The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
I am a necromancer 90% of the games, and I don't see the passives you say, because they are only for other negative effects, if my minor defile is applied to myself, you don't get anything good if a reduction of 8%, and a reduction tmb in the healing abilities in use, on the other hand the "FREE" healings do not work, you put radiatin regeneration or one of the regen staff, and it is 300 times better. By the way necromancer is a class focused on endurance.
MashmalloMan wrote: »Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
I am a necromancer 90% of the games, and I don't see the passives you say, because they are only for other negative effects, if my minor defile is applied to myself, you don't get anything good if a reduction of 8%, and a reduction tmb in the healing abilities in use, on the other hand the "FREE" healings do not work, you put radiatin regeneration or one of the regen staff, and it is 300 times better. By the way necromancer is a class focused on endurance.
Curative Curse passive.
"While you have a negative effect on you, your healing done is increased by 8%."
First, this passive cancels out minor defile from Render Flesh making it a net 0 between the 2. This is obviously intentional and suppose to feed into the idea of what a Necromancer is, dealing with death and corpses as a mechanic to heal (thematically).
Second, in pvp fights, high chancss are your enemies are going to apply minor defile to you so Render Flesh giving it to yourself doesn't necessarily mean anything all the time. Many instances will make it redundant.
Third, the passive is unamed, which means it stacks with other major/minor buffs for healing done and received.
Fourth, if you compare the healing passives to other classes, it's quite strong and very comparable..
Warden gets 2% healing done per Green Balance skill slotted and major mending on targets under 40% health for 16%.
Templar gets up to 12% healing done based on missing health and minor mending for 8%.
Sorc has no healing passive.
DK has no healing passive, but I suppose they've got 12% healing received if you can consider that.
NB has 3% per Siphoning skill slotted.
Necro gets up to 20% crit healing based on missing health and 8% healing done with any negative effect.
This covers passives, there's class skills that help too I won't bother covering.. as well as damage passives that technically increase your healing done.
Point is, if you want to remove the defile you're just asking for a nerf to the 8% passive OR a nerf to how the morphs on Render Flesh work.
Shrewed Offering works similarly by bleeding NBs over 3 seconds for Minor Mending, while Resistant Flesh gives you Armor.
Grass is always greener on the other side 😅
MashmalloMan wrote: »Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
I am a necromancer 90% of the games, and I don't see the passives you say, because they are only for other negative effects, if my minor defile is applied to myself, you don't get anything good if a reduction of 8%, and a reduction tmb in the healing abilities in use, on the other hand the "FREE" healings do not work, you put radiatin regeneration or one of the regen staff, and it is 300 times better. By the way necromancer is a class focused on endurance.
Curative Curse passive.
"While you have a negative effect on you, your healing done is increased by 8%."
First, this passive cancels out minor defile from Render Flesh making it a net 0 between the 2. This is obviously intentional and suppose to feed into the idea of what a Necromancer is, dealing with death and corpses as a mechanic to heal (thematically).
Second, in pvp fights, high chancss are your enemies are going to apply minor defile to you so Render Flesh giving it to yourself doesn't necessarily mean anything all the time. Many instances will make it redundant.
Third, the passive is unamed, which means it stacks with other major/minor buffs for healing done and received.
Fourth, if you compare the healing passives to other classes, it's quite strong and very comparable..
Warden gets 2% healing done per Green Balance skill slotted and major mending on targets under 40% health for 16%.
Templar gets up to 12% healing done based on missing health and minor mending for 8%.
Sorc has no healing passive.
DK has no healing passive, but I suppose they've got 12% healing received if you can consider that.
NB has 3% per Siphoning skill slotted.
Necro gets up to 20% crit healing based on missing health and 8% healing done with any negative effect.
This covers passives, there's class skills that help too I won't bother covering.. as well as damage passives that technically increase your healing done.
Point is, if you want to remove the defile you're just asking for a nerf to the 8% passive OR a nerf to how the morphs on Render Flesh work.
Shrewed Offering works similarly by bleeding NBs over 3 seconds for Minor Mending, while Resistant Flesh gives you Armor.
Grass is always greener on the other side 😅
Resistant Flesh ONLY GIV ARMOR TO others no to you... if this giv me armor is completely perfect but no...

MashmalloMan wrote: »Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
I am a necromancer 90% of the games, and I don't see the passives you say, because they are only for other negative effects, if my minor defile is applied to myself, you don't get anything good if a reduction of 8%, and a reduction tmb in the healing abilities in use, on the other hand the "FREE" healings do not work, you put radiatin regeneration or one of the regen staff, and it is 300 times better. By the way necromancer is a class focused on endurance.
Curative Curse passive.
"While you have a negative effect on you, your healing done is increased by 8%."
