> @"Dadnir.5038" said:
> > @"kybraga.7103" said:
> > Main thing I'll say Necromancer needs reconsidered in Life Force generation, it never got considered in instances where damage was gutted across the board. Skills like Spectral Walk, Spectral Armor, Grasp, Reaper's Touch, etc. The numbers could be toned down a _little bit_.
>
> I'm sorry to have to say that you're wrong here.
>
> The issue is not LF generation, LF gen is high simply because the necromancer need LF for both damage and defense. To work properly, the necromancer need a relatively high LF gen just like the warrior need a relatively high rage gen.
>
> If you consider that the increase of survivability is due to damage being gutted, what the necromancer need is a reduction to it's LF pool, not it's LF gen. Because reducing the LF pool effectively reduce the number of hit he can take while in shroud. While reducing the LF gen effectively impair the necromancer's ability to go through it's skill rotation.
>
> The focus of what you suggest is equivalent to focusing on elementalist's attunment CD to balance it's survivability. Yes, by increasing it's attunment CD you'll end up reducing it's survivability but you'll also hurt it's whole gameplay dynamic.
In many ways I agree, but it's more likely that what I had said would happen than the actual thing of 'scaling down the LF pool.' My suggestion is the more realistic end-goal although I would love to see the pool scaled down a little bit instead.
~~Also bully barrier on things like Weaver because that gets kinda old especially with upcoming MAT using it.~~