Jelzouki you’re likely a really poor Necromancer. You have no idea what you’re talking about at this point.
I’m pretty confident I do, and pretty confident that you don’t; as the majority of the replies on this thread are in favor of aiding the necromancer profession.
Necro is fine, the player’s are just awful. It’s the best 1v1er and 2nd best 2v2er in the game. Also most of those builds are freaking awful. What is “Mobile Turrets” Engi? That doesn’t even exist.
Necromancer is fine?
Have you ever played a necromancer?
They lack mobility, stability, stun-breakers that provide counter-mechanics, (deathshroud is supposed to be our mechanic to counter damage but deathshroud is a broken mechanic).
Deathshroud is another life bar, yes, but what’s more life bar good for if you cannot counter-act your opponent because of all the cc, and weak defenses even while speccing into tanky stats. A d/p thief or s/p thief will show you the meaning of frustration when he constantly stuns then cleaves, and rinse and repeat. Please play a necromancer and then tell me the reason why top tier players constantly say necromancer is the hardest class to show proficiency in tpvp.
If you’re getting stunlocked stop being a freaking zergbot and get off point. You shouldnt be in a position where you’re getting focused in the first place. Necromancer is all about positioning and if you’re caught out of position you always have the wurm to escape. Necro also has 2 stunbreaks and Plague. Plague especially gives you an insane boost in survivability and you can leave the point and have teammates cover while you heal. Yes, Thieves are a problem, but that’s why you have to pay attention to the map and always be watching for where the enemy thief may be. Deathshroud is one of the strongest mechanics in the game. If you’re finding yourself low on DS…. either stop dying or save it for when you actually need it instead of just sitting in it and spamming skills. I have played Necro, and while it’s certainly a tough class, it’s not UP at all.
Zergbot? You don’t have to be on point to get cc chain.
So you’re saying that deathshroud is stronger than stealth, clones, invul, attunements, kits, etc. This is completely untrue. It is probably the MOST UP class in the game.
I want to compile everyone’s complaints and suggestions towards making deathshroud a better mechanic (or any mechanic really) for the necromancer, and then put the most popular suggestions in a thread in the profession balance section.
Before doing so, I plan on putting the suggestions on an online poll, then asking the community to vote on the most requested change.
Can we do this to get the devs attention to help us with our forsaken class?
EDIT: This is intended for PvP purposes, but you can also add any suggestions to PvE if you’d like too.
Necro is fine, the player’s are just awful. It’s the best 1v1er and 2nd best 2v2er in the game. Also most of those builds are freaking awful. What is “Mobile Turrets” Engi? That doesn’t even exist.
Necromancer is fine?
Have you ever played a necromancer?
They lack mobility, stability, stun-breakers that provide counter-mechanics, (deathshroud is supposed to be our mechanic to counter damage but deathshroud is a broken mechanic).
Deathshroud is another life bar, yes, but what’s more life bar good for if you cannot counter-act your opponent because of all the cc, and weak defenses even while speccing into tanky stats. A d/p thief or s/p thief will show you the meaning of frustration when he constantly stuns then cleaves, and rinse and repeat. Please play a necromancer and then tell me the reason why top tier players constantly say necromancer is the hardest class to show proficiency in tpvp.
I think the biggest problems necromancer have is that their healing traits (siphons, spite 13 etc.) apart from unholy sanctuary dont work in DS. Changing this would certainly help necromancers sustain alot and due the rather low numbers on those traits i also dont think that this will be op.
It won’t be OP, it will bring necromancers more in line with its own sister classes if you will; necro-ele-mes
Might want to clarify if you’re talking about Dagger 2 (which was recently buffed on the healing front and is now rather good), or the Blood Magic traits.
Dagger #2 has good healing but its cast time is atrocious, making it really hard to get off the full cast, it should work like Axe #2.
+1 i would love to see this happen
.
Disappointing to see thread discussing level 80 content being ignored by moderators.
Phil, forum moderators wouldn’t provide information about game content. Forum communicators would do so if info was currently available. And certainly dev team members would do the same if they were able to provide a substantive answer right now. I’m sorry you’re disappointed, but please know we’ll get some info out there when there’s info to provide.
while you’re here, let us choose our stats when we get ascended drops, they don’t drop often enough for us to rely on getting the stats we want. Or at least let us salvage or trade them in for something better!!!!
Where is the variety?