First, this passive cancels out minor defile from Render Flesh making it a net 0 between the 2. This is obviously intentional and suppose to feed into the idea of what a Necromancer is, dealing with death and corpses as a mechanic to heal (thematically).
Second, in pvp fights, high chancss are your enemies are going to apply minor defile to you so Render Flesh giving it to yourself doesn't necessarily mean anything all the time. Many instances will make it redundant.
Third, the passive is unamed, which means it stacks with other major/minor buffs for healing done and received.
Fourth, if you compare the healing passives to other classes, it's quite strong and very comparable..
Warden gets 2% healing done per Green Balance skill slotted and major mending on targets under 40% health for 16%.
Templar gets up to 12% healing done based on missing health and minor mending for 8%.
Sorc has no healing passive.
DK has no healing passive, but I suppose they've got 12% healing received if you can consider that.
NB has 3% per Siphoning skill slotted.
Necro gets up to 20% crit healing based on missing health and 8% healing done with any negative effect.
This covers passives, there's class skills that help too I won't bother covering.. as well as damage passives that technically increase your healing done.
Point is, if you want to remove the defile you're just asking for a nerf to the 8% passive OR a nerf to how the morphs on Render Flesh work.
Shrewed Offering works similarly by bleeding NBs over 3 seconds for Minor Mending, while Resistant Flesh gives you Armor.
Grass is always greener on the other side 😅
Resistant Flesh ONLY GIV ARMOR TO others no to you... if this giv me armor is completely perfect but no...
MashmalloMan wrote: »Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
I am a necromancer 90% of the games, and I don't see the passives you say, because they are only for other negative effects, if my minor defile is applied to myself, you don't get anything good if a reduction of 8%, and a reduction tmb in the healing abilities in use, on the other hand the "FREE" healings do not work, you put radiatin regeneration or one of the regen staff, and it is 300 times better. By the way necromancer is a class focused on endurance.
Curative Curse passive.
"While you have a negative effect on you, your healing done is increased by 8%."
First, this passive cancels out minor defile from Render Flesh making it a net 0 between the 2. This is obviously intentional and suppose to feed into the idea of what a Necromancer is, dealing with death and corpses as a mechanic to heal (thematically).
Second, in pvp fights, high chancss are your enemies are going to apply minor defile to you so Render Flesh giving it to yourself doesn't necessarily mean anything all the time. Many instances will make it redundant.
Third, the passive is unamed, which means it stacks with other major/minor buffs for healing done and received.
Fourth, if you compare the healing passives to other classes, it's quite strong and very comparable..
Warden gets 2% healing done per Green Balance skill slotted and major mending on targets under 40% health for 16%.
Templar gets up to 12% healing done based on missing health and minor mending for 8%.
Sorc has no healing passive.
DK has no healing passive, but I suppose they've got 12% healing received if you can consider that.
NB has 3% per Siphoning skill slotted.
Necro gets up to 20% crit healing based on missing health and 8% healing done with any negative effect.
This covers passives, there's class skills that help too I won't bother covering.. as well as damage passives that technically increase your healing done.
Point is, if you want to remove the defile you're just asking for a nerf to the 8% passive OR a nerf to how the morphs on Render Flesh work.
Shrewed Offering works similarly by bleeding NBs over 3 seconds for Minor Mending, while Resistant Flesh gives you Armor.
Grass is always greener on the other side 😅
Resistant Flesh ONLY GIV ARMOR TO others no to you... if this giv me armor is completely perfect but no...
So it clearly states the Target. As you target yourself OR an ally. If you target yourself for the heal, you get the resistance.
MashmalloMan wrote: »Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
I am a necromancer 90% of the games, and I don't see the passives you say, because they are only for other negative effects, if my minor defile is applied to myself, you don't get anything good if a reduction of 8%, and a reduction tmb in the healing abilities in use, on the other hand the "FREE" healings do not work, you put radiatin regeneration or one of the regen staff, and it is 300 times better. By the way necromancer is a class focused on endurance.
Curative Curse passive.
"While you have a negative effect on you, your healing done is increased by 8%."
First, this passive cancels out minor defile from Render Flesh making it a net 0 between the 2. This is obviously intentional and suppose to feed into the idea of what a Necromancer is, dealing with death and corpses as a mechanic to heal (thematically).
Second, in pvp fights, high chancss are your enemies are going to apply minor defile to you so Render Flesh giving it to yourself doesn't necessarily mean anything all the time. Many instances will make it redundant.
Third, the passive is unamed, which means it stacks with other major/minor buffs for healing done and received.
Fourth, if you compare the healing passives to other classes, it's quite strong and very comparable..
Warden gets 2% healing done per Green Balance skill slotted and major mending on targets under 40% health for 16%.
Templar gets up to 12% healing done based on missing health and minor mending for 8%.
Sorc has no healing passive.
DK has no healing passive, but I suppose they've got 12% healing received if you can consider that.
