; give necros a break :o

Would you have fun with it? If not, can you change it to the point where you would be able to have fun with it? Can you think of other ways to make resource-management more interesting and challenging?

Suggestion: leeching endurance & adrenaline

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Posted by: Pelopidas.2140

Pelopidas.2140

Adrenalin ?? Not sure what you mean

Suggestion: leeching endurance & adrenaline

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Posted by: Riot Inducer.8964

Riot Inducer.8964

I don’t think they would ever add something that could directly interfere with the profession mechanic of another class. However I DO very much like the idea of giving necros the ability to mess with endurance. Perhaps even allowing us to straight up vamp endurance would be a fun way to give necros better mitigation abilities.

Suggestion: leeching endurance & adrenaline

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Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

Call it Withering Aura.

Make it drain X% endurance on crit (with shortish ICD, as you stated originally), or on entering/exiting Death Shroud.

If made a Grandmaster trait, perhaps add the following functionality:

  • Converts the drained endurance to either health or Life Force. Make it a ratio if it’s felt a straight 1:1 conversion is too strong.
  • Drains endurance from up to 5 foes in the area. The drain would be very low per target; perhaps only 1% endurance per trigger. With 5 foes, however, this translates to a 5% gain of health or Life Force per trigger (on crit, Death Shroud entry/exit, per X unit of time while foes remain in the area of effect, etc.).
    This introduces some scaling sustain. Other classes have traits which produce persistent effects while allies remain within range; I see no reason why necros couldn’t be given an aura that has a persistent effect on enemies while they remain within range.

It will not affect adrenaline as that is making the skill specifically counter the profession-specific mechanic of just one class.

So many souls, so little time. ~ Kraag Deadsoul

Suggestion: leeching endurance & adrenaline

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Posted by: Rym.1469

Rym.1469

Drain the pet from the Ranger, making him happy

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

Suggestion: leeching endurance & adrenaline

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Posted by: Tim.6450

Tim.6450

I can see the cries of op already, but that aside it is an interesting mechanic. It fits the necro theme perfectly and is a good damage migitation ability that is not the bland vigor on crit. The endurance part that is. The adrenaline part is just stupid and should be removed.

EverythingOP

Suggestion: leeching endurance & adrenaline

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Posted by: TheRiverBlues.2607

TheRiverBlues.2607

Imagine a corruption ability that costs a bit of endurance to inflict conditions and such on an enemy…