guard ,nades eng ,Trap thief \ranger ,signet\shout warrior, zerk mes\ele & shiro rev.
Unholy Sanctuary
guard ,nades eng ,Trap thief \ranger ,signet\shout warrior, zerk mes\ele & shiro rev.
Only allows its own healing. Was pretty explicit in the Ready Up that they previewed it.
Haven’t tested it yet personally, but I’ve heard a lot of good feedback about it.
I’ve tested it and it’s very minor. With maxed healing power, maybe, but you sacrafice all damage when in shroud (Settler’s), miss on damage in general and hit like a wet noodle (Cleric’s) or lose every defensive stat and it’s not worth mere slow regeneration (Zealot’s)
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Haven’t tested it yet personally, but I’ve heard a lot of good feedback about it.
It is exactly regen in deathshroud. It can work in a bunker build I guess if you generate lots and LOTS of life force, otherwise it doesn’t seem to be a “sprinkle” trait, it seems to be an all-in trait. (IE your gonna bunker or your not gonna take it)
Personally I think they should have reworked it, to be regular regeneration between 75-100% life force, and then scale it UP as you have less life force less, that way it could be a more effective skill when you are low on life force.
Right now the scaling is too weak to really matter.
I grabbed it. I was already using a staff/DS build of 0/10/30/0/30 for zerging in WvW, and switched out my zerger trinkets for clerics (armor is soldiers). I can heal close to 200 points per second in DS and love the fact that it gives me just a touch of breathing room. Using deadly strength (toughness to power) I hit hard enough to make a difference, but overall the build was designed to tag everything and survive not be a powerhouse.
YMMV, but with my staff necro I am enjoying it.
Breathing room?
Dudes please reconsider this point, if you get focusfired, your DS won’t last enough to heal you, it only may be useful if you’re playing bunker vs bunker, 1v1.
Max 300 hp/sec in the correct gear, with correct traits, in the correct situation.
Also consuming Life Force staying in DS for long while hoping to get some healing back, means that after you get out of DS you will be defenseless, 0 Life Force for… how much? 1500 hps more in the best situation?
This trait is a waste, in the best situation I hope it’s a way of testing the possibilities of giving some sort of healing under DS to Necromancer.
Elseway it’s another big design fail.