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felincyriac.5981

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> @"Dadnir.5038" said:

> The issue isn't that it would be broken but that some traits (_transfusion_ and _parasitic contagion_) would end up overperforming. So the issue wouldn't be the incoming sustain from your allies but your personnal sustain becoming to high.

 

not really. you could use the same Argument for invulns, but oh wonder, every class with invulns can get healed. and e.g. Mirage invul uptime is higher than necro shroud uptime...

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> @"Zero.3871" said:

> > @"Dadnir.5038" said:

> > The issue isn't that it would be broken but that some traits (_transfusion_ and _parasitic contagion_) would end up overperforming. So the issue wouldn't be the incoming sustain from your allies but your personnal sustain becoming to high.

>

> not really. you could use the same Argument for invulns, but oh wonder, every class with invulns can get healed. and e.g. Mirage invul uptime is higher than necro shroud uptime...

 

Except that invuln are taken into account for other profession's sustain. Technically, shroud coupled with _spectral armor_ is the invuln of the necromancer, which represent quite a lot of sustain in itself. If you look at _transfusion_, it would be equivalent as giving a 2nd whole heal skill to the necromancer, which is a lot of extra sustain for a profession whose current sustain is balanced over a single heal skill.

 

All in all the reason conventionnal healing don't pass through the shroud is that it would give an over the top amount of personnal sustain to the solo necromancer.

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> @"Dadnir.5038" said:

> > @"Zero.3871" said:

> > > @"Dadnir.5038" said:

> > > The issue isn't that it would be broken but that some traits (_transfusion_ and _parasitic contagion_) would end up overperforming. So the issue wouldn't be the incoming sustain from your allies but your personnal sustain becoming to high.

> >

> > not really. you could use the same Argument for invulns, but oh wonder, every class with invulns can get healed. and e.g. Mirage invul uptime is higher than necro shroud uptime...

>

> Except that invuln are taken into account for other profession's sustain. Technically, shroud coupled with _spectral armor_ is the invuln of the necromancer, which represent quite a lot of sustain in itself. If you look at _transfusion_, it would be equivalent as giving a 2nd whole heal skill to the necromancer, which is a lot of extra sustain for a profession whose current sustain is balanced over a single heal skill.

>

> All in all the reason conventionnal healing don't pass through the shroud is that it would give an over the top amount of personnal sustain to the solo necromancer.

 

spectral armor just works good against several small hits from opponents. current meta is soulbeast 40 k by 1 hit. spectral armor + 50% dmg reduction of shroud completely fail when you got those hits because they just dont work. an INVULN reduces dmg to 0. it doesnt matter how the dmg was done to you. so shroud is obviously way weaker.

 

that heal dont pass shroud is because anet didnt want necro shroudcamping in 2012. since that a lot of mechanics changed so lifeforce reg inside of shroud got nerfed several time + lf Decay got increased.

 

and what plz is the difference between Transfusion and Meditation heal skills of guard? or restorative illusions of mesmer? or adrenal heal of warrior? everyone of These heals is passing through blocks and invulns creating an absurd amount of Sustain for These classes. this way of Sustain is meta and every class except necro has Access to it. dont understand your double Standards here.

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> @"Zero.3871" said:

> spectral armor just works good against several small hits from opponents. current meta is soulbeast 40 k by 1 hit. spectral armor + 50% dmg reduction of shroud completely fail when you got those hits because they just dont work. an INVULN reduces dmg to 0. it doesnt matter how the dmg was done to you. so shroud is obviously way weaker.

>

> that heal dont pass shroud is because anet didnt want necro shroudcamping in 2012. since that a lot of mechanics changed so lifeforce reg inside of shroud got nerfed several time + lf Decay got increased.

>

> and what plz is the difference between Transfusion and Meditation heal skills of guard? or restorative illusions of mesmer? or adrenal heal of warrior? everyone of These heals is passing through blocks and invulns creating an absurd amount of Sustain for These classes. this way of Sustain is meta and every class except necro has Access to it. dont understand your double Standards here.

