Pretty much i’d say that Necro has few skills that are good without being traited or specced for.
DS without having traits that make it better is practically just another health bar with some pretty useless skills, Lifeblast is a joke if you do not play a powermancer(which suck kitten compared to e-v-e-r-y other class’ power-crit builds in dmg output), Doom is a hit and miss skill which more often that not simply fails(now if it was a wave like underwater it would be very nice), the teleport and chill skill is pretty bad IMO and should be instant cast to be effective, the mass life force drain skill is nice, especially if you have alot of power and crit… So in conclusion DS is good if you have traited to improve it and run a power-crit build – and powermancers are not even half as good as any other class at dmg dealing.
To make DS a little better baseline, give it Condition immunity and take away 2 and 3 on land and replace them with 2 and 3 underwater and have it stay the same in both areas.
Spectral skills have to long cooldowns… And to boot they are utility skills, slots which often needs to be filled with other skills like Blood is Power and Epidemic.
Fear skills… When traited and really geared for these are not terrible even if DS Doom misses more than it hits and has a CD that is just terrible. Compared with what other classes bring to the table in the form of stuns, immobilizes, knockdowns, knockbacks and yes even Fears, the necromancers just arent that awesome.
If ANet worries that Necros having longer duration fears would make it just plain annoying to face us!? Compare to a hammer warrior with traited to boost physical skills… Let me compare…
A good Terrormancer can have 6 Fears, two of requires you to be downed, one which requires you to be stunned or some such, one which requires the target to have Stability active, one in DS and one on staff 5.
The ones that are readily available, ie DS and staff, have very long cooldowns and short durations and are very hit and miss. The other one we can control somewhat when it is applied is Corrupt Boon on someone with Stability, not very reliable that. The other ones generally have something bad happen to us first and does not even let us escape that bad thing. With the right gear and traits we can double the duration of our Fears and make them bring the pain… All in all 4 traits and at least 2 runes worth 3g+ each and food worth almost 5s every 30 minutes.
Hammer Warrior with decent gear and no special runes with two traits to boost effectiveness in the areas to focus on – Hammer Mastery and Physical Mastery(?, the number 11 on Strength I think). 1 AOE Stun, 2 Knockbacks(1 AOE), 2 Knockdowns(1 AOE), 1 Immobilize and 1 ranged AOE Cripple. Utility skills being Bull Rush, Bola and Stomp… The utility skills can hit for 1k-2k each, Hammer skills at least as much and alot more, and if even one of all these skills land you are in deep doo-doo if you do not have your escape skills ready… Not to mention that the Utility skills are already traited for 20% less cooldown and 20% more dmg, the Hammer skills are also traited for 20% less cooldown and 25% more dmg against debilitated targets(what that means I am not entirely sure about)…
What would you consider most annoying to face? A necro with 2 readily available Fears that last for 1-2 secs and a few others of 1-4 secs duration under special circumstances or a warrior with 7 skills that are all readily available and all are designed to kitten up your day completely.
Terrormancers are good, they are just not great… Just as with everything else it seems that other classes can once again bring better weapons to the table than the necro in every area(except bleeds maybe, but that is still a gimped thing for PvE purposes)… Control, burst, conditions, mobility, protection, boons, healing… Only conditions do necros really rival other classes, whereas most other classes can choose which area they want to rock, and most can still be good in other areas while rocking their main thing a thing which is very hard for a necro.