Necromancer has got to be the one class that has most un-used skills/traits. I find myself getting countered by most builds in the game. A condi necro is really only good at countering engis without condi removal and thieves. Power necro is a joke, its one of the all-or-nothing builds that are extremely difficult to sustain yourself. Every other class has a better source of sustain while rolling berserker. Lich form you say? Yeah blind/dodge/invul etc.
Anyways its not just necros, a lot of other classes have useless builds/traits.
What is the goal of arena net?
Are you trying to balance heavies with heavies, lights with lights, mediums with mediums? You’re doing a terrible job if that is the goal.
Let’s take a look at these three classes on metabattle: Engineer, Elementalist, Warrior.
Conquest Builds
Warrior – Axe/Longbow
Warrior – Axe/Wh Longbow
Warrior – Banner Bunker
Warrior – GS/Longbow
Warrior – Hambow
Warrior – Hybrid Sword Warrior
Warrior – Mace/Sword Lb Condition
Warrior – Shout Support
Conquest Builds
Engineer – Bomb/Grenade
Engineer – Celestial Rifle
Engineer – Decap
Engineer – Double Kit Condi
Engineer – HGH Hybrid
Engineer – Mobile Turrets
Engineer – Static Discharge
Engineer – Triple Kit Condi
Engineer – Turret
Elementalist – Celestial Staff
Elementalist – D/F 4 Signet Condi
Elementalist – Dagger/Dagger
Elementalist – Scepter/Dagger
Elementalist – Scepter/Focus
(not as many builds as the warrior and engi but they are still superior at everything)
As stated by metabattle.com “this build is in the current in-game meta”
Why is everyone else left in the dust?
(edited by Jelzouki.4128)
Signet of Vampirism shows 25 siphons available when it is used on an opponent, but when I popped my wells/deathly swarm + dagger auto attacks it only siphoned 4 or 5 times when I clearly hit the sparring dummy way more times than that.
If you have conditions on you, mist form will pretty much kill you when you hit 20% HP because you won’t be able to do anything about it. Bad idea.
You can still go into deathshroud while in mist form, or if its on cooldown and the trait unholy sanctuary will put you in deathshroud, and if you’re spec’d into it, you can remove one condition upon entering ds.
I feel like there is potential here….the synergy with deathshroud/unholy sanctuary is pretty cool.
Is there a viable build that utilizes this mechanic?
I agree with you, but unfortunately angry players stop playing, and stop buying gems. Especially with the carebear “New Player Experience”. Although we would truly enjoy something like that, it’s not going to happen.
Let’s be postive!
Well if you want even less people to run dungeons, then sure
I never find trouble finding a party for dungeons, and I don’t think this will lead to less people playing. I don’t see your reasoning?
Did you play DCUO?
I did, and the system was a pretty big headache. Used properly and it was a great aid for the reasons you said, when I played with friends it was a fun meta game to compete for top scores, plus the comparative uses. . But with pug groups or when Egos got bruised, it often lead to people doing dumb things to pad scores, not picking up other people so they could beat them, and a lot of finger pointing and dumb blame games.
As you pointed out, the community here is already crap, so why should we throw more fuel on the fire?
Yeah I played dcuo religiously xD
From my experience in dcuo, if you had great dps, then taking 10 seconds to revive your teammate wasn’t an issue.
The same thing goes for gw2, if player A is dealing 500,000 damage, and player B is dealing 490,000 damage because player B decided to revive people, player B is still proving that their dps build is not lacking.
I want to be able to pin point big numbers such as player A dealing 500,000 and player B dealing 200,000.
I know different classes deal more damage than others, but not to the point where it is outstandingly low dps. It will create more initiative to improve.
If the problem is because people can’t control their emotions, then that is a ridiculous reason to neglect a scoreboard system.
And the community isn’t that bad at all in my honest opinion. I constantly see people using the LFG system asking for ANYONE to join. Sure there are elitist, but that is in every single game. We can’t let emotions get in the way of a better experience for stable gamers.
(edited by Jelzouki.4128)
Unfortunately, this would create havoc in the community. There would be people complaining @ the end of the dungeon: “You suck, you only did x damage, took y +10000 damage, and had to heal z amount! You’re pathetic.”
Well nobody cares about healing in dungeons, I just threw that in there to be fair to everyone. Most people focus on damage output. Honestly, your examples are just criticism. It’s no different from the how dungeons are in their current state: “that run was slow” “you should reroll”
Seeing and using utilities is one thing, but weapon skills? That truly makes DS just another health bar.
A more interesting concept would be changing DS skills based off of weapon set.