 

Ok, let's return to the basis of the necromancer's sustain.

 

The necromancer's sustain is divided between 2 mechanisms, the health bar and the Life force bar. The health bar is refilled by the heal skill, regeneration effects, life siphon effects and some traits effects. The life force bar is refilled by anything that grant you life force. You have to take into account that 1% LF is equivalent to 1% of your health as effective health point. This mean that dagger auto attack alone have an effective sustain superior than 1k health per second, which is superior to anything that you listed.

 

I'm not having double standard, the fact is that the necromancer's defensive mechanism is different than other profession's defensive mechanisms and thus cannot be compared. Looking at pure sustain, the necromancer's is vastly superior to any other professions and that's why he doesn't have access to skills that nullify damage.

 

The necromancer's defensive philosophy is to soak damage throught health point and not to avoid damage like all other profession do. In term of sustain it's already beyond all other professions. To give the necromancer more "health bar" sustain through shroud sustain increase tremendously the necromancer's effective sustain. It wouldn't really be an issue if the necromancer couldn't generate heal while in shroud but it is an issue because he can.

 

Looking at what other professions do don't have a lot of meaning since their own defensive philosophy is totally different from the necromancer's.

 

NB.: Signet of vampirism, life siphon effects, locust swarm, SA, SW... that's sustain skills that pass through the shroud which is our way to protect our health bar. And this way of protecting our health bar is on a relatively short CD compared to other profession's defensive means. Only looking at what others do just hide from you what the necromancer do.

 

People really need to accept that the necromancer have a different defensive philosophy or resign themselve to give up to the shroud as a defensive mechanism. That's why I always say that the shroud is the issue. The shroud enforce this odd defensive philosophy and is to versatile to allow the necromancer to "specialize". The fact is that more sustain by letting heal pass through shroud is just plain stupid powercreep that will resolve nothing except piss off PvP players. Giving up on the versatility of the shroud to allow the necromancer to specialize is the solution. Giving up on shroud/shroud skills being **the** defensive tools of the necromancer is the only way to create something with satisfying result. As long as ANet and necromancer's players will cling to the all encompassing shroud, there will always be players like you looking at what other professions do and look down on the necromancer's way to do things.

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> @"Dadnir.5038" said:

> > @"Zero.3871" said:

> > spectral armor just works good against several small hits from opponents. current meta is soulbeast 40 k by 1 hit. spectral armor + 50% dmg reduction of shroud completely fail when you got those hits because they just dont work. an INVULN reduces dmg to 0. it doesnt matter how the dmg was done to you. so shroud is obviously way weaker.

> >

> > that heal dont pass shroud is because anet didnt want necro shroudcamping in 2012. since that a lot of mechanics changed so lifeforce reg inside of shroud got nerfed several time + lf Decay got increased.

> >

> > and what plz is the difference between Transfusion and Meditation heal skills of guard? or restorative illusions of mesmer? or adrenal heal of warrior? everyone of These heals is passing through blocks and invulns creating an absurd amount of Sustain for These classes. this way of Sustain is meta and every class except necro has Access to it. dont understand your double Standards here.

>

> Ok, let's return to the basis of the necromancer's sustain.

>

> The necromancer's sustain is divided between 2 mechanisms, the health bar and the Life force bar. The health bar is refilled by the heal skill, regeneration effects, life siphon effects and some traits effects. The life force bar is refilled by anything that grant you life force. You have to take into account that 1% LF is equivalent to 1% of your health as effective health point. This mean that dagger auto attack alone have an effective sustain superior than 1k health per second, which is superior to anything that you listed.

>

> I'm not having double standard, the fact is that the necromancer's defensive mechanism is different than other profession's defensive mechanisms and thus cannot be compared. Looking at pure sustain, the necromancer's is vastly superior to any other professions and that's why he doesn't have access to skills that nullify damage.

