Death Shroud .. skills should change with weapons!

Death Shroud .. skills should change with weapons!

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Posted by: Deepblue.1237

Deepblue.1237

Hey guys,

i started playing my necro 2 days ago (PVP). I really love the class and especially the whole concept.

But somehow i feel the DS abilitys simply do not fit into the whole metagame or any build at all.

For example when i play a staff build i somehow expect to get some abilitys that either buff my pets for the duration or an improved version of my marks (for example a weaker version of the lichs “spawn minions” ability).

on the other hand

When i play a D/D build wouldnt it be greate to become a DS beast/deamon that gets improved meele combat abilitys? a leap or something like that?

is it just me? what do you think about ds abilitys?

Best regards

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Posted by: Zogyark.4597

Zogyark.4597

Sounds pretty fun, unlike what DS actually is now. Thumbs Up.

Necromancer Lupicus Solo – https://www.youtube.com/watch?v=RWkSkhmWiDU

Retired Until Expansion or Meaningful Content is Released.

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Posted by: Deepblue.1237

Deepblue.1237

Right now im using DS only to get the 4th skill on cd and block dmg burst like 100 blades ..

The first skill doesnt do any dmg on my condition build.

The second one gets me to meele range what is very counter productive on my staff build.

The fear is not really worth the casttime.

anyway it could be worse but right now ds has no real use aside of the extra health and aoe drain.

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Posted by: Karther.7481

Karther.7481

I take it you’re fairly new to the profession, but the fear skill on 3, called Doom, is an instant cast. I don’t understand how it’s not worth the cast time. Especially when you can use it when stunned, knocked down, or whilst facing away from your target and still affect them. It breaks Hundred Blades as just one example, saving your whole DS meter.

Just another health bar is actually really useful and a lot more than many professions get on their F keys. I love it.

Rhelex – 80 Asura Necromancer
Time To Leave [GTFO] – a WvW Guild
Piken Square server

(edited by Karther.7481)

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Posted by: Zogyark.4597

Zogyark.4597

Yea personally My only problem with DS are the first 2 skills being too slow to cast, an enemy player can see a life blast, cast a spell, and then dodge in time to avoid it, first spell damage should be higher IMO for such a slow casting time, or keep it the same but with a shorter casting time, give a good reason to build a good power shroud build.

Necromancer Lupicus Solo – https://www.youtube.com/watch?v=RWkSkhmWiDU

Retired Until Expansion or Meaningful Content is Released.

(edited by Zogyark.4597)

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Posted by: RashanDale.3609

RashanDale.3609

The fear is not really worth the casttime.

Am I missing some irony in there? Because it has no cast time.

to the topic: yes, they should.
at least some of them.
a Life-Blast version with conditions for conditionmancers would be cool.
and something else than dark path for every weapon except dagger-necs.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

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Posted by: sAdam.5876

sAdam.5876

I agree that DS should be something like Engineers F1-F4 skills. I’m trying to use DS as often as possible mainly due to might on use of #1 (from traits). #4 is enjoyable when you are surrended by group of mobs. Only skill I don’t use is #2 – projectile is just to slow, I prefer using grasping hand instead.

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Posted by: LordNat.4963

LordNat.4963

I think DS needs 2 modes, a mid ranged condition mode and a close ranged drain mode.
Condition: Focused around tossing up some more conditions and removing the ones you have.
1: The Underwater Life Blast: It moves conditions to your target and keeps with the style of DS.
2: Dark Water: Just make a land version of this as it is perfect for a condition build.
3: Keep the fear.
4: Bleeding beam with piercing: Make it a thin beam so it only really gets huge in big packs, have it stack up around 10 bleeds on a full use.

Drain mode: Designed more to dance in and out of getting a little healing and CC as needed plus keeping Life Transfer for good AoE damage and drain tanking when needed.
1: A close range hit that drains HP, healing you more if you have less life force. Not a big drain but allows you heal up your HP bar a little bit while in DS.
2: Dark Path but with no cast time and AoE chill on land.
3: Melee range AoE fear centered around you.
4: Life Transfer as it is now.

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Posted by: Zogyark.4597

Zogyark.4597

Now that I’m thinking about it this will never happen. Basically we were told that DS is already OP as it is so no way they’ll make it stronger or add to it, you just have to master it to reap the benefits, good luck.

Necromancer Lupicus Solo – https://www.youtube.com/watch?v=RWkSkhmWiDU

Retired Until Expansion or Meaningful Content is Released.

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Posted by: LordNat.4963

LordNat.4963

Now that I’m thinking about it this will never happen. Basically we were told that DS is already OP as it is so no way they’ll make it stronger or add to it, you just have to master it to reap the benefits, good luck.

It is OP right now if you stance dance it to eat a big hit then toss out a free fear before you just drop it. As it is you need to play with it as a shield that goes over your HP bar, I kind of find it boring in that style tho.