Well builds are nice for zerg balls but anyone with more than a few brain cells wont just stand in your wells. Going 30 into blood just for well traits and possibly the worst way a Necro can get movement speed just seems like a waste to me. Those points could be spent in Curses to get more of those juicy traits or Spite for more power.
I will say that I greatly enjoy running D/D and it is a lot better than most players give it credit for.
I haven’t heard of this fixed armor rating in DS… and I find it hard to believe considering how great toughness has worked for me. I have generally always played in WvW with 20k HP and 2600-3k Armor and I have always felt very durable.
Even though that sounded like a lot of negative criticism.. I do like the play style of your build and its really not that different from the build I use (0/20/0/20/30). I only use two wells with mine, I like my Spectral Walk too much.
If they go through with the IS/IR change, it will kill sword in PvP. Period.
So glad I made that Bolt…
I welcome anyone at anet to explain to me how a 35-40 hp siphon is supposed to equal any amount of sustain particularly when we cant heal in DS, have no evade type ability to counter 1 shot abilities in pve, and many of our utilities hurt us to use. Right now we necros have to jump through hoops and watch little green bars that we waste essential trait slots just to fill up to get the sustain other classes get simply by speccing a certain trait line.
I think that devs just dont want to force people into “having to take blood magic” or the more realistic option of them being clueless what to do with necro after they crapped their pants from what we caused during beta.
They don’t want healing to be powerful, that is why most healing skills in the game scale horribly. That’s actually one of the biggest problems with class balance in this game is that they are so afraid of healing and mitigation being powerful alternatives. You should be able to build a 75% mitigation build that takes huge hits and still keeps on ticking. Healing should be powerful and thus make poison a real counter. The whole class/balance system is a complete mess from start to finish. Given a day to revamp the game I’d make all armor available to each class with certain tradeoffs for each one. Make the base health the same for every class. Then make armor/toughness mitigate more, healing power scaling to match power, and % crit and % crit damage nerfed down to reasonable levels.
Thank Grenth you aren’t making games…
I play ONLY necro since I switched from warrior about a year ago. I have played it a fair bit in pve, pvp and wvw.
Here are my ideas to nerf the necro (presuming other classes get nerfs to their immunities/etc). These are just rough ideas and I was wondering what people’s feedback was. This is generally from a pvp perspective so some of these changes would have to be pvp only. So please bare that in mind.
Traits
Dhuumfire – Make it inflict 4 seconds of 2 stacks of torment on critical hit.Weakening Shroud – Increase icd to 25 seconds
Training of the maser – reduce damage buff to 20% (from 30%)
Flesh of the master – reduce health buff to 30% (from 50%)
Last gasp becomes a master trait in place of the deleted “master of terror”
Terror – base damage reduced by 75% but merged with master of terror (so fear lasts longer) – move to grandmaster and move lingering curse down.
New 15 point soul reaping trait – gain 5 seconds of switfness when you enter death shroud
Result = more mobility, more control, way less damage, make sure minions are never viable in pvp (at a high level).
Skills
Lich form – reduce the auto attack damage by 30%
Reduce durations of conditions on all 3 stages of scepter auto attack by around 30% but buff base damage by 10%
Signet of spite – remove poison and 1 bleed
Signet of undeath – reduce cast time to 2 seconds
Overall result = less requirement to run 30-20-x-x-x which is BORING after the first month (any other build is just worse). More fun. Lower damage.
Thanks for the laugh.
I have always found thieves easy to kill, but maybe that is just because I play one.
If you can catch them without a stunbreaker up they often drop in 3-4 seconds. Usually one well plus dagger auto attack chain and they’re down for me.
For condition builds, its even easier simply due to how much beef they have when using Dire, and how much CC/damage can be bursted with Fear/burning/bleeds.
Always remember that Weakness is very important for surviving a thieves burst. If you get stunned, pop into DS for auto cast of enfeebling blood.
The only thing I see this accomplishing is narrowing build diversity, forcing everyone to play d/p trickery or play Warrior.
I don’t know what you plan to gain by destroying S/D and completely burying the already dead S/P, but these sets need buffs, not nerfs. I thought the complaint was that S/D only has 2 usable skills and only 1/3 of the sword autos. Now you want it to ONLY be 3 spam?
