ArenaNet:Skill feedback/Necromancer/Blood Renewal
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Note: As of September 2, 2009 this page is no longer active. If you have suggestions for Guild Wars skills please go to Feedback:Main to learn how to submit suggestions that ArenaNet can use. |
TimeToGetIntense's Issue -- 08:02, 3 March 2008 (UTC)
- Issue
- Not practical in the face of a real offense. While this makes a nice preemptive heal to sustain yourself against light pressure, it's not going to help when the shit hits the fan. The sac cost is much too high. Also, a 1 second cast is a little long for this spell.
- Suggestion
- Lower sacrifice cost to 10~12%, lower healing when this enchantment ends to 20...80...95, lower casting time to 3/4 second.
Useless self-heal skill
- Issue
- This skill is better for sacrificing health than actually healing yourself.
- Suggestion
- Lower health sacrifice to 17%, make it conditional: "If you were below half health, you don't sacrifice health."
Impaled's Issue
- Issue
- Lots of (self...) healing, but the sacrifice kills it.
- Suggestion
- Enchantment Spell. (5 seconds.) You have +3...5...6 Health regeneration. Initial effect: transfer 1...3...3 conditions and their remaining durations to nearby foes. End effect: heals you for 40...104...120.
Underwood's Idear
- Issue
- Usable for low health sacrifice (55 anyone) only
- Suggestion
- Blood Line energy management (who needs wasted points in soul raping)
- For 10 seconds you suffer from -10 degen. Spells you cast cost 1...4 less energy. Renews whenever you cast a spell.