I think they fixed some kitten with it in pve with the minipatch.
Summoning BF aint a heal so it doesnt proc it, as for targeted wells its a bug.
It procs on a healing skill activation, so yes it should proc on summon blood fiend. Equip any rune set with “on healing” effects, summon blood fiend, and see what happens. Then sacrifice it and see what happens.
Thats the point, summoning blood fiend isnt a healing skill, its a minion summon… healing skills are all under blue filter while others are on 100% rgb.
Summoning BF aint a heal so it doesnt proc it, as for targeted wells its a bug.
We actually have a good amount of information.
And the fact of the matter is that:
- Sylvari do not feed on magic.
- Sylvari die at the touch of corruption; dragon minions do not to other dragons’ corruption.
- Not all sylvari are tied to the Dream, yet those who disconnect or are never tied to it act little different than those who do (though more ruthless, typically).
That’s enough to discredit the speculation. But what does the speculation have in support?
It was literally formed out of the mistranslation of binary in Zone Green at the Infinite Coil Reactor, where the mistranslation was “Pale Tree” while the actual translation was “End Transmission Sequence.” There is NOTHING out there to connect the sylvari or Pale Tree to the Elder Dragon. But there is evidence against such a notion.
Actually:
1) They do as do all living beings in tyria, just depends on the amount (for example jormags minions dont feed on magic even close to as much as zhaitans do)
2) Sylvari go mad from dragon corruption, they dont die from it… nor age (like dragon minions)… they die from dying… as in burning, ripping, slicing and stomping them.
3) Sylvari influenced by great magic (like the pale trees will which is based on human and centaur teachings) can chose to be free… the one we know who isnt tied to said tree is kinda a vengeful shady kitten and even so he grew up alone… then lets look at something else, who else is a free willed minion of a great force which a person with positive teachings freed with magic and then we had to protect her eggs…
Also last living story confirms scarlet is mad because of the dream and dragon magic be in her.
Intelligence != Free Will.
That actually happens to be the definition of it and the reason why we can create AI that learns and adapts… not to humanoid levels but kinda housecat like at least.
(edited by Andele.1306)
Dude you barely need to do wvwvw for 30 (at 33) as a matter of fact i dont think i ever took a keep/object in wvwvw since release month (100% world exploration).
WoB then, Seed is plain regen which you can apply with staff 2.
Consume Conditions…
It’s a bad idea. I’m sorry, but this are those things that makes necro hard to balance.
No matter which build or weapon you’re using, you have a 600 range multiple target pull?
No sir, it’s just too much.
Its not like you have a 600 aoe pull on 900 range or a 600 targeting setup aoe pull which stops dodges from making you evade… oh wait…
But true still a no because devs would kitten it up.
a) Sounds tadish op in and pvp
b) Cool idea to have aoe pull
c) IF they implemented it it would kitten up thieves and warriors in pve since it would probably remove all torment stacks off the npc rather than the ones your applied with tshackles knowing the necro “balance” team… as in the monkey with a cupcake taped to his crotch.
Forgot at add that engineer condition removal is abysmal, unless you’re running elixir build with the right traits.
You mean stuff like:
http://wiki.guildwars2.com/wiki/Transmute
http://wiki.guildwars2.com/wiki/Cleansing_Burst
http://wiki.guildwars2.com/wiki/Drop_Antidote
http://wiki.guildwars2.com/wiki/Fumigate
http://wiki.guildwars2.com/wiki/Automated_Response
The problem is how life leech works in GW2.
Every life leech adds a fixed amount of damage to you skills (that ignores armor and invuln(?)) and adds a fixed amount of health to your health-bar.*It is not like in other games, where you “steal” 10% of you attacks damage, so it scales with the damage dealt.
So if you are facing a high toughness target (like the gates in WvW) where you only deal ~20 damage per hit, the additional ~420 damage per hit from your siphon are very much damage. So you are ~20 times faster in killing walls/gates with this exploit (with enough necros of course).
—
*Because of this fixed number thing, Anet can’t give those skills a good scaling with power or healing power (some scale with 0.0x, other don’t scale at all). Because they probably would get to mighty. too much heal in addition to your #6 and/or to much true damage.
In the end it is just a stupid design decision.
Thats the point… Siphons ignored damage… on that note where is the nice scaling shadow damage? That should also be armor ignoring direct/power scaling damage which necro burst is based on.
If you wanna fix building damage… plain make buildings only take damage from said siege weapons… FGS, Golem charge and the now exed vampirism make most of it worthless (as in stuff that aint 50k+ range or burns trough zergs).