The previous patch was aimed in this direction as well—instead of nerfing the damage or initiative forcing more tactful use of FS, you instead remove one of the boonsteals so now you are FORCED to spam it to get past that regen and vigor that gets applied every 3 seconds to get to the protection so your team can actually damage the target. Oh that Might at the very end there? Don’t even think about stealing that anymore. There’s no way you’re ever stealing anything other than regen and the occasional protection.
PS: One of the funniest moments in this game is when I’m playing mace/gs warrior and bait a thief back to his shadow return point and skull crack him>100b for a 1hko. I can’t imagine how incredibly faceroll it would be if I didn’t even have to try to bait him when he doesnt have the shadowsteps or interrupts+blinds that either of the current viable builds offer. Well, that’s if anyone would be stupid enough to run sword mainhand after these proposed changes.
Very well said. Listen to this A-Net.
I use Ruby orbs instead of runes to boost my damage since my armor is all toughness.
I think melandru runes would be more suited for classes who don’t have a lot of condition removal. Between my heal and Dagger#4 I never feel bothered at all by conditions, and I use shrouded removal for little things like cripple or roots.
(edited by Stx.4857)
I have found Knight’s to be by far the best stat combo for a powermancer in WvW. When you pair it with a little zerker you can survive a lot of damage between siphons and Deathshroud and also deal respectable damage.
Stats I aim for when making a Power build: 2k Power, 50% crit, 70% crit damage, 3k Armor. Knights combined with a few Cavalier pieces and zerker orbs gives me this with my build.
I am not a fan of using Soldier gear with Necro, I feel toughness benefits us much better due to our naturally high HP.
Btw, I am not a fan at all of using Melandru runes and lemongrass. I find conditions extremely easy to deal with between Consume Conditions, Dagger #4, Shrouded removal, and sometimes I use staff #4 too.
Infiltrator’s Return
The thing I have heard the second most discussion regarding. This is a big change to this skill, but we beleive it is a necessary one. In many cases this is not going to matter. There are only 2 situations where this is a truly impactful change.
1) It stops you from using this skill while stunned, which puts more burden on Sword/Dagger thieves saving their stun breakers. This is the kind of gameplay we want to encourage because it puts more risk in using a rewarding skill like Infiltrator’s Strike.
2) Mostly in PvP, this skill can no longer be used by S/D thieves to teleport stomp someone. This is actually the more impactful moment as it occurs more often, but I think it puts the burden on these players to run a second weapon set that can help them in these situations (OH pistol for instance.)No, no, no, and no. The reason I absolutely am 100% against this change is the entire thief class is built around the idea that abilities are instant with no cast time with no cooldown (on weapon skills), because they are the only class with a resource pool for their abilities. Make it cost more initiative or give a debuff that slows down initiative gain. Reduce the damage, change the range, etc etc… I don’t care about that. What bothers me is the adding a cast time to a class who’s core mechanic is all about no cooldowns and being able to quickly maneuver around.
I’m not sure what you mean by instant, but this is currently the only instant weapon ability. We are not adding a HUGE cast time to this skill. This skill is going to have a 360 millisecond cast time. ~1/3 of a second.
Jon
With no access to stability (other than a 90 second elite) the ability to avoid the following hit if you had a good enough reaction time seemed like part of the design of the sword. It currently doesn’t break stuns anymore, just moves you (possibly) out of range. Would you be adversed to the idea of making the return in the 600-450 range instead of putting a cast time on it so that the immediate next (melee) hit can avoided while it does not completely remove pressure from you?
You can still avoid follow ups with this. 360 milliseconds is faster than almost any attack and certainly faster than almost all dangerous ones. The only loss here is using this while stunned and using it to teleport finish an opponent.
yep! so in sum you are basically removing the only usefulness of this ability and making it a gap closer, no one will hit that button again until it switches back to Infiltrator’s Strike.
Why not remove the shadow return all together? it would be just another Shadow Shot with a insignificant imob instead of the blind… It would be alot more usefull then the new (worse) shadow return.
It is currently for 3 initiative:
- gap closer
- 1s immob
for 2 more initiative:
- escape when not stunned
- remove 1 condition
With the new base regen that means you can gap close and immobilize and remove a condition every 5 seconds. Even if you spread that initiative over 4 skill slots that skill can be used every 20 seconds.
Jon
I don’t want to be rude so I will just put it like this Jon:
1) If this change happens, Sword will not be used in PvP, period.
