What is Guild Wars 2’s Necromancer? We are a pinata. This is not a bad thing, because we are a pinata that if left uncheck will bring death and destruction to all in our path.
Why a pinata you ask? We are designed to be hit, we are designed to be thrown around, kicked, interrupted, hit some more, because once you think you’ve got us, we’ll make you work for it all over again with our death shroud HP.
With the proper positioning, proper support from teammates, and knowing our imminent doom is around the corner if we don’t dodge properly, or if we step out of line, we can be a glorious pinata of doom and destruction the likes of which is unrivaled.
As a profession in GW2, we have the least access to stability, vigor/dodge, stun breaks, blocks invulns and evades. On top of that, all 4 of our current heal options have a minimum of 1 second cast time and are very telegraphed meaning skilled players can and will interrupt it.
Despite all of this, we manage, and we do so because of death shroud. When PoF was revealed I was immediately concerned about Necromancer because having a new elite spec that doesn’t use this mechanic in its traditional sense sounds like it can uproot the profession as a whole due to the vast amount of traits we have that tie specifically to the functionality of the death shroud mechanic.
This leads us to Vital Persistence and the reason for this thread.
Death shroud drains 4% a second without this old trait.
This means with a 13,257 death shroud pool, or a 22,744 death shroud pool with a ton of vitality, you’re looking at only 25 seconds of death shroud if you’re untouched because the passive draining that occurs is % based not number based.
25 seconds seems like a lot of time, but keep in mind this is full death shroud, not taking damage. Now death shroud is used in one of two ways, Deal damage, or prevent damage. Not having Vital Persistence is a HUGE hit to both, because now not only do we have to be overly cautious when using death shroud offensively, we now have to rely on death shroud as a defensive mechanic significantly less than before because on top of any damage we’re taking, tax on an additional 4% a second.
This nerf is an overall hit to our performance in all aspects at a time when we need our ability to survive the most. Lets be honest, PoF is designed to be one big damage dealing and killing expansion for pvp, which isnt bad compared to HoTs no damage no death PvP at launch. We do not need our class to be overhauled and its core to be redesigned, but what we do need to is not take away from what little we have.
Giving us the old Vital Persistence for free without having to trait into it would be OP in the games current state, but in PoF I believe it will be more than appropriate to do.
At the very least instead of 4% a second, make it 3%, or make it # based so vitality stacking isnt worthless.
About me:
I have 1337 hours on necro, 1073 ranked games played, 703 ranked games won. I’ve played necro in spvp/tpvp way back when paid tournaments were a thing and I even have the Challenger of the Arena title for placed in the top 60 in paid tournaments around launch of the game.
(yes, 1337 hours exactly, what a crazy coincidence)
This insight is purely about pvp/tpvp, not WvW or PvE as I’m not seasoned in those areas. Feel free to contribute to this post regarding how this would relate to WvW and PvE.