General – make most ai player npcs take skill to deal proper damage
Engie (turret bugfix)
Necro (fix/more synergy)
Ranger (fix/more synergy)
Warrior (nerf cc, beef skillcap to damage proportions)
Rest are is fine.
BTW, remember the Signet of Vampirism which was supposed to be a good siphon… yeah it doesnt work on taco, wurm, etc anymore in addition to using it as a bug on wvwvw gates (also tshackles doesnt work on those targets either for some reason…)
BTW, Signet no longer works on taco, wurm (still works on head phase trough) or shatterer, gj a-net making the few uses it had utterly worthless.
For your info, this skill was able to destroy keepdoors in wvw better than siegeequipment and was exploited.
For your info, wvwvw should never be even in the mind of the profession balance team because its not their problem, wanna fix how keeps work make only siege damage destroy them.
I agree with almost all those points, except Vampiric Rituals, which is actually sort of decent in a full well-build. But that’s speaking from a PVE perspective, where monsters don’t move out of the wells.
And as for Ritual of Protection, I think it should give longer stability, and it should give it to allies too, so it provides meaningful team support. Wells have very long cool downs, and the necro could really use some better access to stability.
I think you mean protection since it gives no stability… and you know longer 0 is still 0…
Do you seriously think that (outside of the bloody prince thing) anyone is stupid/bored/crazy enough to go dive into old LA? The place from which mere months ago karka jumped out, which was the connection point to the mists multiple times (again not counting bp candy bags right now even if it does explain how they got there) and the ruins of a pirate town under a pirate town probably meaning that every little piece of valuables are gone?
Uh… the karka invasion was over a year ago now even in-game. And I don’t know what you mean by the connection point to the Mists given how the Mists’ connection is in Fort Marriner.
Well it is underwater. There’s not that many guards underwater. Still, it seems odd that no one would notice it at some point, and take it down. Ok, so they are shielded. But surely that doesn’t make them completely invulnerable?
It does if people can’t figure out how to take down the shield. After all, we’re dealing with an insane genius – emphasis on the insane, means logical thinking may not work on how to take down the shield. Who knows, maybe the way to take it down is to dance like a chicken in front of it – or more seriously, to kill her minions near it, but there are no minions in LA!
Connection to the mists i mean the entire sequence of weird kitten that happened in GW1 in LA… you know demon invasion… candy corn invasion… gremlin “invasion”… a lot of shiz from the mists popped up in la.
Yup plz stun breaks only being instants~
Awaiting the nerf to it working on husks in the wurm event.
Won’t happen because it doesn’t get used there. You need the cleanse and heal from Consume Conditions instead.
That and very few bother with the wurm events.
TTS, TxS and Deso used that actually… a lot… well in the fist 2 cases there are like max 5-12 necros and 4-9 are condi and refuse to slot it in…
Cd is 60 or 90, its actually identical to the ranger wh 4, also each of their hits can proc bleed runes and barbed precision.
You say griefing, we say war.
WvW players get poor loot and are forced into content they often don’t like just to get the very weapons they fight with. Long have we been the second class citizens of guildwars 2 and when content is added for us, its usually when something (orbs, quaggans) is taken away.
WvW keeps this game alive. The transfer fees paid by wvw guild migration are considerable and as structured-pvp is rapidly dieing out, wvw is where the pvp side of this game is headed. When Wildstar comes out, WvW will be what holds this game together, or what sinks it if a better home for us is offered. Its about time we got some kudos for the things we do to keep the pve side of the game alive.
So I say unto those venturing into the edge of the mists – come armed and come determined enough that when you fall, you get back up and you hunt out the one who felled you so that you can drive him or her from the mists and into the hands of Grenth himself.
The time to ignore us is over – you`re in our world now.
And im perfectly happy with that as long as you got nothing to say nor object about in profession based balance issues, block our rifles and rocks and gunk if you will from usage and faff around with damage on your silly little toy forts, but dont touch the weapons of real men in spvp and pve, a true compromise at its fines~
Why is there a thumper in the middle of lions arch. One should think that it should have been destroyed right away…
Do you seriously think that (outside of the bloody prince thing) anyone is stupid/bored/crazy enough to go dive into old LA? The place from which mere months ago karka jumped out, which was the connection point to the mists multiple times (again not counting bp candy bags right now even if it does explain how they got there) and the ruins of a pirate town under a pirate town probably meaning that every little piece of valuables are gone?