2) The fact that you feel teleport stomping(which uses a weapon skill and a utility skill or burns our steal) is somehow unfair when other classes can: Stability stomp, mist form stomp, elixir S stomp, or Invulnerable stomp, is just insulting. Really, it is. Are you planning on nerfing those other methods of stomping as well? Because teleport stomping has more counters to it than those other methods.
3) D/P thieves can still blinding powder stomp people, and we can still stealth stomp anyway, so you are nerfing sword for an illogical reason, and it WILL kill the weapon in PvP.
Thieves need that CC escape to survive, period. Unless of course you plan to compensate sword survivability in other ways…
Siphoned Power description is wrong. What that trait does is give you Might for 5 seconds everytime you are struck when your health is below 25%. This includes going into DS at that point and then building up a bunch of might by getting attacked. I will get the text updated on that for sure.
Jon
And you feel 1 stack of might for 5 seconds.. while being in execute range is as useful as say +10% damage while target has a condition.. or even 2% to 8% damage increase based on how many conditions the target has? Or the newly improved Death GM minor.. 10% of toughness as bonus power(which for me will be 300 power.. nice!).
Is that the intended use for this trait? To actually want to remain at 25% HP and then perform a full deathshroud rotation while being hit to maybe add the burst from 8-10 extra might stacks? The power of this trait is so low, that the minor trait which adds might when casting Lifeblast probably doubles or triples its damage value.
The point is this thing is unbounded. You can be hit a bunch of times and it keeps stacking up the might. Maybe the duration is a bit low, but with no cooldown this is a good interesting trait.
I really do appreciate you taking the time for the responses.
I’ll let others comment on Siphoned Power now.. because I’m not sure what else I can say about it. Even though the function of it might seem unique and interesting, in reality the performance you get out of it is no-where even close to other GM traits that give 200-300 power increases, 5% damage or 10% damage boosts. I feel this trait would be more suited to a Master level minor, or major(most players admit that it wouldn’t even be worthy of a minor adept slot).
Thanks again for your time, and I am very glad you reconsidered the change to Weakening Shroud.
Siphoned Power description is wrong. What that trait does is give you Might for 5 seconds everytime you are struck when your health is below 25%. This includes going into DS at that point and then building up a bunch of might by getting attacked. I will get the text updated on that for sure.
Jon
And you feel 1 stack of might for 5 seconds.. while being in execute range is as useful as say +10% damage while target has a condition.. or even 2% to 8% damage increase based on how many conditions the target has? Or the newly improved Death GM minor.. 10% of toughness as bonus power(which for me will be 300 power.. nice!).
Is that the intended use for this trait? To actually want to remain at 25% HP and then perform a full deathshroud rotation while being hit to maybe add the burst from 8-10 extra might stacks? The power of this trait is so low, that the minor trait which adds might when casting Lifeblast probably doubles or triples its damage value.
AN UPDATE
Weakening Shroud. This trait now does a smaller version of Enfeebling Blood when entering Death Shroud. Bleeding (1 stack only; 6 seconds [10s with full condition duration spec]). Weakness (2s [3s with full condition duration spec]). No ICD.Obviously this is a very big change so please discuss, and keep your discussion constructive, so that we can actually talk through the merits/downsides.
Jon
Jon, this is very good news. One of the best uses for this trait is emergency defense, say when a thief or warrior ambushes you with a stun. You pop in deathshroud and the weakness helps negate some of that burst. Putting a 25 second cooldown on this trait really hurt its use, but this new change will still allow us to use it this way.
I have to say I much prefer this new version, thank you!
While you’re here… do you have any thoughts at all about Siphoned Power? And how it compares to other 25 pt grandmaster traits in the game? I along with many others feel this trait is 100% useless, and no where near as powerful as even a 5% damage increase.. (or 10% that other professions get sometimes).
Personally, I greatly enjoy using Dagger #2. I am however very upset that the recent patch nerfed its healing, when it was already lackluster.
I wouldn’t mind a burst skill instead, but I would prefer they just balance the current skill so it is worth using more often.
The reason I like it is because of flavor, not necessarily function. I like siphoning health in any game I play, and the animation for Dagger #2 is so cool… you literally suck the life out of them =)
It isn’t as nice currently, but pre-patch I could steal quite a bit of HP with Dagger2 since it is a channel skill that pulses multiple times(each one proccing life steal food, vampiric, vampiric precision).
I am not saying it is a powerful ability, but I do enjoy using it.
If you are talking about condition Necro’s, we counter Guardian’s and Mesmer’s pretty well.