That actually sounds way cooler
Hey everyone, I started this thread to propose the idea of inserting a dungeon scoreboard that displays the following:
Damage output
Damage taken
Healing output
And any other stats that you can think of that should be placed on the scoreboard.
I would really love to compare how well my build can matchup against other builds such as a greatsword warrior, or a fgs ele! I realize there is a combat log, but a scoreboard would be a lot easier to follow, and organized. If my dungeon run lacks in speed or damage, I want to be able to know if it was the build I was running, or another player.
What’s everyones thoughts on this scoreboard?
Many other games have implemented this type of scoreboard such as DC Universe Online, and WoW.
If we could use our weapon skills and utilities while in deathshroud .
Necros Dagger and Axe are getting plenty of use. Power Necros are nothing to scuff at.
If we are talking about pve, necro mainhand dagger is good, but it can still use a faster cast time on dagger #2. On the otherhand, in PvP necro mainhand dagger doesn’t see a lot of play (once again buff dagger #2). Off hand dagger is good for blinding and condi transfer. Necro Axe auto attack is mediocre at best.
I prefer Well of Corruption over flesh wurm.
but arent you aware that certain buffs are nerfs to other classes, and vice versa?
Not in pve. All nerfs is a nerf to our party.
Anet really needs to stop the nerfing as it is making the classes more boring to play. There are many traits and weapon sets that needs major buff to make them viable against the metas.
+1
Guard condi could be amazing if they just had the traits in the right trees
necros need love, mesmers need run speed, warriors need their adrenaline decay fixed….
there are a lot of buffs they could hand out that would have very little impact on over-all class balance
This ^
“stop balancing, start power creeping” -jelzouki.4128 2014
There is a difference between buffing and power creeping.
op is calling for an end to nerfs (which implies that any changes should be buffs)
that is power creepIf you actually read what I wrote, I said that I understand some nerfs are necessary but we need to focus on the useless skills/traits, in terms of buffs.
and yet… there it is… right in the title, you abusing shock value to try to make a bad point.
Shock value? Bad point?
1: the majority of replies on this thread are in favor of my suggestion.
2: if a title read Nerf op ranger, are you going to assume the Nerf is directed to shortbow? Longbow? Axe? Dagger? Shock value is what a title is. Next time read the thread before you spew your biased opinion all over it.
Terrormancer provides more protection from CC, but dhuumfire pushes out more damage faster. I think they’re both really good and you should try both.
Personally I prefer faster damage, causing the enemy to heal up right away.
Here is a dhuumfire variant I created: I call it Fire & Ice (Capitalizes on chill)
Plague form causing aoe blindness + chill + poison is great for point control.
http://gw2skills.net/editor/?fRAQNAW7Yjc0UUbtN+2wfbCchC6DIAi2I3gJgy4YMA-TZRFwAAOCAq2fIxFBIaZAFPAAA
http://gw2skills.net/editor/?fRAQNAW7Yjc0UUbtN+2wfbCchSyfIGg+ACgoNyNYCA-TZRFwAAOCAq2fIxFBIaZAFPAAA
http://gw2skills.net/editor/?fRAQNAW7Yjc0UUbtN+2wfbCchSygIGg+ACgoNyNYCA-TZRFwAAOCAq2fIxFBIaZAFPAAA
If you feel like you need more mobility; use spectral walk instead but I like the damage mitigation from Spectral Armor.
Then please explain to me exactly how buffing anything will contribute to power creep and then try to compare what you are saying to the definition. Apparently there is a major disconnect involving semantics going on here.
Easy enough.
Say you have 4 abilities, arbitrarily chose to just deal direct damage and be 100% comparable.
Ability A deals 5000 damage, B deals 1500, C deals 1450, D deals 1400. None have any CDs or other requirements.It’s easy to see that this is kinda unbalanced.
Now if you are a developer and you want to do something about it, you have three options:
- Nerf ability A to ~1450 damage.
- Buff B, C and D to ~5000 damage.
- Nerf A and buff B,C and D so they meet in the middle.
Let’s assume we buff, we take the second option. Now, all 4 abilities deal 5000 damage.
However one thing we didn’t account for: HP never changed. An enemy which previously took the class wielding ability C 10 seconds to kill now takes ~3.
And we established those 3s as the new baseline for that type of enemy to die because well, that’s what we buffed everything to.So, before we had a baseline of 10 seconds and an outlier ability which was too strong.
Now we have a baseline of 3 seconds.Overall power has increased.
