Tainted Shackles
It was kinda clearly designed as a zoning and control ability (i wonder what idiot gave it a cast time and such a cooldown), point is enemies get on you, you cast it, they take basic damage, if they dont move they get the weakest of hard ccs, if they do they take some damage. Its a lot like Dark Binding Morgana has in LoL or Pucks (aka cheater sperm thing that is NOT a real dragon) Dream Coil from Dota.
Fear will be OP and we were buffed (and nerfed shortly after -_- ) when this skill was released so, I suppose it was intended to prevent complains about how OP this skill was (funny, people complaint about this skill anyways :P).
-ArenaNet
It was kinda clearly designed as a zoning and control ability (i wonder what idiot gave it a cast time and such a cooldown), point is enemies get on you, you cast it, they take basic damage, if they dont move they get the weakest of hard ccs, if they do they take some damage. Its a lot like Dark Binding Morgana has in LoL or Pucks (aka cheater sperm thing that is NOT a real dragon) Dream Coil from Dota.
Will be better if it applies bleed then, because tornment is just useless to stand-still target.
First of all, torment is a cover condition for bleeding, it blocks a cleansing spot. Also, if it applied bleeding as well you’d just have even more problems with the 25 stacks cap.
Secondly, Tainted Shackles applies 10sec of torment and just 1 second of immoblized. Why would you complain that a target gets less dmg from torment for just one or two ticks? It’s not guaranteed that your target will move for the entire duration of torment anyway. And the damage from the immob-blast alone makes up for the potentially lost torment ticks.
You also have to consider that all DS skills are used by both power and condition builds. Power necros profit from immobilized targets a lot more, and less from torment dmg of course.
And last but not least: the immobilizing part of Tainted Shackles can be dodged.
But seriously… I can’t imagine a scenario in which I’d rather have my opponent avoid the shackles-blast than taking a little less damage from torment.
It gives your opponent the choice of
*moving out, taking increased torment damage to avoid the blast/immobilize
*dodging oor / dodging the blast by burning one or two evades
*staying immobile, avoiding the torment x 2
… in theory. In practice the damage is so low that it ends up being an aoe cover for good conditions. And the damage per activation time is quite good as a fire and forget ability.
Dev’s said they were adding it to let us ‘lock down’ others, as we don’t have the mobility of other class’s, particularly not the mobility to stop what all other class’s have, escapes.
They also gave this to Mes & Thief. (Thief can stack more than us too, kinda like when they steal our fear, it’s better for them to use)
Guess they realized that +3 bleed ticks if they ran, didn’t stop anyone from running. So they threw a immobilize on it so we couldn’t say it did nothing. But put a cast time & only ‘hug distance’ on that, with a big broadcast spell effect so other class’s wouldn’t be affected.
It’s actual use, more condi padding added with burning to have no counter by cleansing, giving us a cheap & unfair spec for PvP.
Guess they realized that +3 bleed ticks if they ran, didn’t stop anyone from running. So they threw a immobilize on it so we couldn’t say it did nothing. But put a cast time & only ‘hug distance’ on that, with a big broadcast spell effect so other class’s wouldn’t be affected.
It’s actual use, more condi padding added with burning to have no counter by cleansing, giving us a cheap & unfair spec for PvP.
Problem is adding a cast time makes it useless in defensive situations since… well you dont really go ham on a necro unless you know you got 2-3 hard cc.