https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
I would like to change it to a damaging heal effect.
(Raise the cool-down to 20 seconds.)
Passive: Damage and heal when you attack every 2 seconds.
Active: Gain health.
Damage: 239 (Cooldown: 2s)
Healing: 926. (Cooldown: 2s)
Healing: 3,960
Formula for passive effect’s heal: Not effected by anthing.
Formula for passive effect’s damage: Not effected by anything.
Formula for active heal: 100% Healing Power + 3960
The idea is to turn SoM into a life-tap, by nerfing its activation, but allowing it to heal for a ton as well as do damage.
The internal cool-down is there for balance, otherwise it will just be a weak heal nobody uses.
Malice as description.
“Desire to inflict injury, harm, or suffering on another, either because of a hostile impulse or out of deep-seated meanness:”
(edited by Daecollo.9578)
healing for alot as well as healing on hit and giving damage? I think I’ll be the first person today to legitimately use the term OP correctly
healing for alot as well as healing on hit and giving damage? I think I’ll be the first person today to legitimately use the term OP correctly
They changed Necromancer minion to do just that, and it has an internal cooldown as well.
Thieves have 10k base HP and almost no DR or toughness traits, when we use SoM we also lose most of our condition removal as well.
that is true, but Blood fiend attacks on timed intervals, which is probably why you added a 2s countere=, but the Blood Fiend doesn’t heal drastically when sacrificed. Necromancers get more heal when all of their minions are out stealing health for them as traited. But back on topic, that minion is an ai, these are players we are talking about. Who deal far more damage by themselves without utilities.
that is true, but Blood fiend attacks on timed intervals, which is probably why you added a 2s countere=, but the Blood Fiend doesn’t heal drastically when sacrificed. Necromancers get more heal when all of their minions are out stealing health for them as traited. But back on topic, that minion is an ai, these are players we are talking about. Who deal far more damage by themselves without utilities.
http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
http://wiki.guildwars2.com/wiki/Taste_of_Death
Blood fiend attacks on timed intervals – which is 2 seconds.
Doesn’t heal drastically when sacrificed- Heals for 3,960 + 100% Healing Power.
My God!! If i have 2254 power (as in 25/30/0/0/15), i can heal for 1208 every 2 secs!! And i will hit by 521 added dmg, as well!! Thats 604 HPS and 260 DPS in 1 skill!! And it still works as the normal SoM we know, hit and heal.
My God!! If i have 2254 power (as in 25/30/0/0/15), i can heal for 1208 every 2 secs!! And i will hit by 521 added dmg, as well!! Thats 604 HPS and 260 DPS in 1 skill!! And it still works as the normal SoM we know, hit and heal.
Eh… Alright that is a bit rediculous.
Changed :>
(edited by Daecollo.9578)
<.< can we have the aoe fire dmg buffed up insta stomp perma stealth infiltrators arrow too? Thats all I want… we all want it come on now
I don’t have the numbers to back it up, but it still kinda feels OP. Maybe @500 heal every 2 sec.
I don’t have the numbers to back it up, but it still kinda feels OP. Maybe @500 heal every 2 sec.
It would have to be 1 second then. It has to match other healing abilities.
I like the on-hit abilities with the CD.
The activated heal is probably a bit too powerful – Correct me if I’m wrong (haven’t seen a blood fiend in a while), but can’t they be DPS’d down to deny the necro his heal? (or force him to use it early). Assuming that is still true, SoM seems to be a bit much.
tl;dr – Good ideas, maybe some playtesting around the actual numbers.
I like the on-hit abilities with the CD.
The activated heal is probably a bit too powerful – Correct me if I’m wrong (haven’t seen a blood fiend in a while), but can’t they be DPS’d down to deny the necro his heal? (or force him to use it early). Assuming that is still true, SoM seems to be a bit much.
tl;dr – Good ideas, maybe some playtesting around the actual numbers.
Yes, however the Necromancer has many other options to heal himself, also if they are focusing on your minions they arn’t exactly hitting you, and with the upgraded armor and HP they gave to minions they are actually pretty good now, plus the minion stays safely away from the target, kiting or running from it if it gets aggro.
Necromancers also have 8k more base HP then thieves and have a lot more condition removal as well without stealth, as well as access to boons like protection and regeneration.
Necromancers can also wait until its almost dead and use the heal.
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