Dahkeus.8243 Posted August 18, 2021 Share Posted August 18, 2021 Playing against them, their self healing seems to outpace a lot of their max HP penalty. I'm surprised at how well they sustain considering their heavy DPS pressure. Link to comment Share on other sites More sharing options...
Dadnir.5038 Posted August 18, 2021 Share Posted August 18, 2021 I wouldn't say that's surprising, I could see it way before the beta. I don't think the dps pressure is that heavy thought, I'd say it's fine and just need minor nerfs here and there. Link to comment Share on other sites More sharing options...
JusticeRetroHunter.7684 Posted August 18, 2021 Share Posted August 18, 2021 (edited) It's an inversion on how you traditionally fight a necromancer. They are tanky with large HP pool outside of shroud (and this is also where they passively heal), and then they are squishy inside of shroud. Therefor if you want to defeat them, you would do the opposite of how you normally fight necromancers : When they enter shroud, you focus fire (rather than kite away) and when they leave shroud, you want to slowly pressure them into using their shroud. Being in shroud is also when the necromancer is the most dangerous. The Harbinger tradeoff is probably the more interactive mechanic of the beta and I like how it changes and effects player behavior. It's a shame that people are frustrated with it, but this is because the spec has really mediocre synergies, and in general doesn't make a whole lot of sense design wise. Edited August 18, 2021 by JusticeRetroHunter.7684 1 Link to comment Share on other sites More sharing options...
Paradoxoglanis.1904 Posted August 18, 2021 Share Posted August 18, 2021 Harbinger has broken sustain. 35k hp healing 1000 per second from shroud. Its necro so its practically immune to condis, then it has good mobility and hard cc. Its just as uninteractive as scourge or mm. 2 Link to comment Share on other sites More sharing options...
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