I think one of the main reasons as to why they don’t allow necromancers as much party wide support as other classes is largely due to their high attisive nature(could you imagine a hard support necromancer with the party support of guardian? would but nuts).
In Guild Wars 1, it was not uncommon for the necromancer to choose between survival or success due to the nature of their abilities, perhaps the answer lies in past designs. What I propose is to turn the health pool itself into a resource to be managed akin to the revenant’s energy bar or the adrenaline bar of warriors. To turn the necromancer into not the king of attrition, but the king of high risk high reward.
For reference:
http://wiki.guildwars.com/wiki/Verata%27s_Sacrifice
http://wiki.guildwars.com/wiki/Blood_of_the_Master
http://wiki.guildwars.com/wiki/Blood_Renewal
To illustrate how this could work in the GW2 environment. But first, a debuff akin to revealed will be in place for some skills to prevent feedback loops of healing.
Debuff: Whenever the necromancer sacrifices health, the necromancer is inflicted with the “mortal” debuff.
—Mortal—
Incoming sources of healing are reduced by 50%. (necromancer self healing is not affected)
Healing Skills
Signet
—Signet of Sacrifice—
Passive: Gain Regeneration
Active: Sacrifice 30% of current health, heal allies around you for the health lost + healing power
Utility Skills
Corruption
—Blood is Power—
Sacrifice 25% of current health and inflict bleeding on yourself, you and nearby allies gain 15 stacks of might(20s)
Corruption
—Verata’s Sacrifice—
Sacrifice 33% of current health and inflict bleeding on yourself, nearby allies gain protection(15s) and regeneration(15s)
Spectral
—Hunger Bond—
Place a curse bond on a target. While bonded, the target will grant health to allies of the necromancer when struck. If the target is killed while Hunger Bond is active, the necromancer will go down. OVERCHARGE: Hunger Release – prematurely release the bond causing bleeding to foes in the surrounding area and regeneration to allies of the necromancer.
If the necromancer goes down while Hunger Bond is active or if the target moves out of range, surrounding allies of the necromancer gain health.
Spectral
—Torment Bond—
Place a curse bond on a target. While bonded, the target will release torment to its allies when struck. If the target is killed while Torment Bond is active, the necromancer will go down. OVERCHARGE: Torment Release – prematurely release the bond causing torment to foes in the surrounding area.
If the necromancer goes down while Torment Bond is active or if the target moves out of range, surrounding enemies sustain bleeding and blindness
Well
—Salvation of Darkness—
Create a ring of darkness around the necromancer that absorbs projectiles. Foes inside salvation of Darkness are inflicted with bleeding.
If necromancer is at:
100% health, 3s
75% health, 6s
50% health, 9s
25% health, 12s
Corruption (Elite)
—Blood Renewal—
Sacrifice 50% of current health, prof skills of allies around the necromancer are recharged, and applicable profession resources.
Spectral (Elite)
—Life Pact—
Sacrifice Life Force, nearby allies gain deathshroud (just the shielding nature, their individual abilities stay the same to prevent ability interruption) equivalent to the amount of life force sacrificed divided by each ally affected by Life Pact.
Well(Elite)
—Death Grounds—
Sacrifice life force, create a large well on the ground that grants quickness to allies and cripple to enemies. Duration based on life force given. The Necromancer is inflicted with Mortal and Weakness.
Traits(In no particular category or order)
—Blood of the Master—
When you sacrifice health, heal allies in an area around you
—Vampire Lord—
Siphon health and heal nearby allies whenever you inflict bleeding on foes
—Furious Death—
Allies gain fury when you enter death shroud
—Blood Craze—
Allies gain might when you are inflicted by bleeding
—Blood Plague—
Enemies are inflicted with weakness when you are inflicted by bleeding
—Shepard—
Surrounding allies gain 150 condition damage
—Dhuum’s Balance—
Surrounding allies gain ferocity
If necromancer is at:
100%, 100 f
75%, 200 f
50%, 300 f
25%, 400 f
—Grenth’s Balance—
The necromancer gains healing power
100%, 75 hp
75%, 150 hp
50%, 225 hp
25%, 300 hp
These are just ideas of how it could work of course. What are your guys’ thoughts? Should we sacrifice attrition for more active support power?
Feel free to post some thoughts.