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Making Malevolent Offering work in PvP
I tried this in solo PvP and my conclusion is that it can work quite well in duels when you can predict an opponents burst and take the hit to your health inbetween bursts. However that is not where you need additional healing. Fighting outnumbered is, and here the skill fails, because you no longer find a good time to use it. It spends about half it's 8 second run-time to recover from the initial hit to your health. It's too much. I dropped it in favor of Refreshing Path.
So here's an idea. Why is the initial cost of the skill not affected by Battle Spirit? The healing is halved. All PvP damage is halved. Why not the cost of this skill?
Edited by fred4 on November 3, 2017 5:24AM