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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.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • 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.
  • Stx
    Stx
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    I feel like all direct burst heals are a little outdated. Templar heal, Nightblade heal as well. The newer skills just do more things or have important buffs attached to them.
  • loosej
    loosej
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    The minor defile makes sense I think if you consider the Curative Curse passive? As a group healer you are guaranteed to get the bonus 8% healing done to group members (unnamed buff, so room for majors/minors), and when healing yourself it basically cancels out.
    Consistency: It's only a virtue if you're not a screwup (source: despair.com)
  • Tonturri
    Tonturri
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    loosej wrote: »
    The minor defile makes sense I think if you consider the Curative Curse passive? As a group healer you are guaranteed to get the bonus 8% healing done to group members (unnamed buff, so room for majors/minors), and when healing yourself it basically cancels out.

    It's an interesting way to give necro a group healing buff without directly buffing its self heals, but it's also convoluted and...Well, nobody else has to deal with that. Yes it cancels out, but what other class/spec has to deal with their passives getting 'canceled out' by stuff like this. It's also one of those things that seems fine on paper, but really just makes necro weaker than others. Not that +8% and -8% make or break the class, but it adds up.
  • Taril
    Taril
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    loosej wrote: »
    The minor defile makes sense I think if you consider the Curative Curse passive? As a group healer you are guaranteed to get the bonus 8% healing done to group members (unnamed buff, so room for majors/minors), and when healing yourself it basically cancels out.

    The main issue, is that it doesn't exactly "Cancel out"

    Defile will reduce your shields (Which Curative Curse doesn't boost) and also outside sources of healing (Which can be very relevant for Tank builds that are using this, what with it being Necro's only unconditional burst heal).

    Compared to Malevolent Offering, which does exactly cancel out. You get a larger than average heal, but deal a bit of damage back to yourself resulting in essentially an average sized heal (Though Shrewd Offering morph makes it more effective).

    Honestly... My personal take is that the overall design of this skill and Necro as a whole is a bit of a let down.

    Between Render Flesh, Curative Curse, Expunge and Renewing Undeath it feels like they were starting to make an interesting archetype for Necro that revolves around acquiring and purging debuffs (Which is a playstyle that GW2's Necro has access to, where they have skills that debuff themselves and take debuffs from allies and then lets them cleanse them or better yet, send them to their enemies instead making for a fun gameplay style)

    But the end result is some jank passive, odd heal and a couple of utility skills/morphs (That are more PvP focused due to the lack of overall debuffs in PvE).

    I tried to address this in my Necro Rework idea, providing more options for gaining/removing debuffs as a gameplay mechanic. But as it stands right now, it's a bit out of place.
  • YandereGirlfriend
    YandereGirlfriend
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    loosej wrote: »
    The minor defile makes sense I think if you consider the Curative Curse passive? As a group healer you are guaranteed to get the bonus 8% healing done to group members (unnamed buff, so room for majors/minors), and when healing yourself it basically cancels out.

    At least in PvP you're already swimming in negative effects. You don't need the auto-proc of Defile to make use of the passive. It's just an unnecessary nerf of the ability.
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