Necros can't even use their own elite since last update... a fix

1 pages Page 1
arredondo
arredondo
Wilds Pathfinder
#1
How ridiculous is it that Necros get screwed in trying to use Offering of Blood now that it's been gimped because of Monk abuse. Monks still may consider enduring the 20% sacrifice, but Necros can't do much with it anymore.

The best Necro builds for handling regular sacrifices when Monk healing isn't readily available must include Grenth's Balance or Aura of the Lich, which are also elites. It's just not worth using energy to heal yourself for up to 100 HP because of a skill that is supposed to provide energy. There's little net gain in that. Arena.net, bring it back to a 10% sacrifice.

To control Monk abuse of the elite, just apply special rules to it like you have for the Necro skill Rend Enchantments. A Necro takes damage for each enchantment on a Monk when he uses Rend. For the new Offering of Blood, have a base 10% sacrifice and include a penalty of and additional 5%-2% sacrifice for each Monk enchantment on the caster, normal or maintained. So those Boon Monks with, say three enchants on them would sacrifice 16% - 25% of health with each use. Five enchants? A 20% - 45% sacrifice. However the Necros still only deal with the base 10% sacrifice and no more.

It makes no sense that Necros aren't even the best at using their own elite. Please fix this when you next make skill adjustments.
Kool Pajamas
Kool Pajamas
Forge Runner
#2
I like it. I thought the nerf was dumb. Just make the other energy options better and this skill wont be overused so much.
Wrath Of Dragons
Wrath Of Dragons
Burninate Stuff
#3
maybe link it to soul reaping
Mandy Memory
Mandy Memory
Desert Nomad
#4
so all those necro/monks get screwed even more...or if you have a monk on your team you get screwed....

Good idea there! You earn a cookie.
arredondo
arredondo
Wilds Pathfinder
#5
<stomps on cookie, flings the crumbs back in her face>

Obviously Arena.net gimped it because of protect Monk abuse, so I conceded that they won't change it without it still being detrimental to Monk builds when I posted the idea. Here you still have it neutered for the Monks, the obvious goal of the nerf, but it is still useable by Monks if they aren't enchant heavy such as some Healing Monk builds.

For the Healing Monks, the penalty in my system is much less of a sacrifice than it is now (only -16% total if they have just two enchants at the time of use with L8-11 in Blood). The main goal, however, is achieved. We once again have an elite actually useable by the class that owns it, unlike now. The overpopulated world of Necro-Monks (???) may take a hit if they have three or four enchants up, but better one subset be affected than the entire profession as it is now. If Monks want near care-free energy management, they should petition Arena.net to improve their own skills in that department.

And save your stale pastries for someone else.
Undivine
Undivine
of Brackenwood
#6
Arredondo, you've got a pretty damn good solution there. We need to get someone like you working on privatising some of the mesmer skills!
m
mariano
Lion's Arch Merchant
#7
Hello ^^

My impression with the last changes to skills in the game is favorable. Nevertheless, my impression is disfavorable with the changes of Offering of Blood life sacrifice, and Gale's change from 5 to 10 energy.

I think that offering of Blood is no more usefull for a prot boon monk, still may be usefull for a heal boon monk, but, it is the prot boon monk the more interesting; and these may sift to monk/mesmer. May be, neither will be it easy for mesmer/necros or necro/monks blood magics builds to bear this Offering.

May be, now, Offering of Blood with its 20% life sacrifice is more in the line of Blood is Power's 33% life sacrifice! But, I like more the idea of the starter of this thread, that of increasing the amount of life sacrificed with the number of enchantements being hold, instead of increasing directly the amount the sacrifice.

