Hey guys,
Before I start I just want to say that the chief balancing objective in PvE for A-net currently should definitely be making sure all classes have the ability (when set up right) to avoid damage equally, in different ways yes but with equal effectiveness on average.
Anyway back on topic:
So there’s a bit of a problem with Necromancers not getting selected for FotM and dungeon groups. I think we can all see what the problem is, and there is a really simple set of solutions, but before that.
The Problem:
End game content in GW2 is based on the principle of doing a lot of damage to players and in high level fractals having one shot abilities. This creates a situation where the classes in high demand are Mesmers, Thieves, Guardians and Warriors, the reason being that they not only put out a fair bit of damage (Thieves / Warriors) or have decent utility skills (Mesmers / Guardians) but they have a special ingredient that some other classes don’t: Damage Avoidance, and lots of it.
Mesmers have skills such as Distortion and Blink.
Thieves have stealth, Roll for Initiative, Steal, Shadowsteps, Refuge.
Guardians have more ways of avoiding damage than an army of Romans in a turtle shield formation.
Warriors have all kinds of similar stuff.
Anyway, the point is they have a special ingredient that other classes are missing, none more so than the Necromancer.
How does the Necromancer avoid damage?
So the Necromancer works differently to most other classes when avoiding damage; instead of flat out keeping away from damage it absorbs it, it out survives the damage dealer if you will. You guys at A-net call this, and other related concepts, attrition. It’s fantastic and hugely unique, it’s the reason my main is a Necromancer and I love the concepts behind it. The trouble is in places such as FotM it has no real value, you can’t survive 1 hit kill attacks, you can’t life steal through them, and you can’t Death Shroud them and that’s the real issue here.
How is Death Shroud the main damage avoidance and how is it failing?
Death Shroud, as you guys will no doubt know from PvP etc, is the main way for Necromancers to avoid a hit; it absorbs the damage without it hurting the Necro’s health pool and it becomes mitigated in so far as the Necromancer can simply acquire more life force. It fails in FotM and other key areas however, this is due to DS not being robust enough to absorb an attack without damage bleeding through to the health pool of the Necromancer. Instead the 1 hit kill attacks out there strip away the death shroud of a Necromancer and then punish, if not remove, the health pool of that player.
How do we fix things?
Simple; tweak the Death Shroud so that it stays the same but upon an amount of damage that is greater than the life force remaining it absorbs an entire attack regardless of damage done. Instead of having damage bleed through simply say “If the attack does enough to remove the Necromancer’s death shroud then it stops its damage application there and the Necromancer only loses its DS instead of taking damage on top of that.”. Simply put don’t allow damage to bleed through the DS into the health pool.
Basically:
[Life force remaining] – [Damage done] = X
IF X <= 0 THEN [Life force remaining] =0, DS ends and the Necromancer takes no further damage from that attack.
IF X > 0 THEN [Life force remaining] = X
(edited by Nostredeus.3105)