Suggestion: leeching endurance & adrenaline
Adrenalin ?? Not sure what you mean
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.
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.
Drain the pet from the Ranger, making him happy
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
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.
Imagine a corruption ability that costs a bit of endurance to inflict conditions and such on an enemy…