P.S. yep the “anti-zhaitan” cannons and rifles are based on Gorr (you can even poke him trough like 4? missions about how its improving from old mesmer magic its based on/taking the essence and/or magic from a enemy and turning it against it to calibrating the magic to work against draconic and finally risen sources).
Fix traits>Fix DS>Bug fix transforms and weapon swap in ds>Fix utilities and weapons to beta status/pre dhuumfire, but post other fixes>Other weapons (dual wielding swords and hammer if possible~).
Can we please get that? I know it would be a indirect nerf to eles and engies, but there is really no reason why stuff like AR and conversion bonuses change with weapon swaps…
No… not really, you still got 8s immobs, 1.8s knockdown and a teleport which unlike most necros actually helps you all the way trough the fight instead of having to put it off behind walls… and thats pvp not pve, also i just ment the stats on minions being op since they could, even in their days of stupidity, solo all pve content to 60/starting arah missions, same thing for the other “minion” profession, you can confusion line + duelist/swordsman your way to 50 if you are to lazy to work on how to use staff and going in melee/doing the chaos armor combos.
Also yep, squish =/= skill, good DS usage so that you dont need escapes and a bar with 3 stun breaks to do kitten = skill, but didnt we pass that like ages ago? Main point of it is that necros, without removing their mobility or cc weakness, have a 3 times harder time getting the same survival rate of other professions, which in itself is fine (look at ele), but its not good without being able to properly reply to whats causing that problem in itself (as in no long source stability, lacking reactive teleports and being locked off from most defensive effects in our “defensive/power cannon” mode).
TLDR: Minions deserve rework to make them actually good in all pve and ok/niche in pvp, same for phantasams on mesmers, skill is related to surprisingly skillful usage of skills/abilities not your hp/armor value which means fix DS.
Outside of 30 points into soul reaping this is our ONLY form of stability.
well… there’s lich form.
And plague, but the 2 (in addition with rampage, tornado and elixir) shouldnt be ccable in the first place… its like suddenly tequatl and wurm trio would be ccable to death, so they made it so that any source of stability on you is removed as soon as you leave the transformation (seriously there was 1 wurm attempt i had like 40 seconds of stability left from all the hallowing ground/ele swaps with 3s left on lich, then lich ends and no more stability (same for swiftness and spectral walk slot out).
To that I’d argue this:
- Power necromancer has a higher skill floor, but lower skill cap.
Bla bla bla blaYou kinda got things reverse… low, and with that very low, like warrior low skill floor, but with a skill cap right next to engie. Do you even frign know how hard it is to time entry and exit of ds, properly not to get curbstomped by and marginally good player from any other profession (if on a proper build ofc).
Being squishy as hell, like I tried to explain, isn’t a skill issue… It’s just a nature of the beast, and yes, I DO know. I play power from time to time. From kitten skill level to max, squishy is squishy, but much of it comes to luck and LOSing or using maybe a daze to heal. My point was we don’t have active escapes, so our ability to get that heal off relies less on our personal skill but being in either the right place at the right time, fighting a bad player, them choking, or something along those lines. It’s not like we can quick teleport out of the fight 1200 range, heal and go back in like thieves, some warriors (gs/sword/using Hammer burst as an escape) to stall fights for our heal, we basically just need to pray they don’t decide to daze us as the shadows wear off. CC is also a pretty long cast that’s VERY obvious. Again, not much of that has to do with skill but the build just being super kitten squishy. Skill doesn’t make it less squishy, unfortunately, and skill has LESS of a factor in surviving when needing to stall for heals, than any class with real mobility. If you ask me, power necro is sort of a broken idea. Glass and 0 mobility just doesn’t seem to settle right in this game. :/
a) power necro incudes minion mancers which are like the lowest skill build in game, i know i used minion back in their idiot days to pretty much afk my way to level 60 in the first 2 of the 3 day pre-release window.
b) Exactly the lack of direct/instant oh crap escapes increases the importance of decision making/skill needed to play the other 3 base power builds (vakyre, zerker and soldier) th
c) Shade…
I imagine the moment when a designer (maybe a developer) came with the great idea of giving a stun break in a well skill. Maybe he/she said “Wait, put 1 sec of stability – well skills have long cast times” o_O Why not make Well of Power an instant skill? Nobody knows, it’s top secret.
Answering to your question, no. This kind of decisions talk about the balance we can expect for necros.
They did that because the stability was added long after the Well skill was implemented. The game had been live for months before it was a stun break, and it makes more sense for them to just make the skill usable (but retain all its original mechanics).