>

> The necromancer's defensive philosophy is to soak damage throught health point and not to avoid damage like all other profession do. In term of sustain it's already beyond all other professions. To give the necromancer more "health bar" sustain through shroud sustain increase tremendously the necromancer's effective sustain. It wouldn't really be an issue if the necromancer couldn't generate heal while in shroud but it is an issue because he can.

>

> Looking at what other professions do don't have a lot of meaning since their own defensive philosophy is totally different from the necromancer's.

>

> NB.: Signet of vampirism, life siphon effects, locust swarm, SA, SW... that's sustain skills that pass through the shroud which is our way to protect our health bar. And this way of protecting our health bar is on a relatively short CD compared to other profession's defensive means. Only looking at what others do just hide from you what the necromancer do.

>

> People really need to accept that the necromancer have a different defensive philosophy or resign themselve to give up to the shroud as a defensive mechanism. That's why I always say that the shroud is the issue. The shroud enforce this odd defensive philosophy and is to versatile to allow the necromancer to "specialize". The fact is that more sustain by letting heal pass through shroud is just plain stupid powercreep that will resolve nothing except kitten off PvP players. Giving up on the versatility of the shroud to allow the necromancer to specialize is the solution. Giving up on shroud/shroud skills being **the** defensive tools of the necromancer is the only way to create something with satisfying result. As long as ANet and necromancer's players will cling to the all encompassing shroud, there will always be players like you looking at what other professions do and look down on the necromancer's way to do things.

 

This is the exact philosophy I also think about when it comes to necromancer sustain, I’m glad someone mentioned it and someone should make a thread explaining in further detail how to sustain as a necromancer

 

There is an intrinsic connection between the health and life force but they are two entities that should be treated differently. For example you can equate shroud to endurance, by using shroud as a form of absorbing damage that you could have otherwise dodged. Thus, in a way it’s a form of invulnerability because you can get hit by stuff in shroud rather than dodging and save your dodges for when you are outside of shroud. The more life force generation the more endurance you can effectively gain in this way.

 

Only thing I disagree about is that shroud itself is an issue. Sure it can be an issue but removing it would devalue the class (making it like everything else)

 

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> @"JusticeRetroHunter.7684" said:

> Only thing I disagree about is that shroud itself is an issue. Sure it can be an issue but removing it would devalue the class (making it like everything else)

>

 

The reason it's an issue is because it assume the whole defensive role as a class mechanism while other profession divide their defensive mechanism between weapon skill, utility skills and, in a minor way, special mechanism. The "shroud" as a defensive mechanism is to omnipresent to allow specialization, preventing the necromancer to go full damage or full defense. And since you can't go all-in in a "role", you'll always end up with "dull" results, unable to build a true satisfying defense or a reach the same height as other professions does in dps. I've said it in another thread, the end game belong to "specialists" and unfortunately the shroud keep the necromancer into a "generalists" state.

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> @"Dadnir.5038" said:

> > @"Zero.3871" said:

> > spectral armor just works good against several small hits from opponents. current meta is soulbeast 40 k by 1 hit. spectral armor + 50% dmg reduction of shroud completely fail when you got those hits because they just dont work. an INVULN reduces dmg to 0. it doesnt matter how the dmg was done to you. so shroud is obviously way weaker.

> >

> > that heal dont pass shroud is because anet didnt want necro shroudcamping in 2012. since that a lot of mechanics changed so lifeforce reg inside of shroud got nerfed several time + lf Decay got increased.

> >

> > and what plz is the difference between Transfusion and Meditation heal skills of guard? or restorative illusions of mesmer? or adrenal heal of warrior? everyone of These heals is passing through blocks and invulns creating an absurd amount of Sustain for These classes. this way of Sustain is meta and every class except necro has Access to it. dont understand your double Standards here.

>

> Ok, let's return to the basis of the necromancer's sustain.

>

> The necromancer's sustain is divided between 2 mechanisms, the health bar and the Life force bar. The health bar is refilled by the heal skill, regeneration effects, life siphon effects and some traits effects. The life force bar is refilled by anything that grant you life force. You have to take into account that 1% LF is equivalent to 1% of your health as effective health point. This mean that dagger auto attack alone have an effective sustain superior than 1k health per second, which is superior to anything that you listed.

