necro Attrition and death shroud.
Sounds good, but then again I’m not sure making us even more reliant on life force is a good idea.
I’d rather see us given some mobility or our life siphons buffed instead – those things could just as well be non existent as it stands, and we’re already in trouble when caught with no life force, in the beginning of a PvP match for instance.
I like it the way it is i actually think it would be a little bit OP if you got healed when you entered DS. and remember its not a guardian its a necro their not meant to be able to heal like a guardian.
I like it the way it is i actually think it would be a little bit OP if you got healed when you entered DS. and remember its not a guardian its a necro their not meant to be able to heal like a guardian.
Well, we are supposed to be an attrition profession, which we aren’t really at the moment.
Still, I don’t think making DS heal us is the right way to go – wouldn’t it be easier to just remove the “you can’t be healed while in DS” part anyway? Even if DS itself didn’t heal us, it would be nice if it didn’t block other sources of healing like regeneration. That, or maybe they could make the life steals from Blood Magic be like.. actually noticeable? All it would take is a slight buff to the amount they steal and suddenly life steal builds would be perfectly fine.
How much do those things heal these days anyway, like 30 health/attack? That’s around 1/1000 of our health, which isn’t exactly helpful when an average attack deals something like 2-3k damage and a good burst can be close to 20k. It needs to be several times what it currently is to make any difference.
(edited by yski.7642)
I like it the way it is i actually think it would be a little bit OP if you got healed when you entered DS. and remember its not a guardian its a necro their not meant to be able to heal like a guardian.
Well, we are supposed to be an attrition profession, which we aren’t really at the moment.
Still, I don’t think making DS heal us is the right way to go – wouldn’t it be easier to just remove the “you can’t be healed while in DS” part anyway? Even if DS itself didn’t heal us, it would be nice if it didn’t block other sources of healing like regeneration. That, or maybe they could make the life steals from Blood Magic be like.. actually noticeable? All it would take is a slight buff to the amount they steal and suddenly life steal builds would be perfectly fine.
How much do those things heal these days anyway, like 30 health/attack? That’s around 1/1000 of our health, which isn’t exactly helpful when an average attack deals something like 2-3k damage and a good burst can be close to 20k. It needs to be several times what it currently is to make any difference.
I agree but it will be very difficult to separate and allow regeneration along with life transfer to work. It will mean a rework of the boon and the life steal mechanic, that in turn will breed various bugs and require multiple fixes.
What makes attrition work though is sustainability, constant pressure and reduction of effectiveness.
We don’t have sustainability worked out yet. Necromancers can’t effectively maintain themselves at a certain level as not every single skill provides life force. This means a necromancer must also win his first fight and accumulate life force as we have no life force to use our class mechanic “death shroud”. Life steal is also simply too flawed to work as death shroud stops its affect or it is easily out dpsed as it does not provide enough healing to be a benefit in the first place. Life steal is also limited to one trait line, one weapon, one utility, one heal skill and two sigils. We also do not have passive countering to conditions or control affects. We have burst counters but no passive counters or they aren’t feasible.
We have the constant pressure but some view it as fine while others view it as over powered. We do need to have good viable ways to provide constant pressure to kill our enemies or force them to make hard choices. If it is heavily nerfed then we cannot be an attrition based class.
We do have multiple ways to reduce the effectiveness of our enemies. Some are not applied as often as others which then makes people think a centralised way to actively weaken enemies is required. But what it seems like the necromancer needs is simply to improve or further ingrain “reduction of effectiveness” into the offensive capabilities that the necromancer has or have better trait options implemented to provide it.
In conclusion a necromancer requires these three points to be a attrition based class which are: sustainability for themselves, constant pressure against the enemy and to reduce the effectiveness of the enemy.
(edited by The Primary.6371)