You know, making wells and co fake instants (like cb), might have made them more usable than adding 1s of stability onto stun breaks with cast times
To that I’d argue this:
- Power necromancer has a higher skill floor, but lower skill cap.
Bla bla bla bla
You kinda got things reverse… low, and with that very low, like warrior low skill floor, but with a skill cap right next to engie. Do you even frign know how hard it is to time entry and exit of ds, properly not to get curbstomped by and marginally good player from any other profession (if on a proper build ofc).
Thanks,
As far as WvW goes would the carrion and scavenger suffice? or would I be better of looking into rabid or dire perhaps as a second set?
Dont play much wvwvw, thus cant really comment on that, reddit and the wvwvw subforum are probably better locations to ask for that, most of us here are quite cynical.
Full carrion + Scav runes are the dominant pve condi setup (for fractals and wurm/taco at least).
Plague aint unblockable, nor immune to blind, also you need to be withing a 60 angle (30 each side of where you are facing) for it to really go off.
Also because Moa is a terrible elite and is generally just taken in sPvP for trolling.
The elite which defined stealth guard moaing meta...
Signet of mercy gives 180 healing power. Fail.
edit: On topic with less trolling. If you use locust for whatever reason, im not sure its a good idea. Popping it in combat for some extra heal serves its purpose, go in and stay there until the fight ends, since necro cant really escape.
Yup, but seriously if you want a heal, get a power build with 20+ in spite and pop it in the middle of the golem horde (as in you stand in the middle) in pvp, trait in vampric and bloodlust for a bit more kittened up scaling and heal for a ton, works in pve, but was kinda heavily nerfed a few patches ago.
Necros are getting nerfed…? That is so stupid why doesn’t Anet nerf mesmers since when a MM necro is moa’d all the necros minions die… Mesmers can port, stealth(and get boons while in stealth), clone army (which spreads loads of conditions) and they can get almost every boon in the game… Mesmers are pure OP. Necros if anything needs a buff since clearly they are not the master of conditions, but MAYBE boon removal. Also Warriors seem to have some sort of OP condition warrior build and that class has ridiculous stats, for example, a couple people I know who have warriors were messing around with build editor and they where able to have 3,700 attack, 4,100 armor and 25k vit…
I hope its because they dont want to endorse bugs as counterplay… buuuuut knowing the stupidity of the balance team, probably not.
You know how good 25% speed on a necro dagger is good right? Combine with my chill i can easily stay near my target and auto attack him.
When your using signet, sometime you will take it for the passif way more than the active and that the case with locust.
Now i dont see it as a “second heal” at all since it heal almost nothing. It good if you need to win 2-3sec to enter your DS and/or gain a roll.
Its a 5-6k heal if you hit 5 targets… thats more than most heals in game… and it has better scaling… but does no damage since its power scaling is bugged and stays pretty much the same across all levels,100-400 damage. And yes thats the point, you shouldnt bring signets just for the passive… thats kinda the entire problem with healing signet on warriors, there is/was no reason to pop the active.
Signet are almost perfect as they are, locust may need a smaller Cd (But not much), Plague is awesome and the passif seem to work properly now. Vamp signet with the trait the CD feel right and the passif is enough combine with good life force regen and “vital persistence” to keep you alive.
I don’t use spite signet because i rather put spectral grasp for my chill mod. And finally the signet of undeath need either a lower CD or a rework of the passif…
(And im mainly talking about spvp)Edit: maybe give 4-5stack since the CD on signet aren’t small.
Locust needs to work as a actual utility skill not a second heal only if surrounded/right now has no use outside of movementspeed, which while is nice defeats the whole point of being a signet, same with plague (also the fact that plague signet can be blinded is funny, thus making it plain a pbaoe transfer makes way more sense), spite is kinda still bad in pve (thus more condis for better scepter 3 and target the weak, since you get a bigger benefit from the 180 power in almost every case except against the husks on wurm) and Undeath needs a plain rework after the chain of nerfs it got over time, thus having a full team rez for 5 min would be very cool/like a last stand option in keeps (and yes on the usual 5 target aoe limit), also it wouldnt exactly heal alive allies, just downed and defeated… healing alive allies would be op (full reasoning here for cd, downed targets are on 50% hp, by the time you would finish the base channel which wouldnt increase the cd if they got 1 tick of their bandage off, they would be on the feet if not damaged hard, it would be pretty much a aoe version of going up to your allies and pressing f from a safeish enough distance.
