(edited by Tadsoul.6951)
blood magic changes
these changes are intended to come after anet decided to fix heal and death shroud functionally otherwise it won’t solve anything
vampiric 9 second cooldown
siphon health when you hit a foe
life siphon damage: 1000
life siphon healing: 1000
I think thats an awful idea. The beauty of Lifesteal is that it scales with number of opponents. The more people you hit, the more you heal. And thats something necromancer really lacks: defense against multiple opponents. So at least the cooldown should be separate for each target.
vampiric ritual 15 second cd
siphon health when you cast a well
life siphon damage 200
life siphon healing 200
duration 5 second
how is this supposed to work? you drop a well, leech 200 life once over 5 seconds and then it’s on cooldown for 15 seconds? or do you then leech 200 life each second for 5 seconds?
Also, same as above, i prefer lifesteal to scale with the number of opponents.
other thing that would be nice to see changes on
ritual of life
add increase revive speed 10%merge quickening thirst with dagger mastery or change
reasonable stuff, cant say anything against that. even tho 10% revive speed wont help much. if you dont take the trait already, that little bonus wont change that.
blood to power
changed to increase damage to bleeding foes 10%
the current blood to power is just awful and this would definitely be an improvement. but i would rather get an interesting grandmaster minor (related to lifesteal) instead of boring, unoriginal ‘+X% damage if Y’ which are found everywhere. it also is too similar to Curse25.
Gunnar’s Hold
(edited by RashanDale.3609)
no for 5 seconds you each hit you land will steal 200 health for example if you used life siphon it would hit 9 times stealing 1800 health and dealing 1800 damage ill try editing the first post to make it more clear in addition to its normal effects
(edited by Tadsoul.6951)