Infusing Terror vs Death Shroud
For me yes the Safe Stomp but also a much better chance vs what I consider the Hard Counter classes for necro: Warrior and Eles. They have alot of ways to abuse our lack of Stab and this a way to get back in the fight so to speak. And since its pulsating for those 8-11sec we have what I like to call our window of opportunity… pull of Executioner Scythe and “Spin to Win” pop-out of RS and maybe even with remaining Stab pop our CttB followed by a Gravedigger. The Infuseing terror is for me what seperates my Power build on a Reaper from that of current Necro.
Servant of Dhuum
Death Shroud deserves something like Infusing Terror, and it can greatly benefit from Blighter’s Boon. Those 2 things, along with RS2 leap, have pretty much made Death Shroud obsolete. It’s too bad really, they could’ve improved necros but they saved all these improvements for Reapers so now you have to take Reapers in order to compete with other classes’ upcoming elites.
I’m often kittened off that after they took away my little +boon duration bonus, even during “safestomp” well timed knocback or fear from downed person can still hit you because FitG Stability is now plain 3s and it will dissapear a short while before you finish stomping.
[SALT]Natchniony – Necromancer, EU.
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(edited by Rym.1469)
Foot in the grave needs to be longer and more stacks but im not bothered by this difference because even with its leap RS has no ranged pressure at all unlike death shroud. Rs is pure meleeis it makes sense that it would need greater access to stability. Ds has a lot of range so its a trade of in a sense.
What does ranege have to do with stability pls explain?
Ranager can knock youback form range mesmer can interupt from range theif can interupt from range,even necro can fear from range , engi can 2,and you can them .
So why would a range class need less stability than one going melee?
What does ranege have to do with stability pls explain?
Ranager can knock youback form range mesmer can interupt from range theif can interupt from range,even necro can fear from range , engi can 2,and you can them .
So why would a range class need less stability than one going melee?
Because a larger majority of control abilities are less than 600 range or melee range. Also because of the few that are ranged, you still need stability to be able to get into melee combat so you can do damage instead of being CC’d at range for a while. You can go through the list of control effects! to see what i mean.
Thats my opinion and reasoning behind why RS and reaper has more stability access than necro. Also part of the “unstoppable movie monster” theme they have going.
(edited by Sigmoid.7082)
That is the case only for wr and ele , and hard stun effects which make no difference to me since if you are interuppted by anything for a second you are simply interuppted end of story.
Yes you are right all in all there are more melee CC than range but i would say it 60% :40% in for meele.
That is the case only for wr and ele , and hard stun effects which make no difference to me since if you are interuppted by anything for a second you are simply interuppted end of story.
Yes you are right all in all there are more melee CC than range but i would say it 60% :40% in for meele.
I also editied my post saying if you are pure melee and have no ranged pressure, because of the few ranged interrupts there are you wont get in close to do any damage without being controlled and kitted more efficiently so again makes sense as a more melee orientated spec that it has far greater access to stability.
Foot in the grave still needs a buff though because its weak and still feels like its designed with the old stability/boon duration from traits system in mind. It needs more stacks and a longer duration. It should have the same duration as Furious demise fury at 5 seconds.
(edited by Sigmoid.7082)
While I agree that Foot in the Grave could use a buff to its stability duration and/or stacks, I feel the primary purpose of the trait has shifted to being a stun break.
Also, the shortcomings of Death Shroud should not be fixed by a trait as this would only lead to FitG become mandatory and a limitation to build diversity. Plus, Reapers could take the trait as well so that wouldn’t narrow the gap between RS and DS at all.
Foot in the grave needs to be longer and more stacks but im not bothered by this difference because even with its leap RS has no ranged pressure at all unlike death shroud. Rs is pure meleeis it makes sense that it would need greater access to stability. Ds has a lot of range so its a trade of in a sense.
I think you’re forgetting that a Reaper can use any ranged weapon outside of RS. And regular necros fight in melee range all the time, not just by choice of other more mobile classes or for the sake of defending a capture point, but also because that’s where necros are more effective in combat as well.