>

> I'm not having double standard, the fact is that the necromancer's defensive mechanism is different than other profession's defensive mechanisms and thus cannot be compared. **Looking at pure sustain, the necromancer's is vastly superior to any other professions and that's why he doesn't have access to skills that nullify damage.**

>

 

i really dont want to reopen that infinity discussion again. but:

 

all the People like must be Living in your own world ^^. you are using a lot of words without any sense for me, claiming necromancer has most Sustain and in Theory it would be nice here and there. but plz...stop… lets talk About Facts:

 

in fact, i see tonns of Warriors, mesmers and whatever classes run into way bigger Groups and coming out alive because of invulns, blocks, dodges.

you say necro defense is superior? never seen a necro jump into 60 man and was still alive. why is that?

 

necro defense is not upscaling. you get 20 k dmg, shroud gone. you get 50 k dmg, necro dead.

invulns scale up infinity. if you get 20 k dmg, warrior fine. if you get 50 k dmg, warrior still fine. in which way is necro defense superior?

 

the reality shows that necro defense is way weaker than anyone else defense in the game. you are claimning lf = lifepoints, but lifepoints dont Decay, you ever forgot About that Point. i dont know why i ever have to repeat that over and over again. we dont Need to discuss your personal theoretical constructions where necro defense is good becaus of skill xy that is IN PRACTICE completely useless.

 

> And this way of protecting our health bar is on a relatively short CD compared to other profession's defensive means.

 

other classes have massive Sustain by chaining tonns of dodges, invulns, blocks every few seconds. just watch Mirage, can dodge every 5 seconds and still have other invulns and evades. necro shroud has 10 sec cd. how is 10 sec < 5 sec in your world?

 

plz create FACTS around the reality and not around your own Fantasy Scenarios.

but this is my last comment here About necro defense since i am not motivated to discuss this Topic for the 718277619257519th time.

 

and i still wish you a great day ^^.

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> @"Zero.3871" said:

 

I'm basing myself on personnal experience, you know? Diving into an enemy zerg with a necromancer is totally possible and is not difficult in any way. You not knowing "how to" or unwilling to invest into your build to achieve this kind of result doesn't mean that it's not possible. Is it that difficult to blow a warhorn for locust swarm, pop SA and enter shroud for almost 10s of "invulnerability"? No it isn't, in fact it's extremly easy.

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Transfusion should heal in shroud for more build variety and because the other BM elites are too situational. It's not overpowered. But then it's enough.

 

Necro has some decent heal in shroud options divided into different traits and the vampirism signet. You just have to build for it and sacrifice damage or corruptions - but that's how balancing should work. Additional healing would be too strong.

 

>the reality shows that necro defense is way weaker than anyone else defense in the game

That's not true. It depends. High vitality (=a lot of LF) in combination with spectral armor grants some huge survivability even when diving into zergs while being able to do a lot of damage. Of course an engineer using the miniature elixir can dive into a zerg for 3 seconds - and then? And while he is doing so? What's the benefit? Live for additional 3 seconds. Spellbreakers that dive into zergs are to ignore. What can they do after they placed their bubble? Tanking noobs, who start to focus them while the glass ele is freecasting. That's all.

 

Mobility is survivability, not 3s of invulnerability! That's what necro lacks.

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> @"Dadnir.5038" said:

> > @"JusticeRetroHunter.7684" said:

> > Only thing I disagree about is that shroud itself is an issue. Sure it can be an issue but removing it would devalue the class (making it like everything else)

> >

>

> The reason it's an issue is because it assume the whole defensive role as a class mechanism while other profession divide their defensive mechanism between weapon skill, utility skills and, in a minor way, special mechanism. The "shroud" as a defensive mechanism is to omnipresent to allow specialization, preventing the necromancer to go full damage or full defense. And since you can't go all-in in a "role", you'll always end up with "dull" results, unable to build a true satisfying defense or a reach the same height as other professions does in dps. I've said it in another thread, the end game belong to "specialists" and unfortunately the shroud keep the necromancer into a "generalists" state.