They are trying to change that though.
Initiative changes:
The reason so many players are up in arms about this is because we have done the math and you are directly nerfing many critical strike based builds. P/P is hit the hardest, S/P is also greatly effected, and to a lesser degree Dagger builds in PvE. If you truly just want to shift around initiative gains, please re-think your calculations, and try to avoid directly nerfing certain thief builds.
Another thing I want you to realize is that while you may view Quick Recovery at 2 initiative per 10 seconds to be too good… Many thief players myself included will view 1 initiative per 10 seconds as a waste of a trait point. Please don’t over nerf our traits.
Infiltrator’s return:
I do not see the logic behind your butchering of this skill. You mention that using IS/IR to escape stuns “doesn’t happen very often”, yet that is probably the main use for this ability, and it is a very necessary one considering how squishy thieves are.
You also say that the reason for this change is that thieves are using it to teleport stomp players. How is this in any way different than a black powder stomp, a mist form stomp, a stability stomp, or simply using shadow step/shadow return to stomp?
I don’t think you realize how big of a nerf this change is, it will literally ruin this weapon set, especially considering the Larcenous Strike nerf.
Infusion of Shadow:
I have to applaud this change. D/P perma stealth needed to go, and you guys made the correct change to make that happen without effecting other thief builds, well done.
Vigorous Recovery & Bountiful Theft:
I understand your reasoning for these nerfs, and I see that you have made vigor reduction to multiple professions. However I believe you have hit the thief profession too hard with this nerf. Thieves are supposed to be the most agile profession, we should have the highest access to vigor out of all the professions, yet after these nerfs, we won’t even be close.
How can you justify lowering our vigor by this much when other professions such as Mesmer will still be able to maintain 100% uptime on vigor.
Summary:
Your reasons for these nerfs make sense, but what you are failing to realize is that the Thief is already struggling to survive in Spvp, and these nerfs will make it even harder. If you want to make changes for the good of the profession, you have to make compensations, and you aren’t doing that. Hard to Catch is useless, and Aassassin’s Reward still isn’t worth traiting. Please consider this.
I said it in he other thread but this trait has to get hit hard because it is breaking the profession. We need to push the effectiveness of this trait into base thief functionality. If any other profession had a trait that reduced weapon cooldown by 30% for all weapons as a 15 point minor we would have to balance around that. A single trait shouldn’t be holding thief balance hostage so we will steal from this trait, no pun intended, and impart the savings on to every build via base initiative regeneration.
Jon
You mean like Warriors having access to a 15 point minor that reduces the cooldown of weapon swapping by HALF?
Also, if you truly wanted to shift initiative regen away from this trait and give it to the whole profession, you should have considered the consequences.
You are directly nerfing S/P and P/P builds, two sets which are already struggling in PvP.
You are also nerfing D/D direct damage in PvE.
Please just call it what it is, or re-calculate the overall buff to initiative regen that needs to be done to break even with these nerfs to our traits.
D/D and S/P will both be nerfed after the Dec10 patch, but they will probably still be the best dps options for bosses and trash respectively.
30/30/10/0/0 is the best sustained d/d dps but a lot of people use 25/30/0/0/15 because it is better for shorter fights and organized groups can kill bosses extremely fast.
I agree that siphoning is garbage and lol@ blood fiend, but it seems off to compare siphon with someone’s healing skill that can’t burst heal or remove conditions.
Currently, siphon fails because
-Bad scaling with the class with such a high life pool
-You can’t heal in DS, our primary mode of survival.Anyone can see how contradictory and useless siphon is considering the investment.
Exactly… You cannot compare the passive regen from a Healing slot to healing from traits.
I agree that siphons are crap right now, and I do enjoy the siphoning playstyle, it is one of my favorite builds to play in any game actually.
The Dev comment about Blood magic being “pretty good” really kitten ed me off. Clueless…
Firstly, different classes are different, so making a comparison like that somewhat pointless.
But if you want to make a direct comparison, you have to consider that Healing Sig is their Heal slot, and siphons are additional healing to our heal slot.
I would argue that Consume Conditions and Blood fiend are both superior heals to Healing signet… CC for obvious reasons and Blood fiend more as a direct comparison for numbers(even if it does die fairly easy, its still more healing overall).
What your argument really comes down to is that warriors are allowed more passive survival, which is true. However they give up their heal slot for it.