NB has 3% per Siphoning skill slotted.
Necro gets up to 20% crit healing based on missing health and 8% healing done with any negative effect.
This covers passives, there's class skills that help too I won't bother covering.. as well as damage passives that technically increase your healing done.
Point is, if you want to remove the defile you're just asking for a nerf to the 8% passive OR a nerf to how the morphs on Render Flesh work.
Shrewed Offering works similarly by bleeding NBs over 3 seconds for Minor Mending, while Resistant Flesh gives you Armor.
Grass is always greener on the other side 😅
Resistant Flesh ONLY GIV ARMOR TO others no to you... if this giv me armor is completely perfect but no...
So it clearly states the Target. As you target yourself OR an ally. If you target yourself for the heal, you get the resistance.
Really you got the resistances=?¿?¿ i never got notived of that , if this is real its okey
CameraBeardThePirate wrote: »MashmalloMan wrote: »Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
I am a necromancer 90% of the games, and I don't see the passives you say, because they are only for other negative effects, if my minor defile is applied to myself, you don't get anything good if a reduction of 8%, and a reduction tmb in the healing abilities in use, on the other hand the "FREE" healings do not work, you put radiatin regeneration or one of the regen staff, and it is 300 times better. By the way necromancer is a class focused on endurance.
Curative Curse passive.
"While you have a negative effect on you, your healing done is increased by 8%."
First, this passive cancels out minor defile from Render Flesh making it a net 0 between the 2. This is obviously intentional and suppose to feed into the idea of what a Necromancer is, dealing with death and corpses as a mechanic to heal (thematically).
Second, in pvp fights, high chancss are your enemies are going to apply minor defile to you so Render Flesh giving it to yourself doesn't necessarily mean anything all the time. Many instances will make it redundant.
Third, the passive is unamed, which means it stacks with other major/minor buffs for healing done and received.
Fourth, if you compare the healing passives to other classes, it's quite strong and very comparable..
Warden gets 2% healing done per Green Balance skill slotted and major mending on targets under 40% health for 16%.
Templar gets up to 12% healing done based on missing health and minor mending for 8%.
Sorc has no healing passive.
DK has no healing passive, but I suppose they've got 12% healing received if you can consider that.
NB has 3% per Siphoning skill slotted.
Necro gets up to 20% crit healing based on missing health and 8% healing done with any negative effect.
This covers passives, there's class skills that help too I won't bother covering.. as well as damage passives that technically increase your healing done.
Point is, if you want to remove the defile you're just asking for a nerf to the 8% passive OR a nerf to how the morphs on Render Flesh work.
Shrewed Offering works similarly by bleeding NBs over 3 seconds for Minor Mending, while Resistant Flesh gives you Armor.
Grass is always greener on the other side 😅
Resistant Flesh ONLY GIV ARMOR TO others no to you... if this giv me armor is completely perfect but no...
So it clearly states the Target. As you target yourself OR an ally. If you target yourself for the heal, you get the resistance.
Really you got the resistances=?¿?¿ i never got notived of that , if this is real its okey
It's really easy to test yourself. Check your resists. Drop your health down to about 50%, hit the heal, and immediately check your character sheet. The extra resistances will be there.
CameraBeardThePirate wrote: »MashmalloMan wrote: »Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
I am a necromancer 90% of the games, and I don't see the passives you say, because they are only for other negative effects, if my minor defile is applied to myself, you don't get anything good if a reduction of 8%, and a reduction tmb in the healing abilities in use, on the other hand the "FREE" healings do not work, you put radiatin regeneration or one of the regen staff, and it is 300 times better. By the way necromancer is a class focused on endurance.
Curative Curse passive.
"While you have a negative effect on you, your healing done is increased by 8%."
First, this passive cancels out minor defile from Render Flesh making it a net 0 between the 2. This is obviously intentional and suppose to feed into the idea of what a Necromancer is, dealing with death and corpses as a mechanic to heal (thematically).
Second, in pvp fights, high chancss are your enemies are going to apply minor defile to you so Render Flesh giving it to yourself doesn't necessarily mean anything all the time. Many instances will make it redundant.
Third, the passive is unamed, which means it stacks with other major/minor buffs for healing done and received.
Fourth, if you compare the healing passives to other classes, it's quite strong and very comparable..
Warden gets 2% healing done per Green Balance skill slotted and major mending on targets under 40% health for 16%.
Templar gets up to 12% healing done based on missing health and minor mending for 8%.
Sorc has no healing passive.
DK has no healing passive, but I suppose they've got 12% healing received if you can consider that.
NB has 3% per Siphoning skill slotted.
Necro gets up to 20% crit healing based on missing health and 8% healing done with any negative effect.
This covers passives, there's class skills that help too I won't bother covering.. as well as damage passives that technically increase your healing done.
