If you have Heimal Shield active all the time it actually prevents you from going below 1 hitpoints before it breaks, making the below-one bonuses redundant unless you keep it unsustained and activate it manually only after you get below 1. Considering all the other bonuses necromancers get for being below 1 hp, it seems silly to use the shield if not at negative life.
I would suggest if you have it sustained the shield itself would only activate if you get below 1 hitpoints, otherwise there is low reason to actually have it sustained.
Edit: Or, go the doomed ( https://te4.org/wiki/Deflection_(talent) ) deflection route wich is a highly superior shield in general because it allows damage, funnily enough.
This I feel is superior as a main shield/reduction because it allows for HP regen/heals while letting the shield regen at the same time.
Similar interactions could work with Heimal Sheild's Desolate Waste (wich regens the shield a little) passive if, say, the shield only blocks 75% damage, the rest going to hitpoints.
I.E shield lets little damage go through so there is a possibility to get negative life while the shield is still up, you get the negative life bonuses and both the shield and hitpoints can regen at the same time, not to mention all the fun shit that can happen with Across the Veil, keeping the life stable, but constantly moving up and down between the positive/negative threshold.
Editeditedit: Omg! Or if one wants to force Across the Veil trolling the shield is only ever activated at -1 life with 100% block, making even the slightest regen instantly activate Across the veil over and over again untill Heimal shield is full depleted. For exploding meele necromancers.
[1.7b1] Heimal Shield prevents hp reduction
Moderator: Moderator
Re: [1.7b1] Heimal Shield prevents hp reduction
Good suggestion. I had another idea with a similar sentiment:
1. Aggregate ALL damage you receive in a single turn and cap it at whatever your positive life is.
2. If the total damage is less than your max positive life, you take full damage.
3. If the total is more than your max life, it caps it and brings you down to -1 life.
4. Once in negative life, it works like a normal damage shield.
This would prevent you from being 1-shot and also let you use the "Across the Veil" skill more reliably.
1. Aggregate ALL damage you receive in a single turn and cap it at whatever your positive life is.
2. If the total damage is less than your max positive life, you take full damage.
3. If the total is more than your max life, it caps it and brings you down to -1 life.
4. Once in negative life, it works like a normal damage shield.
This would prevent you from being 1-shot and also let you use the "Across the Veil" skill more reliably.