That very thing is why the idea of “buff instead of nerf” is so incredibly dangerous to game balance. Because no, it’s not just about the abilities compared to one another. There’s lots of outside factors and as power creep is measured against these, you need to make sure that player overall power does not change. Unless that’s an intended outcome, ofc.
But then again, as PvE is so easy in this game, I think an overall nerf might be a much smarter idea. Makes PvE more difficult and if anything makes PvP healthier as twitch-reflexes and initiative play less of a role.
Why are you assuming buffs have to be all damage based? We could be talking in terms of effectiveness!! It could be sustain/heal for all I care!! People need to learn to read!! More effective builds = more variety
“stop balancing, start power creeping” -jelzouki.4128 2014
There is a difference between buffing and power creeping.
op is calling for an end to nerfs (which implies that any changes should be buffs)
that is power creep
If you actually read what I wrote, I said that I understand some nerfs are necessary but we need to focus on the useless skills/traits, in terms of buffs.
Nerfing is generally better than buffing, though you need to do both – nerf what’s too good and buff what’s too weak. If you don’t nerf things which are too good, they will always be dominate and overshadow alternatives. Buffing everything to match the top takes longer, is harder to get right, and is counter-productive because it dilutes everything and creates an “arms race”.
It won’t create an arms race though. The goal intended is make every class effective at every role. A great example is the warrior. A warrior is effective at every role in tpvp. Bunker, condi, DPs, support cc etc.
If every class was effective at these roles then choosing a composition in tpvp would not limit teams to certain classes. Constantly nerfing will time and time again limit your class to what they are capable of doing effectively. There obviously has to be a sense of balance to this concept but that is not our job, its arena nets job to balance it, or let the pros test it and give them feedback!
“stop balancing, start power creeping” -jelzouki.4128 2014
Please take your negativity that’s not backed by reason elsewhere.
Let’s uh. Let’s look at the last patch’s balance changes.
Elemental buff
Lesser Elemental buff
Magnetic Shield buff
Slick Shoes buff
Super Speed buff
Toss Elixir H fix
Toss Elixir C fix
Retreat buff
Bane signet buff
Maim the Disillusioned buff
Death Shroud fix/buff
Necrotic Grasp buff
Life Siphon buff
Point Blank Shot nerf
All Venoms buffed
Crushing Blow buffed
Tremor buffedOne nerf. Three fixes. Twelve buffs.
The sad part about these “buffs” is that many were not necessary, and they had to be released as part of a “feature patch”. We only saw two of those this year.
(edited by Jelzouki.4128)
If you nerf every class into the ground you start to accomplish the opposite of what you wanted in the first place; build diversity. Nerfing becomes counterintuitive while buffing would allow for more variety, focus on the weaker traits, and the useless traits.
Edit: just so everyone is clear, a buff does not necessarily imply an increase in damage.
(edited by Jelzouki.4128)
Mesmers as the most mobile class in game?
best joke of the day, seriously….
Please take your comment somewhere else where it is backed by logic.
I guess you’ve never heard of blinking, and portals?
One of the most deadly elites in the game is now only 32 seconds cooldown when traited. Holy molly! O.O
learn2play learn2play learn2play learn2play learn2play learn2play learn2play learn2play learn2play learn2play learn2play
deadly elite? It’s a stun, use stability.
A deadly elite would be moa polymorph or lich form. Get your facts straight guy.
Yes solori I do see that you didn’t read first part of the post, do you have a ranger class or you just trolling here.
- Pet micro managing huh did you ever been www fight before or you just a pve player?
- No flanking needed on thief and eng pistol aa , I guess rate of fire is much much slower than short bow.
- forage pops up randomly on the ground I bet you have lots of time during the fight to find it and pick it up and use it, I wonder if steal did drop bundle on the ground in random spot how would that work. I don’t wont range to be like a thief it just shows that similar skills on thief work properly but not on ranger.
- LR is on way to long cd and it should not be affected by chill because it is escape skill.
Look at the eng rocket boots, ok it does not brake stunt but it does have lots of functions on low cd. Or thief withdraw look how neatly the packed all good stuff in to healing skill on short cd.
- and if you consider might on axe aa , and ROF faaster cast as a huge buff than fine you can have ur own opinion as well, To me rof change was just almost totally wiped by PB nerf.
