I’ve explained more in details in a different thread a few days ago but overall, the gap closers we have are deficient. RS2 is ok for short range gap closer. GS5 is too unreliable as well as Spectral Grasp.
It already sucks to be ’’forced’’ to give up a utility skill to take Spectra Grasp but having it unreliable on top of it is just really bad. A simple roll, a block or stability negates our ways to close a gap. Necro is the only class that gets screwed over this bad with gap closers. Thief, Guardian and Revenant all can teleport on top of their target. Warrior runs faster, had charges and whirlwinds as well as jumps to catch up (ele at the limit also has much better mobility if you were to consider the D/D spec to be melee).
The main problems are:
1-It’s unreliable because of the terrain. Often times, it just doesn’t work and throws the person onto the ground for one second and you can’t even close the gap.
2-It’s unreliable because of rolls/blocks/stability. This is a HUGE issue because if someone gets stability (for example, my warrior was in berserker mode most of the time with the new specialization and he had constant stability from it), you have no way to close the gap. You have to eat all the damage to the face while waiting on it to end or try to go back and hide behind a pillar and wait it out. Say the melee builds that teleport have their attack blocked or anything, they still end up teleporting onto the person or very close to their target. If someone dodges or blocks a warrior charge or whirlwind (or leap), the warrior still closed the gap or at good part of it at least. If someone messes up the Necro’s gap closer, the Necro doesn’t close the gap AT ALL. This is a major issue when we already don’t hit fast with the GS and have trouble landing the hits even when we get in melee range.
Finally, GS4 also is problematic (as well as GS1). GS1 takes too long to do the chain, I could almost never land the 3rd hit for the chill. GS4 needs to either move with you (it’s what I’d prefer) have a cast range like a well. As it stands, I have to cast it before using GS5, GS5 is unreliable and if it does work, since the range isn’t that great, most of the time I can’t even pull the enemy into GS4. GS4 also snares (cripple) but you need GS5 to pull enemies in it and GS5 snares with chill.
Overall, the pulls need to be reliable and unaffected by blocks at the very least (should also be unaffected by stability or rolls in my opinion). Then if GS4 could follow you around, you’d have the option to activate it if you do reach the enemy and be able to stick to them a little better for a few seconds. There are still many ways to clear conditions or get speed buffs (now there’s also super speed) while you can’t really negate a teleport, a charge or a leap (root at the limit but if I pull someone to myself while I’m rooted, I probably won’t be able to stick onto him either anyways). Necro would still be at a severe disadvantage on that level but it would already work better.