Ichor here. I’ve been following the Necro forums for a good while now and am finally to the point where I feel like I can add to the discussion, so here goes:
I want to preface my opinions by declaring my love for this profession. I’ve had tons of fun with it and it has incredible potential. But I love to hate it too, because I’m also one of those who believes Necromancer to be ArenaNet’s red-headed stepchild when it comes to professions in this game – both in design and implementation. It’s really evident (to me) that we don’t have a developer in our camp. And there are many reasons for that, but for the purposes of this thread I’m sticking to Death Shroud.
Now, I’m not one of those people who will sit here and moan about DS not being useful, because it can be. However, I am annoyed by the people who tout it for being a secondary health bar that can soak burst damage. That’s true, it can, and no other profession has access to something like that – but why should they? It’s OUR profession mechanic after all. And since ArenaNet decided that we’re supposed to take hits, it kind of makes sense. But what really grinds my gears (Peter Griffin voice) is how we already have the highest base HP AND DS scales with vitality. I understand that classes were given different base health pools as a matter of balance, but to combine the highest base with a mechanic like DS (in my opinion) is a redundancy that does more harm to our build potential than good.
If I understand effective health correctly, the golden ratio is 1 armor:10 HP (if this is wrong, please let me know). Having the highest base HP AND DS tips the scales heavily in the direction of HP, which has two very limiting effects: First, it steers us away from any gear with +Vitality, which limits our stat choices in terms of gear. Secondly, it steers us away from spending any trait points in the Blood Magic line, which has some very nice traits (for daggers, siphoning (if siphoning were worth it), and wells). Now, I realize this doesn’t stop people from succesfully running Carrion or Soldier gear and/or traiting down the BM line. My point is that, if you want to be efficient attribute-wise as a Necro, you really shouldn’t mess around a whole lot with Vitality. Imagine the extra DPS you could achieve if you were able to spend the 800 points worth of Vitality you get from a full Soldier’s set elsewhere! Sure, DS wouldn’t be as hearty, but it’d be much more offensive.
In no other profession does the design and specific mechanic have such an influence on building, and I don’t think that’s fair. One possibility would be for DS to not scale with any attribute (though Soul Reaping could still increase pool size). That would call for buffs in other areas. Another possibility would be to get rid of the second health bar characteristic entirely and give us access to more/different means of attrition through crowd control or damage mitigation. The risk with that, though, is is that we begin to lose our current identity and become more like the other professions (only with green/black/insect/skeleton effects). Personally, I think main problem is our high base HP, and the best option for us would be to knock that down and buff our damage output and/or mitigation accordingly. Then, depending on our build, we’d be able to pick up Vitality through BM or our gear without gimping ourselves in the process. DS would still scale with Vitality, allowing us to ramp up attrition capabilities (through health and DS pool size, anyway) to our liking.
EDIT: Got rid of a useless heading, fixed a typo, and finished a thought.
(edited by Ichor.9360)