Two heads up:
First, this is going to be a long one
Second, I am aware I am posting this mere hours from “the big rebalance” but since twice leaked notes and already officially updated stuff on the wiki, I am pretty sure what I am about to talk about is not being touched by the patch anyways.
Let me first explain what I mean with “detachment”:
Every class in GW2 has its own unique feature, we know that.
And every class is richer and more interesting for it.
Except the Necromancer.
That can be explained with a bit of devlopment history which I will not explain lengthyly, but let’s just say that the Deathshroud has seen a transformation from an alternate downed-state to an awesome “I OWN YOU”-button to a “HEY GUYS I’M ABOUT TO DO SOMETHING IMPORTANT PLEASE CC MY BUTT!”-button.
Life Force itself was supposed to be a stand-in for the energy system from GW1 that was never carried over into the final GW2.
Now what we ended with is a unique class-mechanic that has itself all threads cut to the gameplay mechanics it was intially tied to.
Why don’t other classes?
Well because they weren’t actually designed around the butchered mechanics or simply AFTER they were cut.
Let’s look at the Elementalist!
Go to the wiki and look at the trait list, just the minor adept and master traits of each line!
http://wiki.guildwars2.com/wiki/List_of_elementalist_traits
What do we see?
Each of these traits grants a bonus for utilizing the unique mechanic.
When considering that just by investing 5 points into a line already gives you a considerable advantage for using that attunement, that means that every elementalist has at least 3 of those 10 traits that do so much to colour a class that is (imho) one of the most fun and versatile classes to play, even if not the most effective (some even say it’s the least effective).
What do we get?
Only Soul Reaping 5 and Curses 15 give us something that is directly linked to our unique class mechanic.
I acknowledge that that the Elementalist is an extreme case, but check other professions, they all seem very attached to their class mechanic.
If you are running a pure condition build without anything in SR ( and let’s not forget that pure condition builds are far more effective than pure power builds in most situations for the Necromancer!) you can play ages without noticing your LF. There is only one skill in DS that directly benefits from your itemization and stats and maybe one other that can help you in any situation. So most of the time, you only use DS as a trouble-bubble.
Not very effective usage of that mechanic.
What am I going on for?
Well the way I see it every playstyle should be supported by our unique class mechanic. Right now, LF and DS is kinda…THERE. “Yeah, take it if you want, we don’t care. Maybe trait into it, could be cool. Not necessary though!”
A good Necro is not defined by how well s/he can use her/his LF and DS, but by how well s/he can stack conditions, which is important for nearly all classes and builds.
Now that we drew attention to the Problem, let’s conjure up some solution (that will never come, but let us dream!)