Anyway, I get that it’s nice to have this huge stability uptime on Reaper, but it seems rather unfair that Death Shroud gets non at all.
Question: Can you actually stomp in shroud now without using that “press stomp a few ms after pressing shroud” “exploit” ? Because i not, you won’t be able to safe stomp with infusing terror because after leaving shroud the stab doesn’t cover you for the full channel.
Question: Can you actually stomp in shroud now without using that “press stomp a few ms after pressing shroud” “exploit” ? Because i not, you won’t be able to safe stomp with infusing terror because after leaving shroud the stab doesn’t cover you for the full channel.
Yes you can stomp in shroud just fine apart from the fact that entering/leaving interrupts all actions…
Meaning if you are low on LF dpsing down your shroud will interrupt the stomp even if you have stability.
Question: Can you actually stomp in shroud now without using that “press stomp a few ms after pressing shroud” “exploit” ? Because i not, you won’t be able to safe stomp with infusing terror because after leaving shroud the stab doesn’t cover you for the full channel.
Yes you can stomp in shroud just fine apart from the fact that entering/leaving interrupts all actions…
Meaning if you are low on LF dpsing down your shroud will interrupt the stomp even if you have stability.
Well then. I still think Executioners Scythe should insta finish downed players (and get an increased CD if doing so) though.
Question: Can you actually stomp in shroud now without using that “press stomp a few ms after pressing shroud” “exploit” ? Because i not, you won’t be able to safe stomp with infusing terror because after leaving shroud the stab doesn’t cover you for the full channel.
Yes you can stomp in shroud just fine apart from the fact that entering/leaving interrupts all actions…
Meaning if you are low on LF dpsing down your shroud will interrupt the stomp even if you have stability.
Well then. I still think Executioners Scythe should insta finish downed players (and get an increased CD if doing so) though.
I dont want a casttime increase on ES though, which will happen if ES becomes a finisher, knowing Anet.
Also ES is also interrupted when dpsed out of shroud.
I think you’re forgetting that a Reaper can use any ranged weapon outside of RS. And regular necros fight in melee range all the time, not just by choice of other more mobile classes or for the sake of defending a capture point, but also because that’s where necros are more effective in combat as well.
Anyway, I get that it’s nice to have this huge stability uptime on Reaper, but it seems rather unfair that Death Shroud gets non at all.
Yeah I was gonna mention Death Shroud is most effective up close. Life Blast hits the hardest at 600 range, and hit like wet noodles at 1200 range. Life Transfer and Tainted Shackles are all 600 radius. Within 600 range necros are very susceptible to cc’s. Not to mention Dark Path pulls you to the target. The design ideas behind necro death shroud is that the devs want necros to be up close.
I don’t know that I mind Death Shroud not having stability as much as I really mind not having any reasonable stability access on the entire base profession.
Yeah I was gonna mention Death Shroud is most effective up close. Life Blast hits the hardest at 600 range, and hit like wet noodles at 1200 range. Life Transfer and Tainted Shackles are all 600 radius. Within 600 range necros are very susceptible to cc’s. Not to mention Dark Path pulls you to the target. The design ideas behind necro death shroud is that the devs want necros to be up close.
And don’t forget traits like Weakening Shroud or Mark of Evasion.
I don’t know that I mind Death Shroud not having stability as much as I really mind not having any reasonable stability access on the entire base profession.
Just the base profession? Why?
I’ve never complained about the necro’s lack of stability. But when they dump so much stability on Reaper’s Shroud that a guardian could get jealous, I feel it should be pointed out that this will create an imbalance within the class.
So unless Death Shroud gets some stability as well once the expansion is released, we might as well rename it to “PvE leveling Shroud”.
I consider Death Shroud part of the base profession. I’m just saying that I don’t necessarily need it to be a part of DS, so much as I need it to be somewhere highly accessible on the base profession, whether or not that is Death Shroud.
Unless you want to add even more stability to the Reaper, Death Shroud is the only option to make changes to the base profession alone.
And unless they are going to add new DS skills, adding stability to Tainted Shackles would probably be the most reasonable solution.