ArenaNet:Skill feedback/Necromancer/Cultist's Fervor/archive1

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Dark Morphon's Issue -- 09:21, 27 July 2008 (UTC)

Discussion

Issue
Sacrifice is too high, which makes it too easy to kill yourself.
Suggestion
Reduce sacrifice to 20...14...10%. Also consider making it inflict Bleeding on self for a short duration, in the lines of 5 seconds or so.

Alternate suggestion

Issue
Same as above.
Suggestion
Simply reducing the sac, as suggested above, would probably be fine, but I'd just like to throw up an alternative to invoke some thinking.
Basically, I'm going for the "Fevour" theme here:
5 Energy 1 Activation time 30 Recharge time
Elite Enchantment Spell. For 2...8...10 seconds, your spells cost -7 Energy to cast. Whenever you cast a spell, you sacrifice 20...12...10% maximum Health, and Cultist's Fevour is renewed for 2...8...10 seconds and disabled for 5 seconds.
This would mean that though the enchantment lasts less time, you can keep it up indefinately by spamming spells (i.e. in a fevour). However, your health would eventually get low enough that you would have to stop or die (unless you're being healed a lot), at which point it would run out. The disabling bit is probably not really necessary, but designed to stop enchantment removal becoming worthless against this (e.g. you remove and they just re-apply since it recharged two mins ago) - in effect it's kinda like it's re-casting itself each time, so if it gets removed you still have a few seconds at least before you can use it again.
At high Blood Magic, this would have an excellent synergy with Vampiric Gaze and Masochism (you could spam VG nearly constantly and the lifesteal would cover the sac), but it wouldn't have much spiking capability on its own (or at least CF wouldn't help it spike) so it would be more for pressure.