I think that another side of the last changes is favorable for necros, but not for monks, it is that using conditions and hexes have been somewhat boosted.
unclepunchy
unclepunchy
Ascalonian Squire
#8
most nec monks i know are either MM or SS/55

MM: yes the build has OoB and its a heavy hit while linked to the sacs from BoTM and Verata's...(next thing you know your down pretty quickly) saw this 1st hand doing a few Queen runs yesterday...ouchies

as for the SS/55 you do have 3 enchants but we all know there can be only 1 elite


/signed


i really like the idea from Wrath of Dragons; of linking it to soul reaping instead of blood magic...

it would be like a nec/mo using any divine favor skills...not practical (well most of the time)
SirJackassIII
SirJackassIII
Wilds Pathfinder
#9
See, there's a problem with that skill nerf. The only thing it did was put back all Mo/N to Mo/Me for Mantra of Recall for their energy management, while Necros got screwed more. All ANet did was shift the problem, and by the next skill rebalance people will be screaming to nerf Mantra of Recall.
Now necros have lost their only energy management skill (safe from soul reaping to gain energy), which is rather bad.
15% would have been more acceptable for a necro, or a change similar to the OP's suggestion. Now, as a MM, it's sad that monks complain about having to heal me more than the tanks... (VS + BoTM + OoB to get some energy back = -45% of my HP)
TehTomato
TehTomato
Frost Gate Guardian
#10
Quote:
Originally Posted by Wrath Of Dragons
maybe link it to soul reaping
Quoted for truth
Vilaptca
Vilaptca
Pre-Searing Vanquisher
#11
Quote:
Originally Posted by Wrath Of Dragons
maybe link it to soul reaping
Would have been a much better way to fix this skill than adding extra sacrifice.

ANet should do this.
Angel Develin
Angel Develin
Wilds Pathfinder
#12
Link to soul reaping = Very good idea


/signed

/signed

/signed
Carinae
Carinae
Forge Runner
#13
Oh I'm so glad someone started this thread!

I like the idea that the monk takes damage for each enchantment. Here's another idea:

Lose All Enchantments

This condition usually isn't a problem for a MM or necro in general, but very very bad for a prot monk.
kdhoney44
kdhoney44
Frost Gate Guardian
#14
Quote:
Originally Posted by Wrath Of Dragons
maybe link it to soul reaping
Totally agree there
Carinae
Carinae
Forge Runner
#15
Quote:
Originally Posted by Wrath Of Dragons
maybe link it to soul reaping
No... bad idea. I don't want to run 16 in SR to get the full effect.

It should stay in Blood, because people actually MAX Blood for builds anyway. Either make it do damage/enchantment or strip all enchantments when used.
Numa Pompilius
Numa Pompilius
Grotto Attendant
#16
Quote:
Originally Posted by arredondo
How ridiculous is it that Necros get screwed
Well... I still use OoB & veratas sacrifice on my minionmancer, and it works just as well as it ever has, no problem with health. Minionmancers are IMO pretty much unaffected by this nerf.
I don't know, pehaps it's worse for other types of necro.

EDIT: Agreed, OoB should be linked to SR. That'd only be logical, IMO.
LifeInfusion
LifeInfusion
Grotto Attendant
#17
ought to be 17% like Dark Fury, Orders, and blood ritual IMO
K
Kybos
Academy Page
#18
I still dont know why it was nerf'd. It was an ANet build to begin with!
arredondo
arredondo
Wilds Pathfinder
#19
Soul Reaping skills are coming with the new chapter, and while I agree it'd be nice to link OoB with it, it makes no sense to do so logically. Soul Reaping energy bonuses and the leaked skill descriptions of SR spells are directly related to "souls". OoB has nothing to do with souls so i doubt Arena.net makes that illogical connection.

Losing all enchants is nice though, if they don't scale sacrifice punishment for each enchant maintained. The one thing that 99% of us seem to agree on though is SOMETHING needs to be done.
zoozoc
zoozoc
Krytan Explorer
#20
It was already overpowered as it was for necros. Most the time natural regen or 1 of the many self healing attacks (like vamp gaze or life siphon etc.) will easily take care of the extra 10% sacrifice. Monks are really the hardest ones hit since they will be the ones attacked (or shutdown) 90% of the time.