Hi guys,
did you all just give up on DS changes or are you satisfied the way it works? I love the Necromancer and think it’s the most versatile, fun class in the game but the class defining system (DS) still is badly designed. This is mostly for PvE.
All calsses have some mechanic that works untraited and gives you at least nice benefits or options however you play. The only other class that comes close to us is the thief steal in PvE if untraited.
Deathshroud requires you for PvE to be traited to make it even viable. If untraited it’s just a meatshield and you have most likely all other traits in stuff for your utilites and weapons, which are unusable. Currently I play a lot of Blood for fun and just can’t profit from vampiric while in DS. If I go full power I still have to trait stuff in DS to make it worthwhile, while actually I would prefer to keep my weapons and just ignore DS completely as it gives me no edge/utility or what so ever if I choose to trait differently. No other class has a restriction where the class mechanic negates a whole bunch of their passive abilities like the life siphon or utilities.
If untraited:
In PvP it is okayish and gives a few more seconds of life so that maybe some cd’s come off again and of course the fear, while the damage is not worth it. But if you are lucky you get loaded with conditions that kill you the second you are out of DS, because you do not have a lot against conditions in DS, while the necromancer should be one of the top classes against conditions. Underwater this is another story with life blast transferring conditions.
In WvW it is more or less the same.
In PvE DS is simply meaningless if untraited. You will do most likely no damage, maybe just using Life Transfer for a short AoE burst as we have nothing else of the sort in our reportoire. The meatshield is seldom required for me and it feels kind of stupid having a class mechanic that I won’t use ever, as it strips me of the skills I have traited and actually want to use.
If you compare it to other classes:
Mesmer: Killing all your clones for an effect. Also somehow discussable in PvE, but you can use it without drawbacks for a dmg burst in PvE and regain the clones fast.
Guardian: Giving passive and active boons. This meachanic is always viable.
Thief: Steal and Item + Teleport. The item you steal in PvE might not make any sense and maybe you do not want to getin melee range. Also very bad for PvE in some situations and stays unused if untraited.
Elementalist: Elemental switch. Well, I like the idea and it is a great mechanic and used always.
Warrior: Damage burst or utility depending on weapon. Not very interesting as mechanic but always viable for an extra burst or other stuff.
Ranger: Pet. Is always there, it is not just the F2. Extra damage and no time where you would just not use the pet at all.
Engeneer: Switches to other kit’s for more utility. Interesting mechanic and always usable without drawbacks as you still have your utility skills.
Of course there are drawbacks to some class mechanis as well, like using your main weapon but these are drawbacks, as the class mechanic gives you a real edge.
So, please Dev’s be creative and think of a way to make DS more attractive even if untraited or to use our gained Life Force in another way (a second option) that actually increases the abilites of the class instead of stripping us of our preferred way to play. It feels like I have to trait two classes and balance them in the middle to make them useful.
Edit:
Changed topic from : “DS is a bad mechanic”
to a more neutral one: “DS and build synergy discussion”
(edited by sternenstaub.8763)