Tao if ur pet died only twice so far that means you are new to www. Wait a bit and than you will see that to keep ur pet alive and keep it on target so it could do some dmg is achievement for sure
You must be crazy to criticize ranger shortbow. May be you should start rolling condi ranger because condi ranger blows longbow ranger out of the water in terms of damage + sustainability.
You have to realize that an abundance of your skills aren’t always intended for PvP, or rather not as efficient in PvP, but excel in different areas of the game. You also can’t compare other classes skills to yours because every class has different mechanics and advantages over each other. In this case a good example would be the ranger longbow having really long range. You should capitalize on your professions advantages and mechanics and learn how to counter other players as opposed to complaining about not having your skills up to par with other skills of different classes (such as shouts, as you have described). If anything you should make forum posts that talk about adding skills or fixing skills that synergize your traits & skills better.
This is clearly a learn2play issue.
Great thread. I’d like to know more about why people make the choices they do, and some provided that info. Overall, though, it’s really interesting to read the lists!
It’s not that hard to figure out the meta for dungeon running. I hope you really are just interested in hearing other peoples opinions as opposed to actually not knowing which classes are the best to take. If that’s the case and you don’t know then why bother working on this game if you’re not going to play it enough to know what’s good and what’s bad?
Is it just me….or does everyone unintentionally kittening hate arenanet whenever you get placed in a 4v5?
PLEASE FIX THIS IM SO kittenING TIRED OF IT kitten!!!!!!!!!!!!!!!
I used it a bit just in some pve bosses…and wow I can tell a big difference. The hand actually feels threatening now instead of just “ohhhhh, spoooookkkyyyy”. Building up life force with it should be a bit easier. Now if only they’d make dark path as fast or faster…
I actually don’t mind the dark path projectile speed for 1 reason. The delay can often let me combo something as I’m about to teleport or even get me out of a combo if used on a distant target (which I usually target anyways). Thankfully it tracks the target otherwise I would be on the flip side.
Too bad your skills get cancelled when you come out of deathshroud.
The biggest change is staff.
To keep it real, condi has and is only viable role, which is always lacks life force and has a awfully horrible snowball mechanic if u die and start with 0% LF. If it helps you land just 2x more hits – thats +8% LF to every condi build we have.
To dagger#2.
Our only semi-viable dagger builds were zerker. I still think dagger#2 will have a too long start casting time , you simply eat too much dmg during the chanel for what u get…. Like you would gain more dmg and more survival if u keep AA and get life force.
Use dagger#2 only as “gap closer” and proccing air/fire if target is running. 300hp more on zerker and clunky skill is nothingAlso, they (again) added absolutely nothing beside stuff they mentioned in the previews
funny how they still always get me on this topic
Nobody ever listens when I say the cast time too long. Thank you.
Don’t forget to add that you MUST be ranked on the leaderboards. The leader “Paw Paw” wouldn’t even let me try out because I’m not ranked. Obviously that is counterintuitive.
I am looking for a team to practice with at least once a week.
It’s ironic that you mention mesmers copying the boon with mimic because taking that utility is also like equipping yourself with a major liability :p
Difference is, you can (albeit rarely) get great benefit from mimic. Too rarely to warrant bringing, sure, but the skill itself isn’t designed to be a buff, but actually hurts you. It’s designed to be a buff and it always helps you.
Regardless, I was listing it for completeness, not because I thought it ever actually came up.
I mean, if regeneration wasn’t truly intended to function while in deathshroud or the developers just think it won’t work, I would like to see us not getting punished for having it, as you have described.
Lol. The last thing we need is for Necros to become more OP. NTY.
You need to re-evaluate your skill level if you think Necromancer is overpowered.
Another post by a player who does not play the class.
Allow me to clarify the OP:
Regeneration’s effect, like all healing, is blocked by Death Shroud. Unlike some professions, Necromancers have no benefits simply for having a boon and get no special benefit from Regeneration specifically either. No runes will give a benefit for having Regeneration or generic boons either. As such, a Necromancer in Death Shroud is literally receiving no benefit from the boon.
However, there are things that punish the Necromancer for having the boon. Other Necromancers can corrupt it to poison via Corrupt Boon, Well of Corruption, or Path of Corruption. Mesmers and Thieves can steal it with Arcane Thievery, Bountiful Theft, or Larcenous Strike. Mesmers can copy it with Mimic, Necros strip it for extra damage with Spinal Shivers, or Warriors get bonus damage from Destruction of the Empowered.
Unlike traits or skills that get benefits from conditions on a target, the counterplay of removal is not present for boons. Nobody can end their own boon sooner than it would naturally expire. As such, the Regeneration boon turns from buff to liability when a Necromacer activates death shroud.
