New idea for Death Shroud
http://wiki.guildwars2.com/wiki/Strength_of_Undeath
Imo DS is fine as it is. Id like boon removal on life blast but im not too fussed.
Sounds fun, but I can’t see anyway to make it meaningful without being OP.
http://wiki.guildwars2.com/wiki/Strength_of_Undeath
Imo DS is fine as it is. Id like boon removal on life blast but im not too fussed.
I like the idea of Life Blast being different depending on weapon used :P.
http://wiki.guildwars2.com/wiki/Strength_of_Undeath
Imo DS is fine as it is. Id like boon removal on life blast but im not too fussed.
I like the idea of Life Blast being different depending on weapon used :P.
But would we get in DS weapon-swap back for that? Because such a thing would make the mechanic pretty relevant.
It’d be a very welcome change as well, allowing alot more diversity on how people use DS.
The major problem I have with death shroud is that it doesn’t contribute to all builds you might want to use. For example, I use a condition build and if I enter death shroud, even with my high critical and gaining fury, along with causing bleeding and weakness while entering, It still isn’t a piratical or good idea for me to stay in it longer then 5 seconds.
On the other hand if you are using a power or tanking build, death shroud becomes far more useful. The high damage output of its auto along with the Life Transfer. If you are using minions, life transfer works well as a healing skill for the minions, but you still don’t want to be in the death shroud very long. Even for a power build once you hit the 50% mark, you want to drop out of death shroud as soon as possible.
I would like to see more of a reward for using it. And to make it more of a bonus for using it with multiple build types rather then being harmful to many of them.
Don’t forget that DS cuts you off all healing sources, unlike every other damage mitigating state in the game.
I understand DS is find as it is for some necros; especially, power base builts. This is just a idea to take a skill and give the necro a unique death/life transfer. To bring a defeated dungeon-mate or server-mate back to life will be inplaceable. I recall the days of EQ where necros were very limit in large raids outside of mana batteries for wizards and healers, and one very simple change happen-necros could summon a corpse from anywhere in the dungeon at his feet, and BAM! Raids went from one necro to 3 or 4 necros. Raid wiping was no longer a raid ender for the day. guilds were allowed to see more game content afterwards. Necros need something, maybe this might be the answer?
The major problem I have with death shroud is that it doesn’t contribute to all builds you might want to use. For example, I use a condition build and if I enter death shroud, even with my high critical and gaining fury, along with causing bleeding and weakness while entering, It still isn’t a piratical or good idea for me to stay in it longer then 5 seconds.
On the other hand if you are using a power or tanking build, death shroud becomes far more useful. The high damage output of its auto along with the Life Transfer. If you are using minions, life transfer works well as a healing skill for the minions, but you still don’t want to be in the death shroud very long. Even for a power build once you hit the 50% mark, you want to drop out of death shroud as soon as possible.
I would like to see more of a reward for using it. And to make it more of a bonus for using it with multiple build types rather then being harmful to many of them.
Same for me, I totally agree with your opinion. For conditions necro, its bad compare of what you can do with your other skills. Otherwise, i think that DS form power should depend on wich weapon is equiped
Death Shroud is extra HP, and 4 more abilities. Everyone can find something to do with more HP and more abilities. Not to say it benefits everyone equally, but not a single profession mechanic benefits every build equally.
Death Shroud is extra HP, and 4 more abilities. Everyone can find something to do with more HP and more abilities. Not to say it benefits everyone equally, but not a single profession mechanic benefits every build equally.
except the necro is also one of the least mobile professions in the game(if not the least mobile). They also don’t get vigor either. So much of the damage mitigation that other professions get is balanced out with the extra health that death shroud gives. And it doesn’t cost the other professions their whole mechanic to get this damage mitigation either.
My mesmer, who has far worse armor then my necromancer, survives just as well as my necromancer in most situations. And the reason for that is because she has lots of stealth and clones to drop agro, vigor to recharge her dodges quicker, movement skills, and even distortion to help her further. Granted she can’t drop from the sky and pop death shroud to prevent death. But that isn’t a very common occurrence.
I don’t mind that the necromancer doesn’t have as many movement skills, vigor or anything like that. And death shroud does work well for that. At the same time, because the necro doesn’t have those abilities, that means that a whole mechanic is spent just to make them on par with other professions at damage mitigation. And this isn’t even mentioning how beneficial the other 7’s mechanics are to them vs how the death shroud is to the necromancer.