(edited by Andele.1306)
I think the Necromancer minions are created from an amalgam of corpses from different creatures, rather than from a specific single corpse. While the Bone Fiend clearly resembles a devourer, for instance, the Bone Fiend has an obvious ribcage, which a devourer, having an exoskeleton, wouldn’t have.
Placodermi and Armadillo if we want to be exact and split hairs, but technically all reptiles fit into this category with a lot of arachnids, which have both a endo and exosekelton, its just having both fully evolved is very unpractical for obvious reasons…
Also … you know you need bone to support flesh,having pure exoskeleton beings as minions would be very unpractical… Honestly if we wanna talk about skeletons explain why charr can walk, their spine should by all rights be destroyed between birth and cub state.
a) Skirtt aint bone minions/jhorrors, it are some rats but not skritt (also they use “human” skulls), maybe skale; also blood fiend is a reef rider/gw1 Irukandji, but thats splitting hairs they are just localized versions of the same species.
b) Golem is called golem because its a golem… you know mix up? Mostly from minotaur, ferothrax and troll if you look at GW1>GW2 transitions, but overall its safe to say its a golem.
Necro shouldn’t “need” a well to finish a downed player, and wod is not like an kittening heal the amount of health you get back is laughable.
Wells suck in PvP unless you can burn all someone’s stunbreaks and stun them in the well. If they were larger and hit faster even if its for less they would at least do something.
Shouldn’t.
But until necromancers get the ability to stop in death shroud, they are terrible at stomping.
You can stomp in DS, actually. It takes practice to learn how to do it but I almost never fail now and I’ve been gone since October. I actually don’t stomp outside DS anymore.
YouTube Death Shroud stomping to learn how it’s done and then practice on the NPCs in HotM.
Skill lag =/= feature or shall we exuse a-net for still not fixing transformations to work with minions?
Nope, wells are fine, spectral and signets aint.
I hope this thread turns out to be similar like Traitworks, just with utility skills.
Vampirism
The passive part feels weak, even in the current state it can heal better. Removing the ICD alone could make it wonderful and if it still lacks sustain, the numbers can go up.
Can you be specific about the active? No duration? Why? And the numbers seems to be way too much. Its around 1-2k / hit, right? Thats a bit wow. That could answer why you want a 40s CD on it, but that wouldnt it be too risky? 40 second downtime is hell of a lot.Spite
Passive is cool as always.
Love the change in the condi application, chill is always welcomed (its a bit overwhelming that way) and the torment with one stack bleed is good also. The cooldown refresh on kill is brilliant, IF in pvp it triggers only on player kill.Plague
Unblockable? Okaaay … No, please no. I would like it, but no.
I tought about to get reduced damage from conditions, but this idea is better, however the aoe pull part is too unreliable. What if its only affects the necro? And i assume it would have an aoe cap, if not.
Aoe spread … nasty but it feels really really really op in a bigger fight, especially if its followed by Epidemic. Im not sure about this, really not. It would make the necro literally into a condi bomb. Either the passiver or active should be 1 target only and the unblockable should be removed.Locust
Great! The stunbreaker makes sense here.Undeath
Passive is good, however i would like to see something more … cool. Something supportive. Soothing mist like heal aura maybe?
The active is overly complicated. And OP. It could be a spammable ress in ideal circumstances (i know that didnt exist but you know balance and stuff ..). The radius increase for a mass ress is a must have. What would be the range btw? The CD is fine, since its a utility, not an elite like Battle standard and not as versatile as Glyph of renewal. Of course a reduced cast time is a must have, 3 seconds is just too much if you need to ress from a distance anywhere. Even in pvp 1 second can be (can be?) acceptable, since we are the master of life and death or what. But the passive needs an overhaul to be more appealing compared to other options.
Vamp – its actually just current scaling beefed up, damage on passive and icd removed from active… otherwise its identical to the in game version which has its niche uses but is generally a no pick.
Spite – Yup, means guards, eles, mesmers and lyssa users get to remove more of your power, but it doesnt make it as overwhelming (weakness down to 5 and tormet is 75% of a bleed if you dont move, so a bit of a power cut, but a bigger reward for doing a proper combo).
Plague – so it would be a bit like current but function differently, more like the guardian consecrations instead of pullsing like wells, a permanent effect applied to all allies within 1200 range that changes target condition application from ally x to the owner of the buff, as for the aoe spead, im sorry, but after the “bug” on putrid mark, its very needed and its not like cond immunity, aoe cond removal or plain not being in melee (well 240 which is out of melee if we are gracious using necro dagger as standard) of the necro exists.
