This is a question more for the necromancer community as a whole rather then the devs. Though the devs can read what we have to say. That is always welcome to see what the community thinks about this situation.
So the question. Should we as necromancers be able to access our utility skills while we are using death shroud? This has been something that has been suggested multiple times and its been thrown around quite a bit. And the question is a rather big one. “What about our heal and elite?” some might ask. Would it be too much to give us those in death shroud?
I’m going to give my opinion on the discussion then open the floor to whom ever feels like discussing the topic.
To start us off lets compare us to other professions. Currently the necromancer is the only profession that locks out a major part of our bar by using our mechanic. No other profession does that. Some professions lock out some skills when using their elite but those are generally short lasting and have a major impact on the field. Death shroud will always have an impact for you but their impact can’t be so big it warps the game because of the nature of the mechanic. Because of this the necromancer can only have a total of 5 skills while in death shroud and these skills don’t change. Regardless of your traits. Now I know that the reaper will give us 5 new skills and there will be a time when people can’t predict us so easily but it will soon suffer from the same predictability that the core death shroud currently has. This has been a major problem for the necromancer since its inception. And was even worse earlier in the game’s life due to it only providing 4 skills at the start. (For those who are new to the necromancer tainted shackles was later added and not originally part of our bar.)
But looking at the other end of things, what about our elite and heal? Surely we can’t just disallow us to access those while using death shroud, right? The interesting part about this question is we could. Having both those skills grayed out would mean we would have to leave to benefit from them. Or for the elite it could just force us out of Death shroud when we trigger them. At least for the transformation. But would that be too complicated? would it be counter intuitive to the necromancer and would it be unfriendly to new players? These are a few questions we would have to ask.
So now lets get into the pros and cons of allowing access to our utility in death shroud.
Pros:
- We’ll be able to stunbreak. This is something that plagues the necromancer pretty heavily. With the changes to Foot in the grave this has helped a bit. But this only acts as a way to enter death shroud safely and doesn’t give us safety while in death shroud. If we had access to our utility then we could use a stun break without having to drop our primary mechanic. This would make hard CC less of a hard counter to us even for builds that don’t care to use FitG.
- Signets suddenly become far more useful. The community has wanted to access the passives of signets in Death Shroud for a long time. And its hard to argue that signets are just always worse with the necromancer then other professions. One possibility is that suddenly vampiric signet could become one of our best heals due to the fact that with this change, even without being able to trigger our heal, having the passive heal from this signet could make it a strong choice over consume condition which is and for the foreseeable future will be the default heal.
- More unpredictable game play. With access to our utility it becomes much harder to predict the necromancer’s next move. Suddenly we would have easier access to skills and methods for countering our DS counters.
- Skill combos. Provided we have access to our utility we also gain the ability to combo with it like we have never been able to before. Lets say you use Death’s charge through a Spectral wall and suddenly get chaos armor. Although you can do that now its much easier to see that coming. And you can’t currently do that from a defensive position.