After the launch of HoT and the introduction of the Reaper, which has a very synergistic RS, it is painfully obvious how non-synergistic regular DS is.
- RS1 works great with Unyielding Blast and Dhuumfire
- RS2 functions as a short range leap and projectile destroyer. Can combo with fields, and Chilling Darkness (which in turn can combo with Deathly Chill)
- RS3 medium duration and strength stability to counter a couple CC, can sacrifice for a low duration AoE fear (can combo with Shivers of Dread, which can combo with Deathly Chill)
- RS4 Good for both Power builds and for Condition builds, can combo with fields
- RS5 Good for Powerbuilds as an “execution” attack, good for Condition builds when used with Deathly Chill
Almost all RS skills are useful in some way, and most can be used by either Power or Condition builds, and have great synergy with both the player himself and teammates.
Meanwhile for regular DS:
- DS1 Slow, short range Power damage. Very vulnerable to Blind, Interrupt, having to dodge. Terrible with Dhuumfire due to low attack rate and low amount and duration burn application. No interesting combo potential and no projectile finisher.
- DS2 Slow-moving Unblockable teleport-on-hit, applies some Bleeding and Chill. Not terrible and usually worth casting at least on Condition builds. Can be traited for Boon Corruption. No projectile finisher
- DS3 Instant-cast, long range and low duration Fear. Only really useful for interrupting enemies that does not have Stability or Resistance. Can be used with Terror (but Terror is so bad that it is not really a point, not to mention Terror competes with other more useful traits)
- DS4 Low hitting AoE channel that roughly halts DS natural degeneration during the channel. Often not worth casting on Power builds, never worth casting on Condition builds. Can be traited for some utility with Blood Magic, otherwise no combo potential and no combo field finisher.
- DS5 Low amount of Torment application with a little delayed Power damage, on a long Recharge. Sometimes useful but never really worth playing around. Not worthy of being the long Recharge # 5 skill, like the Executioner’s Scythe of RS (which is done right).
Now I would like your suggestions on how to improve regular DS
Some ideas I have are e.g.
DS1: Give 100% projectile finisher. Increase either amount or duration of Burn from Dhuumfire when used with DS1 to appropriate potency (Dhuumfire with RS1 is not as bad).
DS2: Increase the speed of the projectile. (I have also seen people suggest a targeted teleport, I am indifferent on that suggestion as of yet)
DS3: Since this is single target, the duration should be increased to perhaps the double. This would also give DS some Breakbar breaking utility, like RS already have. (Terror also really needs a look at, it is such cool potential/idea but really bad trait/potency)
DS4: Make it useful for both Power and Condition builds. Have it apply 4s of Bleed for every hit on the enemy, like RS4 applies poison. DS4 hits less times than RS4 (9 instead of 12), so that should balance the DS4 600 radius from RS4 300 radius. Also make it a whirl finisher like RS4. (This change make “necromancer sense” in that you suck the life from the enemies, which should leave them bleeding, and you are sucking just like a tornado which enables it to have the whirl finisher). If the Power damage/scaling is too low it could perhaps be increased some.
DS5: Make this skill worthy of being the # 5 skill, just like RS5 is. The idea of the skill is fine, but the potency is really lacking. I could see everything on this skill doubled and I’m still not sure it would be potent enough. It needs more potency.
What are your thoughts on this matter? I would also love to hear your ideas of how to improve the regular Death Shroud