Necro actually has really good passive survival between high health and DS. What we lack and I feel we need a boost to is active defense(blocks, aegis, evades, immunes, invulnes, etc).
I think the Necro needs at least some access to vigor for PvE, and also at least one short duration invulnerable skill for PvE. In PvP I feel our survival is high enough since we have nice control options plus high passive defense.
Taking anything but Consume Conditions in PvP is bad.
lol
Consume Conditions is superior to Blood Fiend and Well of Blood in sPvP, this is a known fact.
For a minion vampire build? I would disagree.
Conditions aren’t really an issue between dagger #4 and Well of Power, so the superior healing per second from Blood Fiend is great, not to mention it boosts all your minion traits.
Either way, his attitude was poor, so its hard to take seriously.
I have a Bolt and I honestly feel cheated… (maybe a bit dramatic these changes are no where near final)…
I would trade that for an Incinerator in a heartbeat.
Seriously? Did you really just say that? How can we take you Devs seriously when you make statements like that? Do you realize how much of a nerf increasing the ICD on Opportunist will be?
P/D got an initiative gain with this, and probably S/D as well, but D/D is more or less no gain/no loss, and S/P is losing a lot of initiative gain now. D/P will also probably take a hit to initiative gain.
0.75/s to 1/s is indeed a great buff and the ICD on Opportunist should be balanced by the 50% chance (hard to say now)
I think i’ll stay d/p since i don’t constantly spam 2 into the field but i use it just to gain stealth for a BS and that’ll remain untouched.
Access to protection would be appreciated.
No, the cooldown on Opportunist will not be balanced by the % increase.
S/P and P/P thieves could proc opportunist once every second using their dual skills. Dagger auto attacks can proc it every 2 seconds assuming 50% crit, or every 1.5 seconds using a standard backstab rotation in pve with proper gear and fury.
With this change, pretty much every crit based spec will be taking an initiative regen nerf in PvE. In PvP it wont be as bad, because we don’t have 100% uptime on our targets.
Either way, to say these changes are a ‘massive deal’ in a positive way is just incredibly wrong.
It’s really not a nerf for D/D, but it should be. I’ve got a Thief, and I’m sorry it’s so stupidly easy to pubstomp people with it. Compared to other classes that take a huge amount a skill for not even half the reward… yeah, it needs to be harder. :P
I’m not really sure if you’re being sarcastic or not…
I looked at your build now. You aren’t full celestial, a good portion of your stats are Cavaliers. 32% crit chance outside of backstab is very poor, and your power is also low compared to zerker/soldiers mix. Its not as bad as full celestial though.
What is the benefit to using celestial? Do you integrate Death Blossom into your kitten nal? Do you switch to Pistol?
What is the benefit to running a hybrid spec compared to straight power?
Ur way more tanky and ur BS deal like a zerker so there is no more risk of being too much sqishy. U have 3k armor and can deal damage like a zerker
That is simply false. Celestial spreads your stats around.. your power will be substantially lower than a normal backstab thief, your crit damage will be lower even if not by much, your crit chance will be lower… I won’t say 3k armor is impossible but I don’t see how you would reach that even with 30 SA. I am at work still I cannot access a build creator.
What is the benefit to using celestial? Do you integrate Death Blossom into your kitten nal? Do you switch to Pistol?
What is the benefit to running a hybrid spec compared to straight power?
I cannot phathom why they thought sword builds were in need of a greater nerf after the Larcenous Strike nerf. S/D is officially dead in tpvp if this change goes through.
D/D is a fun build and in my opinion takes greater skill to pull of compared to D/P and P/D… but I don’t want to feel forced to play it.
I can’t honestly see anyone using sword in pvp after this.
The increase of the Ini reg. is much stronger than every nerf, from the signets, Quick Recover and Opportunist, together.
Calm down guys.
Any numbers to back that up? The opportunist nerf alone is a net loss in initiative regen for s/p and p/p. D/D might break even, but I still think it will be a loss if chaining autos. The opportunist nerf is pretty huge for some specs.
OMG I forgot about the nerf to Quick Recovery… Wow. MASSIVE INCREASE GUYZ!
The nerf to sword is what really kills me. What brought about this idea? It literally kills sword specs in pvp.
I can’t believe they nerfed LS and then next patch plan to nerf IS and our vigor… do they just not want anyone to play sword?
I am the kind of player who will play the class he likes no matter how crappy they are.