 

I think shroud although at a fundamental level can never reach jumping into zergs due to upscaling, the idea that it can sustain exists. It’s one of the reasons why the speed of shadows nerf and the nerf to spectral skills and passive spectral armor were so hard hitting because it hits our sustain, which we already have trouble with.

 

If they gave us a trait for 7s shroud back and the armor, it would increase our sustain in 1v1 and small scale. Changing abilities that would improve shroud would also help us sustain but Anet is stuffing our class into a specific counterplay which sucks.

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> @"Dadnir.5038" said:

> > @"Zero.3871" said:

> > > @"Dadnir.5038" said:

> > > The issue isn't that it would be broken but that some traits (_transfusion_ and _parasitic contagion_) would end up overperforming. So the issue wouldn't be the incoming sustain from your allies but your personnal sustain becoming to high.

> >

> > not really. you could use the same Argument for invulns, but oh wonder, every class with invulns can get healed. and e.g. Mirage invul uptime is higher than necro shroud uptime...

>

> Except that invuln are taken into account for other profession's sustain. Technically, shroud coupled with _spectral armor_ is the invuln of the necromancer, which represent quite a lot of sustain in itself. If you look at _transfusion_, it would be equivalent as giving a 2nd whole heal skill to the necromancer, which is a lot of extra sustain for a profession whose current sustain is balanced over a single heal skill.

>

> All in all the reason conventionnal healing don't pass through the shroud is that it would give an over the top amount of personnal sustain to the solo necromancer.

 

Why not resolve that issue by making it so only non personal healing will heal you through shroud?

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> @"Lahmia.2193" said:

> > @"Dadnir.5038" said:

> > > @"Zero.3871" said:

> > > > @"Dadnir.5038" said:

> > > > The issue isn't that it would be broken but that some traits (_transfusion_ and _parasitic contagion_) would end up overperforming. So the issue wouldn't be the incoming sustain from your allies but your personnal sustain becoming to high.

> > >

> > > not really. you could use the same Argument for invulns, but oh wonder, every class with invulns can get healed. and e.g. Mirage invul uptime is higher than necro shroud uptime...

> >

> > Except that invuln are taken into account for other profession's sustain. Technically, shroud coupled with _spectral armor_ is the invuln of the necromancer, which represent quite a lot of sustain in itself. If you look at _transfusion_, it would be equivalent as giving a 2nd whole heal skill to the necromancer, which is a lot of extra sustain for a profession whose current sustain is balanced over a single heal skill.

> >

> > All in all the reason conventionnal healing don't pass through the shroud is that it would give an over the top amount of personnal sustain to the solo necromancer.

>

> Why not resolve that issue by making it so only non personal healing will heal you through shroud?

This would mainly add regeneration (and field combos and the leeching sigil) to our healing sources and I would welcome it. It would also be a decent buff to focus4, which is always welcome too.

 

Nevertheless the integration is not trivial.

 

Regeneration can be overwritten, so that the strongest application (which is usually not the one the necro casted on itself but the one of a firebrand or other support spec) is used.

 

To program an exception to that rule for necros in shroud may be not possible due to engine limitations or maybe anet is just to lazy to allocate ressources for that.

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I would rather have more traits that allow healing in shroud. Parasitic contagion could become a condition version of blighters boon where you gain lifeforce on condition application and healing while in shroud. I'm sick of being the only class that is heavily reliant on allies to provide support in order to survive.

 

Deathshroud is Necro's version of damage mitigation and it should revolve around managing your 2 health bars, building up one while the other is in use. Currently deathshroud only acts to prolong your death since there isn't an effective way to heal while in shroud.

 

Here are a few suggestions:

* Curses: Parasitic Contagion - Gain lifeforce on condition application, Gain healing while in shroud.