Thanks!
Drarnor Kunoram: Allow me to clarify the OP:
Regeneration’s effect, like all healing, is blocked by Death Shroud. Unlike some professions, Necromancers have no benefits simply for having a boon and get no special benefit from Regeneration specifically either. No runes will give a benefit for having Regeneration or generic boons either. As such, a Necromancer in Death Shroud is literally receiving no benefit from the boon.
However, there are things that punish the Necromancer for having the boon. Other Necromancers can corrupt it to poison via Corrupt Boon, Well of Corruption, or Path of Corruption. Mesmers and Thieves can steal it with Arcane Thievery, Bountiful Theft, or Larcenous Strike. Mesmers can copy it with Mimic, Necros strip it for extra damage with Spinal Shivers, or Warriors get bonus damage from Destruction of the Empowered.
Unlike traits or skills that get benefits from conditions on a target, the counterplay of removal is not present for boons. Nobody can end their own boon sooner than it would naturally expire. As such, the Regeneration boon turns from buff to liability when a Necromacer activates death shroud.
Original Post:
Regeneration is a boon, and boons are supposed to support your profession, but when Necromancer use there main mechanic for survivability & damage (deathshroud), regeneration does not work.
Let me explain why this is counter productive: it just acts as a boon that does nothing. It can be stripped for damage and corrupted into poison. Can we at least get an explanation from the devs on this one?!?!?!?
(edited by Jelzouki.4128)
Nothing is overpowererd until it dominates all aspects of the game, pve pvp wvw. There is a counter to every build.
That would be awesome if we could get se invulnerble uptime at a certain percentage of our deathshroud/health. Couple that with some buffs to blood magic/healing and necromancer would be improved greatly!!
What Necros need most is for
the traits that only heal yourselfto function in Death Shroud.*all healing
I know you’ve (wrongly) been adamant about only self healing in the other thread as well, but since we’re at it again: why would you make an exception for regeneration? Or should regeneration only work if applied by yourself? And what happens if several people stack regen on you, would it work for a few sec in DS and then stop again once your part of the regen duration expires?
And how is becoming immune to a boon “downright stupid” but not healing in general anyway?Because boons are supposed to be beneficial. Right now, Regeneration is purely detrimental to a Necro in death shroud. Necros do not get any benefits at all for simply having a boon, let alone Regenertion. The boon being on the necro, however, will still grant bonus damage to Warriors running Destruction of the Empowered, can be stolen with Larcenous Strike or Arcane Thievery, copied with Mimic, can be ripped for bonus damage with Spinal Shivers, or corrupted to poison via Corrupt Boon, Well of Corruption, and Path of Corruption.
Why it is so stupid to receive no benefit from a boon is because an effect that is supposed to be helping you out instead becomes purely a liability. There is no positive aspect at all to having Regeneration on you while you are in Death Shroud. This is directly against what boons are supposed to be.
Omg, I actually never thought of regeneration being a liability. That is so redundant. Good reply! Devs need to explain dis kittene lawl.
With the recent changes to dagger #2 for the necromancer, I think this is the perfect time to get anets attention in regards to other healing traits that are weak and need rework.
(10000x a charm)
Self-healing buffs in deathshroud would be beneficial as well.
My suggestions are:
Deathly Invigoration – Heal in an area when you ENTER deathshroud, as opposed to the current heal when you leave it. While the heal is decent when you spec into healing power (although what necro uses healing power these days?), it is harder to sustain yourself if you are going into deathshroud just to come out of it right away for the extra heal. This honestly isn’t too much to ask. .
Transfusion – Life transfer should heal you while in your deathshroud as well!!!!!!!!
It currently has 9 pulses and heals allies.
Put your suggestions in the comments below.
We want dat blood magic to be worthwhile pls.
Its a bit more than that according to my math.
Current base heal 238 per tick, 2142 full channel
Current ratio 0.05 per tick, 0.45 full channel
With 1000 healing power, you get 2592, with Bloodthirst 3110Changes are 25% increase to base, 75% increase to ratio
Changed base heal 298 per tick, 2682 full channel
Changed ratio 0.0875, 1.38 full channel
With 1000 healing power you get 4062, with Bloodthirst 4874All numbers were taken from in game, because the wiki is wrong.
Thanks for the numbers.
I wonder if this will help bunkerish necro builds when you couple it with other healing attributes..oh well, let’s wait and see!