But if you are interested in how Necro’s are doing… In group PvE our power builds are still worse dps than every other class while also bringing no unique utility or support… we are a very bad dungeon/raid class. For WvW, we are great. Well builds and Condition builds are both strong. For Spvp, we are still a good class as condition spec, but slowly we are dropping in effectiveness, partially due to how much warriors counter us.
I have no idea what I will run in Spvp. In WvW I will just stick with my D/D build which really hasn’t been hit too hard by these changes.
It might be time to try P/D in Spvp, even though last time I tried it it sucked. No damage, even when stacking poison with torment on your bleeds.
D/D didn’t get nerfed. Increasing base initiative gain by 33% is a pretty big deal.
It’s more than a big deal. It’s a MASSSSSSSSSIVE buff to all thief specs.
Seriously? Did you really just say that? How can we take you Devs seriously when you make statements like that? Do you realize how much of a nerf increasing the ICD on Opportunist will be?
P/D got an initiative gain with this, and probably S/D as well, but D/D is more or less no gain/no loss, and S/P is losing a lot of initiative gain now. D/P will also probably take a hit to initiative gain.
Bone minions deal a nice amount of damage when you detonate them, and their recharge is very short.
I wouldn’t worry about keeping them alive, but you do need to be aware of when they are low on health so you can blow them up before they die.
Taking anything but Consume Conditions in PvP is bad.
lol
Still not worth it.
This build is very easy to beat,I fight Vamp MM alot and they go down fast after you take out the healing pet.
That is the right strategy to beat them, but by the time you get it down, the Necro should have been able to put enough damage in to you to have a good chance of winning the fight. While you are going for his pet, he can root you, daze you, fear you, and burn you.
Oh right… No comment at all about ‘Siphoned Power’, and how it compares to other GM minor traits in the game?
Come on… I want to hear the logic behind that trait.
Jon, I have no words for you if you think the Blood magic tree is ‘pretty good’. It is no where near as good as Soul Reaping.
Bump Bloodthirst back to 50%, OR allow siphons to heal our healthbar when in Deathshroud.
Yes, this is the one that really hurt reading. I rely on that trait to survive against thieves/warriors. It will still be a good trait, and I will still use it the same way… But was it really in need of a nerf? If they thought it provided too much AE bleeding, then nerf that.. not my weakness.
How could it even be used to break a stun if it has a cast time?
Many stun breaks have cast times. The warrior’s stomp is just one example. It breaks the stun first and then proceeds with the skill.
You would think I would know that considering I use well of power on my Necro a lot and it has a cast time.
Anyway, this nerf to IS is too much for me, wont be using sword for pvp at all I don’t think.
It’s sad that Guild Wars 2 presents such low interest on most livestream platforms, and low interest as a game in general. I’ve seen much worse games that are a lot more popular on the internet…
I haven’t played a lot of MMO’s, but I would guess that part of the reason GW2 doesn’t get much attention is because of its reputation.
From what I have heard/read, most of the top GW2 players left the game because of A-Nets lack of attention to balance.
Even now they continue to make head-scratching class changes… the game just doesn’t have good balance in pvp or pve.
And as for spvp, point control style pvp is getting really old, and promotes AE spamming due to how important it is to be located in or near the point.
@ L. Stranger
8/10
I like the dark character with the dark/cultural armor, I just don’t like the Axe and helm. Great colors though.
Your old juggermancer build (20/0/25/25/0) will get both of those GM minor buffs and be a tanky minion spec that can leech health pretty good.
After testing the new blood changes in pvp I think the only way to really make a siphon spec is with minions, which sucks but at least its there.
This build can deal nice damage in DS while also having very high armor and beefy minions. It will benefit from the increased toughness to power conversion and the buffed vital persistance in the near future…
How could it even be used to break a stun if it has a cast time?
I would never choose clerics over soldiers or knights, healing power as a stat just does not provide a point for point benefit compared to precision, power, toughness, or even vitality IMO. The scaling on HP is just too low.
I understand… Well to me anyway, I still got nerfed, because I don’t use healing power gear, and with the same gear/build I was using pre-patch, my self healing got nerfed noticably with dagger #2. If it is just a bug.. I guess all I can do is hope it gets fixed.
But I am still mad that they made any changes to the blood tree that resulted in NO CHANGE in the amount we siphon, what was that supposed to accomplish? The tree was crappy before and it is still crappy, even with healing gear.