* Death Magic: Replace Unholy Sanctuary with Blighters Boon

* Reaper: Replace Blighters Boon with Unholy Sanctuary - Add the affect revert lifeforce drain back to the standard 3% per second.

 

Unholy sanctuary fits reaper more since it is a melee oriented class. Blighter's boon benefits core by providing an option to heal while in shroud for **power** builds, and would give reaper and scourge a reason to run death magic. Unholy sanctuary with the added effect would bring competition to reaper grand-master traits by providing meaningful trade-offs, currently Reaper's Onslaught dominates that tier and there is no reason to run anything else.

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> @"Zex Anthon.8673" said:

> I would rather have more traits that allow healing in shroud. Parasitic contagion could become a condition version of blighters boon where you gain lifeforce on condition application and healing while in shroud. I'm sick of being the only class that is heavily reliant on allies to provide support in order to survive.

>

> Deathshroud is Necro's version of damage mitigation and it should revolve around managing your 2 health bars, building up one while the other is in use. Currently deathshroud only acts to prolong your death since there isn't an effective way to heal while in shroud.

>

> Here are a few suggestions:

> * Curses: Parasitic Contagion - Gain lifeforce on condition application, Gain healing while in shroud.

> * Death Magic: Replace Unholy Sanctuary with Blighters Boon

> * Reaper: Replace Blighters Boon with Unholy Sanctuary - Add the affect revert lifeforce drain back to the standard 3% per second.

>

> Unholy sanctuary fits reaper more since it is a melee oriented class. Blighter's boon benefits core by providing an option to heal while in shroud for **power** builds, and would give reaper and scourge a reason to run death magic. Unholy sanctuary with the added effect would bring competition to reaper grand-master traits by providing meaningful trade-offs, currently Reaper's Onslaught dominates that tier and there is no reason to run anything else.

 

Those changes sound rather.nice. Although for sanctuary, which is one of my primary picks when going death magic, I’d like to see it be less passive and more along the lines of converting remaining life force you have when exiting shroud into health, rather than just reducing life force degeneration.

 

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> @"Dadnir.5038" said:

> > @"KrHome.1920" said:

> > Mobility is survivability, not 3s of invulnerability! That's what necro lacks.

>

> I would agree with that but if you give "more" mobility to a necromancer isn't that powercreep?

Giving reaper in its current state more mobility would result in the most overpowered spec the game has ever seen! The mobility is is fine because the spec destroys where it moves to and it is held in line because it moves slowly. Reaper needs more defense (spectral armor duration, more health regeneration in shroud and such things) because these things can be countered with kiting, but it does not need more mobility. Scourge is even worse as it brings destruction at 900 range.

 

The only spec that could get more mobility without breaking the game is core, but anet can't give core mobility outside of core shroud (which would need a rework) because then the elite specs would get it aswell. I doubt that they will rework core shroud (but I would appreciate it as I don't like core shroud, it has no synergies and is a weird mix of ranged, melee, power and condi skills).

 

I really hope the next elite spec is a mobility spec. We have everything else now: melee AOE, range AOE, leeching- and barrier-support and a useless core spec without a place anywhere. It's time for mobility now!

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> @"Dadnir.5038" said:

> The issue isn't that it would be broken but that some traits (_transfusion_ and _parasitic contagion_) would end up overperforming. So the issue wouldn't be the incoming sustain from your allies but your personnal sustain becoming to high.

 

Right, it would be broken for necro because other professions like guardian warrior and mesmer don't have high self sustain and burst....

 

P.s. transfusion does not even heal the Necro!

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> @"James.1065" said:

> > @"Dadnir.5038" said:

> > The issue isn't that it would be broken but that some traits (_transfusion_ and _parasitic contagion_) would end up overperforming. So the issue wouldn't be the incoming sustain from your allies but your personnal sustain becoming to high.

>

>

> P.s. transfusion does not even heal the Necro!

 

As long as your are not in shroud it will heal you. It's why it's particularly strong on scourge.

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