Order of the Vampire

Description
Sacrifice 17% maximum Health. For 5 seconds, whenever a party member who is not under the effects of another Necromancer enchantment hits a foe with physical damage, that party member steals up to (3...13) Health.

Acquisition
Signet of Capture:
 * Hessper Sasso (Thirsty River)
 * Rysaa Hisst (Dunes of Despair)
 * Uussh Visshta (Elona Reach)

Usage

 * Although Warriors benefit greatly from the use of this skill, especially if they make use of Flurry, Frenzy, or other attack speed increasing skills, it is inadvisable to make a W/N specifically for use of this, as a Warrior simply will not have the energy to use it effectively.


 * In addition, because this skill carries a relatively high health sacrifice and must be recast very frequently to stay in effect, it is advisable to have skills such as Blood Renewal or Life Siphon active when using this skill repeatedly, or you will run out of HP very quickly. As such, it is often advisable for the player using this skill to have a reliable means of healing his or her self (such as Heal Area); in a group with several Warriors or Rangers, a Necromancer/Monk (or Monk/Necromancer) using this skill can be devastating.


 * A popular use of this skill is in a Tournament/GvG matches, with 4 Ranger spikers, 3 Monks, and a dedicated Orders Necro. The Necro uses Order of the Vampire to greatly add to the spike damage done by the Rangers.


 * Skills that deal physical damage when an attack is blocked or evaded will not trigger the effects of this skill, as that damage is not cause by a "hit".