PHEW...

#1 - Nov. 1, 2012, 3:16 p.m.
Blizzard Post

“Death shroud is still good, but not a panacea. We do not feel that, “Oh, it doesn’t matter, they have Death Shroud!” So please don’t think that.”
- Johnathan Sharp

I’m glad that he took the time to say this, because I know a lot of us Necros including myself thought that ArenaNet just assumed we didn’t understand DS yet. Thanks John for the relief!

#2 - Nov. 1, 2012, 3:30 p.m.
Blizzard Post

NP. Death Shroud is very good, and gives the Necro a lot of power, but it obviously can’t answer all issues the Necro has. If it did, then by definition, it’d be OP.

#10 - Nov. 1, 2012, 4:10 p.m.
Blizzard Post

Difficult times editing posts!

So here’s the deal on that one: Dark Path is intentionally slow because it tracks the target and allows you to start using other skills before it connects. One of the ways that I love using it is launching it at an enemy that’s at near (but not at) max range, fearing them, exiting DS, then starting Dark Pact. As soon as the Path projectile hits them, you shadowstep and immediately immobilize them from the short-range Pact, then pound on them with dagger skills and wells. When Dark Path is faster, it’s harder to use it to effectively combo other skills.
For in-deathshroud abilities, I tend to use Life Blast until my bar’s about 50% depleted, then Dark Path+Life Transfer for maximum damage and chasing power.

#27 - Nov. 1, 2012, 6:49 p.m.
Blizzard Post

So, quickly, on the design philosophy at play here (you can feel free to disagree, but this is what I feel):

We want the Thief to be the class that most “slips through your fingers”. Other classes like the Ele and Mes have some of it too (and rightly so), but if anyone is escaping a fight, that should be a slippery Thief.

The Necro, on the other hand, should be the dude you CANNOT get away from. It’s an attrition based class, so the idea is that if you lock horns w/ a necro, know what you’re getting into: you’re fighting a class that’s built for attrition. It can dot you, dps you, rip your boons, and severely hinder your movement. AND it also has the ability to soak up a lot of damage. So the longer the fight goes, the stronger the Necro should get. That’s the idea behind Death Shroud, but little escape ability.

So we don’t want that attrition class to also have great ways to escape. This used to be the case, and we felt the Necro was just too strong if it was great at attrition as well as movement/escape. We wanted the Necro to be more about attrition, and for other classes (Thief, Ele, Mes) to be more about escaping and mobility.

Hope that makes sense.