Allot of us feel that death shroud is lacking. Some skills work great for power, others great for condi but don’t work all that well for both. Then there is dark path which is just kinda bad. Sure it has its uses but to be honest there really isn’t much synergy when using death shroud. So I’m going to suggest some changes to each of the skills to make them more synergistic and universally useful for any necromancer build.
Starting with life blast. This should be baseline piercing. Its cast time should also be reduced to 3/4 a second and damage slightly reduced to compensate. It should also be a projectile finisher with 100% chance as well so we can have a way to combo with other players while in death shroud. Even with the combo chance its still a rather slow projectile so these changes shouldn’t cause a real problem in terms of balance. But it does make this more fluid for players. Considering dhuumfire is going to be almost an auto include for any condi build this will also help there.
Next we have dark path. Make this a ground target skill with a 240 radius. Set a dark portal at target location and teleport there in a second. Have this skill with a clear area where the necromancer will go but have it ground target. This will give players the ability to see the area where necromancers are going and avoid its damage by dodging or moving away from it but be unable to stop the necromancer’s travel with body blocks. Since its also a dark path there should be a trail between the necromancer’s current location and the teleport spot. Those caught in the trail should be chilled for 1 second and bleed for 5 seconds, as though a ghost was passing through them. its full damage, bleed and chill should still happen at the teleport point. This would be an excellent skill for necromancers to be able to catch up to people as well as disengage from combat. it would still be rather slow compared to other profession abilities. You should also have to stay in Death shroud while this skill is waiting to trigger otherwise it fails. This will mean that you will burn some death shroud to use this so you could just pop death shroud, use it and exit to conserve a bit more.
Doom. No changes. This skill is fine, don’t see a real need to change it at all.
Life transfer should either have one of two things happen for it. Either its passive life force increase or completely stop life force from draining while its channeling. One of these two, otherwise its okay. This should be a defensive skill since its damage isn’t anything to write home about.
Tainted shackles. Now this one is interesting to me. I really like this skill and feel it should have a second part to it. Tainted shackles should have a second skill attached to it called something like Ghostly grasp. The second skill should allow you to activate the shackles and pull all foes to you like the Guardian’s greatsword.
I personally think this could help offset some of the predictability that necromancer’s suffer from when going into death shroud while at the same time giving really good options for any type of build that would want to use death shroud as well as give people major incentive to stay in death shroud.
What do you guys think? How might you change things?