Not if you bring the trait Foot in the Grave and get stability that way. But that means you can’t bring Dhuumfire or Death Perception for the extra raw damage.
1) You shouldn’t need to take a specific trait just to compensate for inherently broken design. This destroys build diversity while skirting around the actual problems.
2) One 3-second stack of Stability isn’t going to help much anyways. That’ll get you through one skill if it’s not stripped and basically force you to always open Shroud with either #4 or #5. If you want to stay in Shroud for more than a few seconds doing anything besides autoattacking, good luck.
You’re overlooking the arching power creep issue.
While stability is vital for Necromancer, that’s only because there is so much CC everywhere on extremely low cooldowns. We now have AoE CC that is massive in size so in order to make up for it there is also stability everywhere.
Dragonhunter, druids, scrappers, reapers, revenants, chronomancers, all have an insane amount of CC on low cooldowns on their traits and skills.
I really don’t think I am overlooking the power creep, though. I’ve already agreed with you in a previous post that there’s too much CC in the game, and I also acknowledge that with the amount of power creep we’ve seen, nerfs need to come down across the board. But that’s not going to be a magical fix for Reaper’s Shroud if you just leave it filled with slow-casting, highly-telegraphed, melee range abilities with no way to protect those channels. When has a setup like that ever succeeded in this game? For context, if you tripled the channel times for each skill on a Warrior’s Hammer (which hasn’t changed much in recent patches), you’d get a similar set of channel times to what Reaper’s Shroud has (if you switched the skill order around). I don’t know about you, but I wouldn’t have run that even prior to the specialization patch, let alone HoT. At least regular Death Shroud gives you range and shorter channels overall.
You also didn’t address my first point. Any response to that criticism?
Just to reiterate/clarify, I’m not against nerfing Reapers, or even against revamping professions to force them to actually sacrifice things when they spec for offense or defense. I just don’t think that this particular suggestion of yours is a good implementation of that theory.
I do agree with your point about Reapers keeping stability, however, it’s very unclear if keeping it would make Reapers too strong or if removing it is too weak. I’m basing this nerf solely on the fact Necromancers always did fine without strong stability before HoT, before there was ton of CC spam and beast-mode mobility.
Resistance won’t be as weak as you’d think, as it still provides immunity to fear, taunts and snares. That being said though, it’s nearly impossible to tell without proper testing, to many factors to consider for this one boon across CC of multiple classes.


