Hello all,
First of all: Sorry for the length. I do want to be thorough. It’s meant as a serious suggestion and in case Anet reads it, I don’t want to be like “Plz Anet fix plz”. I want to provide some actual implications of the change and scenarios where it could shine or fall apart.
Deathshroud has been recently nerfed. It is always a 10 second cooldown now. There was another nerf which was unintentional – your skills got interupted when your life force ran out while in DS. Luckily this was fixed, but it left behind an interesting thought. I have a suggestion. I threw around a certain idea in the Necro sub-forum, but the more I think about it, the more I think it’s the way Deathshroud should be.
Suggestion: Channels started before entering Deathshroud should be continued into Deathshroud form. Channels started while IN Deathshroud should be continued when the user exits Deathshroud by pressing the button (F1) twice.
I realize this has a lot of implications. Let’s explore a few of those implications, and how they would increase the Necromancer skill cap, create more interesting skill/trait interactions/synergy and combos. Feel free to comment on the overall idea, on any of the combos below, add anything you can think of, or just general discussion (whether you like the idea, or think it could potentially be a bit overpowered and if so, in what aspects).
1)Spinal Shivers would be able to be cast before entering Deathshroud, allowing for some burst to boon heavy targets. For example, traited with Deathly Perception, the Necro would have 50% more crit chance on Spinal Shivers. If the Necro also had 3 points in Curses – Furious Demise, this could easily equate to 100% crit chance for a few seconds in Deathshroud. In other words, the skill would be able to strip 3 boons, crit, while doing 50% more dmg for each boon. If Weakening Shroud is also taken, the mini-Enfeebling Blood could hit melee attackers to remove a blind so Spinal Shivers could easily hit, creating very nice synergy. Lastly, if the Necro also had Chill of Death , it’s basically another Spinal Shivers with potentially 100% crit chance. Chill of Death is already available to the Necro so nothing would change in that regard, but it would add to the combo/build. I would love to leave out Air Sigil + Fire Sigil but I have to put them here as well so we can actually think about the most extreme cases.
To sum up: we’d have Spinal Shivers flowing into DS and getting buffed by Deathly Perception and Furious Demise. Furious Demise likely isn’t a huge factor here because you can still get Fury from allies. You’d get a potential blind cleanse from Weakening Shroud, and a possible combo with Chill of Death if Sigil of Fire and Air both proc.
Upsides, gear-wise: Would not need to invest highly into precision and could potentially focus on Valkyrie stats or Cavalier. Downside to this would be relying on Deathshroud to deal damage and out-of-Deathshroud damage would likely be low with low precision.
Downside of 1): Would need to be Entering Deathshroud to deal damage as opposed to saving Deathshroud for a defensive purpose. Not to mention it would drain while you are in it. This could potentially put Deathshroud on a 10-second cooldown.
2) Ghastly Claws and Life Siphon. These skills would now be able to flow into Deathshroud. Life Siphon would not heal your actual health now, and would be simply used for long range damage, a potential downside. Ghastly Claws would now fill our Life Force while we are in Deathshroud – very nice for sustain. Deathly Perception and Furious Demise traits come to mind again. Furious Demise is not necessary with other sources of Fury, though. This would mean 100% crit chance with both Ghastly Claws and Life Siphon skills. If we sprinkle in Air sigil and Fire sigil, you can imagine the damage can be quite significant, but again, Deathshroud would need to be used offensively, as opposed to defensively. The two skills are fairly easy to dodge as well, since they are channeled – sort of like ranger Rapid Fire, in a sense. Life Siphon could be combed with Dark Pact for the root, however. This means that the enemy would not be able to dodge the high incoming damage. This would be even stronger if the enemy is rooted in Well of Suffering.
YouTube Channel
(edited by MethaneGas.8357)