Point is, if you want to remove the defile you're just asking for a nerf to the 8% passive OR a nerf to how the morphs on Render Flesh work.
Shrewed Offering works similarly by bleeding NBs over 3 seconds for Minor Mending, while Resistant Flesh gives you Armor.
Grass is always greener on the other side 😅
Resistant Flesh ONLY GIV ARMOR TO others no to you... if this giv me armor is completely perfect but no...
So it clearly states the Target. As you target yourself OR an ally. If you target yourself for the heal, you get the resistance.
Really you got the resistances=?¿?¿ i never got notived of that , if this is real its okey
It's really easy to test yourself. Check your resists. Drop your health down to about 50%, hit the heal, and immediately check your character sheet. The extra resistances will be there.
oh yes its work , how i never see that? , perfect!!!
Unified_Gaming wrote: »CameraBeardThePirate wrote: »MashmalloMan wrote: »Unified_Gaming wrote: »The necromancer has always had a huge disadvantage in healing that no other class has, for example the temper, they have a remarkable healing as a class skill, but the necromancer after using it gets Minor Defile .... makes all your healing that you're getting 8% less... Ok in the live you can "half use it well" because when you really need healing explosions after the first time you use it, the second time it seems that it doesn't heal and that your healings don't exist but well, the change is good now , with all the healing reductions that are being made by this skill after using it and obtaining Minor Defile ... IT DOES NOT HEAL ABSOLUTELY ANYTHING , so please rebalance this and remove that stupid negative passive because it is another skill that little is left usable after this update, and don't tell me that it is the cure that heals the most in the game! because the templar heals 200 points of life less and has no negative point, on the other hand using it and having Minor Defile and losing 8% healing for several seconds is very very very annoying because it seems that you do not heal and obviously you die, with This update is too notorious, please rebalance this. At this rate the necromancer will not use class skills and will only use skills from other branches, this is absurd. pod skill is Render Flesh.
You forget necro has passives that increase healing when they have a negative effect so the minor defile procs this passive. The rend flesh also gives armour which for most people is 3-5k reducing further damage whilst giving similar heals to honor the dead. Necro also has tehther which is a free heal and sustain tool and access to a hot and damage mitigation tool with spirit guardian or crazy burst heals with intensive mender.
I've not heard anyone moan about necro heals being weak but plenty moan about them being absurdly tanky due to their healing power and passive damage reductions.
I am a necromancer 90% of the games, and I don't see the passives you say, because they are only for other negative effects, if my minor defile is applied to myself, you don't get anything good if a reduction of 8%, and a reduction tmb in the healing abilities in use, on the other hand the "FREE" healings do not work, you put radiatin regeneration or one of the regen staff, and it is 300 times better. By the way necromancer is a class focused on endurance.
Curative Curse passive.
"While you have a negative effect on you, your healing done is increased by 8%."
First, this passive cancels out minor defile from Render Flesh making it a net 0 between the 2. This is obviously intentional and suppose to feed into the idea of what a Necromancer is, dealing with death and corpses as a mechanic to heal (thematically).
Second, in pvp fights, high chancss are your enemies are going to apply minor defile to you so Render Flesh giving it to yourself doesn't necessarily mean anything all the time. Many instances will make it redundant.
Third, the passive is unamed, which means it stacks with other major/minor buffs for healing done and received.
Fourth, if you compare the healing passives to other classes, it's quite strong and very comparable..
Warden gets 2% healing done per Green Balance skill slotted and major mending on targets under 40% health for 16%.
Templar gets up to 12% healing done based on missing health and minor mending for 8%.
Sorc has no healing passive.
DK has no healing passive, but I suppose they've got 12% healing received if you can consider that.
NB has 3% per Siphoning skill slotted.
Necro gets up to 20% crit healing based on missing health and 8% healing done with any negative effect.
This covers passives, there's class skills that help too I won't bother covering.. as well as damage passives that technically increase your healing done.
Point is, if you want to remove the defile you're just asking for a nerf to the 8% passive OR a nerf to how the morphs on Render Flesh work.
Shrewed Offering works similarly by bleeding NBs over 3 seconds for Minor Mending, while Resistant Flesh gives you Armor.
Grass is always greener on the other side 😅
Resistant Flesh ONLY GIV ARMOR TO others no to you... if this giv me armor is completely perfect but no...
So it clearly states the Target. As you target yourself OR an ally. If you target yourself for the heal, you get the resistance.
Really you got the resistances=?¿?¿ i never got notived of that , if this is real its okey
It's really easy to test yourself. Check your resists. Drop your health down to about 50%, hit the heal, and immediately check your character sheet. The extra resistances will be there.
oh yes its work , how i never see that? , perfect!!!
Glad it helped! Given all of the above, does necro healing need a buff or is it okay?