Talk:Dark Pact
Maybe used these days?[edit]
Since this great 1-energy update, this skill gets maybe used sometimes. 5 Energy was a bad thing with the sac cost, but this could proof useful :) Hope more skills get adjusted more precise in energy cost, as in Polymock... —ZerphaThe Improver 02:42, 7 February 2008 (UTC)
- This will still almost always deal less damage than the player is sacrificing. 76.89.84.136 06:19, 8 February 2008 (UTC)
- Indirect Masochism buff. 220.255.4.133 13:13, 8 February 2008 (UTC)
- Maybe only 5-7% life sacrifice. The comment of 76... is right on spot. I just still do not get it why I should bother with blood magic at all, it is not effective outside of heavily specialized blood builds. --Longasc 15:06, 11 February 2008 (UTC)
- Works ok with vampiric spirit and dark aura70.100.85.205 03:22, 14 February 2008 (UTC)
- it's pretty much hurting the user more than the foe but with vampiric spirit it's pretty useful these days! --Blood Anthem 16:02, 6 April 2008 (UTC)
- wtf imba now -.- Ulkiges Ding 20:47, 18 April 2008 (UTC)
- it's pretty much hurting the user more than the foe but with vampiric spirit it's pretty useful these days! --Blood Anthem 16:02, 6 April 2008 (UTC)
- Indirect Masochism buff. 220.255.4.133 13:13, 8 February 2008 (UTC)
- its only imba till the tourney is over. QQ less. 24.188.82.8 21:09, 18 April 2008 (UTC)
- Vicious is the only word I could use to describe this. The love given to Blood Magic is long overdue. --128.113.140.174 06:47, 19 April 2008 (UTC)
- It's like affirmative action. Blood Magic has always sucked so we're going to make it incredibly overpowered. Except they leave half the skills that need the buffs in the dirt. 204.52.179.199 15:18, 21 April 2008 (UTC)
- Pretty much the size of it, but I take what I can get. A good 80% of Blood is unplayable, and half of what's left is best used on a Necro secondary. It's about time that primary Necros actually have damage output on this line, and the energy management to sustain it. --SoraMitsukai 19:47, 23 April 2008 (UTC)
- It's got only mediocre damage output because it heals the user, or has a cheap cost (with added sacrifice). If Izzy buffs Blood Magic, we're back to bloodspike. Izzy's keeping this attribute relatively weak to others, just like Smiting, mainly to prevent people from running gimmicky builds. Saphatorael 15:55, 29 April 2008 (UTC)
- Pretty much the size of it, but I take what I can get. A good 80% of Blood is unplayable, and half of what's left is best used on a Necro secondary. It's about time that primary Necros actually have damage output on this line, and the energy management to sustain it. --SoraMitsukai 19:47, 23 April 2008 (UTC)
- It's like affirmative action. Blood Magic has always sucked so we're going to make it incredibly overpowered. Except they leave half the skills that need the buffs in the dirt. 204.52.179.199 15:18, 21 April 2008 (UTC)
- Vicious is the only word I could use to describe this. The love given to Blood Magic is long overdue. --128.113.140.174 06:47, 19 April 2008 (UTC)
- its only imba till the tourney is over. QQ less. 24.188.82.8 21:09, 18 April 2008 (UTC)
Back to being worthless[edit]
This skill is back to being worthless again and the health sacrifice of the skill does not justify the damage anymore.William Wallace 21:36, 24 April 2008 (UTC)
- Heaven forbid Blood Magic be useful to Necro primaries for any length of time... so much for May 1. --SoraMitsukai 21:55, 24 April 2008 (UTC)
- If your HP is 550 (average), you sacrifice more health than you cause damage! Why the hell did they change it back?
- Because for the ONE update this year that the players actually LIKE, aNet guranteed they would revert it all after two weeks. This one didn't even last that, as mentioned above <_< Silavor 02:35, 25 April 2008 (UTC)
- Note that the ONE update refers to skill updates only... my bad >.< Silavor 02:36, 25 April 2008 (UTC)
- If your HP is 550 (average), you sacrifice more health than you cause damage! Why the hell did they change it back?
They should've kept the damage but upped the recharge. Mango 06:09, 25 April 2008 (UTC)
"Dark Pact's damage was not worth its cost. We've raised that damage by more than 20 at the high end, hopefully making this skill a viable way to inflict damage at a Health cost." So why revert it?
- Because, much as I liked being on the right end of this skill more often than not (despite the torrent of "lol blood is bad"), 8-man pact spikes were lame. It rips through armor, and other skills in the same line have the potential to ignore things like Protective Spirit. Combined with Masochism, you also had near-infinite energy. In things like RA, this was fine, and made for some pretty sick builds that weren't absurdly overpowered on their own. In organized play, however, where you could run 4-8 of these, it wasn't balanced at all. --SoraMitsukai 19:45, 26 April 2008 (UTC)
- Solution is to keep the damage as it is, reduce health sacrifice to 3%, reduce recharge to 1 second.
- I like this skill and always have, but I agree that it's kinda weak most of the time. To make it worthwhile, I have 16 Blood Magic, so I do as much damage to my enemy as I do to myself. It's kinda not-terrible, though, as long as you have enough self healing to go with it. I think it's awful to have to put Life Syphon on two people and also use Vampiric Gaze intermitedly, but at least this skill doesn't take too much energy :(. I'd like to see it buffed somehow, though. Would having no recharge be all that bad? Miss Innocent 09:09, 23 May 2008 (UTC)
- Solution is to keep the damage as it is, reduce health sacrifice to 3%, reduce recharge to 1 second.
- Lol. Seriously, this skill sucks. Barbed signet deals more damage (80% more at 0, 25% more at 16) and that skill has life steal and 2% less sacrifice. Only drawbacks are an extra 1 sec cast time, and 18 sec longer recharge. 2% less sacrifice=11hp, life stolen is 60 at 16 blood magic which means that it has a net life-lost of 71hp less than Dark Pact, 13% of an average players max hp. Since it also stacks with Masochism, you get a skill that gives health (16 on average) and energy every 20 seconds while this skill sacrifices more health than it does damage every 2 seconds. The enemy doesnt even have to do anything, they can wait for you to sac urself to death, since ittl happen a long time before they die. (You have to hit them with this 12 times to kill, you die in 10 casts)Crimmastermind 08:50, 31 August 2008 (UTC)
Awesome on a 55hp necro[edit]
The health sacrifice is negligible on a 55. Plus combine this with a skill like Necrosis which is only 5 energy and also a 2 second recharge and you can spam the 2 forever. Add a good hex like Spoil Victor before you start and the damage you do is amazing. Ahskrenaim 01:52, 15 May 2010 (UTC)
Seems to see quite a lot of use in GvG[edit]
I was observing a number of GvG games today and I noticed this skill currently sees quite a bit of use. This surprises me as it seems pretty poor .. more often than not, you lose more health than the damage you inflict. Does anyone know why it is seen as a good skill? Cheers. --Combatter 12:15, 4 October 2011 (UTC)
- Spammable, low damage ability (never reduced by PS and doesn't trigger SB) and, most importantly, triggers the elite that causes targets to bleed. Also, the life regened from Blood Renewal + Life Siphon on multiple targets more than covers the cost most of the time. -Auron 15:09, 4 October 2011 (UTC)
- Ah right.. thanks :-) --Combatter 10:50, 5 October 2011 (UTC)
- Best highlight of this skill: makes warriors mad whenever they frenzy. 60.234.212.190 07:38, 16 March 2012 (UTC)
- Ah right.. thanks :-) --Combatter 10:50, 5 October 2011 (UTC)