Resistance flesh (necromancer burst heal)

AvidNecro
AvidNecro
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Would it be possible if next patch we could have the minor defile removed from the skill? I strongly feel it’s unnecessary now that the scribing burst heal, provides so much more utility with virtually no downside. I constantly find myself rescribing wield soul from a spammable to a heal when cycling through builds in my armory station. Which isn’t a huge deal, but to compare the heal to other classes in the game, it doesn’t make sense to have a negative twist to a heal just to proc a class passive, which… would actually be worth running over the scribe heal if minor defile wasn’t attached to it. It would stand out as a unique class heal allowing increased resistances and even making light armor more viable for the class. Please @zos_kevin I would like some feedback from a combat dev on this. Feel free to contact me on any of my social media. Same name.
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  • Deimus
    Deimus
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    Agreed the skill doesn't have enough going for it to justify a penalty even if it has synergy with a passive. Especially when you have skills like Polar Wind that interact with the Maturation passive for 10% extra hp, heals a second person without the corpse caveat Blood Sacrifice has, and has a HoT with 0 downside not to mention the other overloaded heals that are in the game with no penalties.

    I've seen quite a few players put forth this same suggestion over the past year so it may come next patch, it could stay the same, or they might change it to a skill that doesn't heal, but boosts the healing of other class healing skills by 15% with the minor defile still attached (joking please don't take this as a serious option ZOS). For now Wield Soul and Contingency are currently much better options with their flexibility to the point that Resistant Flesh isn't even a consideration on my Necro builds.
  • Afterip
    Afterip
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    Resistant Flesh
    Cost: 4320 Magicka
    Target: Area
    Radius: 28 meters
    Effect
    Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3600 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. You grant the target Spell and Physical Resistance equal to half the amount healed for 3 seconds.
    Healthy Offering
    Cost: 3510 Magicka
    Target: Cone
    Radius: 28 meters
    Effect
    Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3600 Health, while draining 1080 Health from yourself over 3 seconds. After casting, gain Minor Mending for 10 seconds, increasing your healing done by 8%.


    Both heal spells very similar(have small positive and small negative effects) but if you look closely Healthy offering much better(lower cost and positive effect last longer). So i hope @ZOS will slightly increase Resistant flesh( lower cost or change positive effect to minor protection instead)
  • Tonturri
    Tonturri
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    Afterip wrote: »
    Resistant Flesh
    Cost: 4320 Magicka
    Target: Area
    Radius: 28 meters
    Effect
    Sacrifice your own power to repair damaged flesh, healing you or an ally in front of you for 3600 Health but applying Minor Defile to yourself for 4 seconds, reducing your healing received and damage shield strength by 6%. You grant the target Spell and Physical Resistance equal to half the amount healed for 3 seconds.
    Healthy Offering
    Cost: 3510 Magicka
    Target: Cone
    Radius: 28 meters
    Effect
    Pour out your lifesblood and channel the arcane, healing yourself or an ally in front of you for 3600 Health, while draining 1080 Health from yourself over 3 seconds. After casting, gain Minor Mending for 10 seconds, increasing your healing done by 8%.


    Both heal spells very similar(have small positive and small negative effects) but if you look closely Healthy offering much better(lower cost and positive effect last longer). So i hope @ZOS will slightly increase Resistant flesh( lower cost or change positive effect to minor protection instead)

    Kind of yes, but also please no on the minor prot. So tired of seeing the major/minor system eat up everything unique and interesting. I appreciate major/minor buffs for what they are and how they help deal with the buff/debuff stacking problem games with those options deal with, but I'd much rather keep the res buff. And if the skill needs adjustments, make that part stronger - a duration change would be nice. +1 to the cost, too, it seems to just Cost More for whatever reason. If the res buff became stronger and longer duration though I'd be fine with that, but still. Also, there's another morph that consumes a corpse to add another target which suffers from similar issues, iirc. Would love to see the target boost per corpse increases, which would make it a really strong corpse consumption option.
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