Undeath – Well we kinda miss complicated skills in GW2 in general… more hold/channel longer for better things like the norn charge or the crap toss run.
Thus why not you do the channel, aoe around you effect like the engie rez field that actually works on the dead (and optiona but if failed dead allies get to be your minions), also its a channel so any cc would stop it and if you do a full rez you would get a massive cooldown balancing it for pvp and wvwvw.
Signet of Vampirism -
40s CD + 3/4s cast time
Passive: Siphon for 5% of damage delt to you.
Active: Heal yourself and mark target foe, allies gain life siphon off that foe for 420+0.3 power+0.5healing power. (cannot be used on WvWvW structures, but still deals true damage to tequatl phase 1, husks on wurm, etc), no icd, 25 stacks, active heal for 4k+0.7 healing power
Signet of Spite -
60s CD + 3/4 cast time
Passive: Improves Power (20+2 pre level – 180)
Active: 1stack of: Bleed (10s), Torment (10s), Cripple (10s), Poison (10s), Weakness (5s), Blind (5s), Chill (5s). Refreshes cooldown on kill.
Plague Signet -
60s CD + instant, unblockable
Passive: Conditions applied to allies within 1200 range are instead applied to you with 33% less duration.
Active: Spread conditions applied to you onto nearby enemies (just a cleanse if no target), 480 radius.
Signet of the Locust -
60s CD + instant, stun break
Passive: Run 25% faster.
Active: Drain health from nearby foes over 4 seconds, 400+0.2power+0.15healing power pre second, 480 radius.
Signet of Undeath –
180sCD up to 5s Channel, base 3s cast (you know like the norn elite charge type hold for longer channel)
Passive: You generate 3% life force every 5 seconds.
Active: Summon a passage to the underworld reviving allies in a 600 radius for 20% of their hp, Each second of channeling increases cooldown of this skill for 60 seconds.
Wish addition for fancy flavor and dem plays: If a ally gets defeated in the aoe, they are transformed into a Aatxe until respawn.
I like the current version. Let me to be a bit tanky and with Signet of Locust i can do very good self healing.
Thats 2 skills for just having the worth of healing consume conditions gives you? Why?
It feels more like blatant fan-service to me.
To a guy and most heterosexual girls with any kind of bi-curious nature (aka every being alive because we are hard wired to kitten everything that is remotely erotic), any open lesbian relationship is/seems like blatant fanservice. Dont tell me you dont have that one friend (or are) who knows a same sex couple of pretty people and you kinda wish to be that third person in that threesome that will never happen because they aint interested in the opposite sex? If not where do you live that is so homophobic in this day and age…
Also something funny: Girl and guy kissing in movie, awww and/or imput fanfiction smut, girl and girl/guy on guy – hot for people that like said gender, eewwww its fanservice by gender that likes the other sex…
Sigil would be, by all rights and reason, be fine if the following happened: Damage added to passive equal to healing, damage on active set to be equal to healing and no icd on active stacks.
If you want vamp necro, something like this: http://gw2skills.net/editor/?fQAQNArYWjMap7FbKbM8JgpHc/t3QF6N6BxBnMA-jwBBIhCik0gUIBKDtIas1gFRjVJjIqWpETKAI2VB-e – is probably the closest to being viableish… also doesnt rely on hP since noone of it scales with it.
On life blast dhuumfire shouldnt have ICD, otherwise i dont see a problem. Seriously you are gonna force a resource using resources that require you to spend more resources on a cooldown? Which other profession has that?
you do know there is a trait that will make life blast pierce so a ICD is needed to prevent even more QQ and nerfs to the rest of our skills/traits
You mean Unyielding Blast, a trait which by all rights deserves a buff/Reapers might getting fused into it? No look, as a necro (not to mention condi necro) you need to a) Hit a target enough to get life force b) get in a position where you wont get locked down in DS by 2+ people c) Actually finish the cast and hit a target with said life blast which unlike its underwater version doesnt have a good cast animation nor a quick cast time.
i laugh at them thinking its the end of the world because they nerfing zerk by 10%
Nerfing by -3% (as in buffing), people seem to forget that you got a 1k base 1.1 power scaling sigils now enabled, that you can add 5% more damage, a aoe chill with damage (900-1.1k depending on might), triple the chill damage aoe but based on the enemy on crit and, same aoe on enemy torment and last but not least a on flavour proc 1k lifesteal!