marshmallowpeep wrote:The healing from Blood Spite might be a tad excessive. To be fair, I was focusing on it, but casting vile strike was regularly healing me in the neighborhood of 600, and my bumps were healing me around 200 most of the time. Varies with luck, enemy disease resists, and how long it's been alive to have diseases stacked, obviously.
That's interesting. The heal power on your character sheet is ~18 per strike +13 or so per disease, so up in the neighborhood of 70 if your target has all 4 diseases. I guess it's your 250% healing factor that's turning it into something ridiculously awesome.
At full investment, against a fully diseased target, and fully capped healing factor, that's in a reasonable order of magnitude. You paid a lot for that. Maybe it could be cut in half, but melee is a dangerous place at level 40, and you can easily get hit for so much damage that even healing 600 in a turn is not enough to save you.
marshmallowpeep wrote:I stopped bothering to cast Balefire Bolt somewhere around 20. Not worth it except as a last resort ranged heal. My bumps were doing more damage and healing me for more.
Hmm. Gotta tie some kind of benefit to that, then.
marshmallowpeep wrote:Never found a use for Woe Pyre. Generally speaking, I felt like I had plenty of AoE, and not enough single target, and if I did need more AoE I'd be more inclined to go for Voidburn or even Corrupted Negation.
I hear you.
marshmallowpeep wrote:Blood Spurt was disappointing for a similar reason; Near as I can tell, it requires a second target to proc, so the situations where it was actually proccing were not the situations in which I needed the extra damage. Cut immunity is also frustratingly common.
Yeah, it's supposed to be a "crowd control" perk rather than just more straight-up bonus damage. If it's not good enough to be a capstone, maybe I can work the effect into something else and replace that talent.
marshmallowpeep wrote:Plague Gate is kind of hard to use. I was expecting it to be my big single target killer, but between the amount of set up required and the fairly long cooldown, it really didn't have a huge impact.
Hmm. Another capstone that needs re-work.
I think I'll just separate the talent into two different effects: remote strike-burning-or-diseased teleport-explosion (without requiring death), and remote strike-for-massive-damage (bonus per poison or disease).
marshmallowpeep wrote:Having so many drain skills was tactically interesting, especially with the one scaling with diseased on the enemy. Deciding when to back off and when I can just power through. Getting close to death often meant "attack more" rather than "run away."
Awesome, that's exactly the kind of play I wanted out of this class.
Thank you very much for the thoughtful feedback!