ArenaNet:Skill feedback/Necromancer/Blood Renewal

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Blood Renewal Blood Renewal

TimeToGetIntense's Issue -- 08:02, 3 March 2008 (UTC)

Discussion

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.

10% Sacrifice5 Energy1 Activation time10 Recharge time

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.

10 Energy2 Activation time20 Recharge time