Majigor, on 15 June 2012 - 07:05 PM, said:
I did get a grasp of death shroud. I also like death shroud. Please don't bring insults into the thread, we already had one guy try that. it's unnecessary, you can make your point without using insults. Just because someone has said something you don't agree with doesn't mean they lack experience. We all have had the same time frame to gather said experience after all.
Newbie means beginner.
In my case I wasn't using it as an insult.
I was simply stating that
we are all still new to Guild Wars 2.
How many characters have I leveled to lv80?
Zero.
How many dungeons have I completed?
None.
Have I finished the entire personal storyline?
Nope, only a small part of it is in the beta.
What does this make me?
A newbie!
In my eyes we are all a bunch of silly newbies doing crazy theorycrafting on a game where very few things are 100% nailed down.
It's great fun but you shouldn't think that we are any good at the game yet.
I think most of us are under this:
http://en.wikipedia....ory_superiority
We think we know so much, while in reality we really don't.
I bet I'll facepalm at half the stuff I've typed on these forums once I've played for a year or two.
Majigor, on 15 June 2012 - 07:05 PM, said:
I'm not saying "The problem is Death Shroud", I'm saying the problem is the class is too heavily dependent on this one mechanic which, actually, IS pretty small. It's just the same old skills over and over, and life force is merely a fancy cooldown for it. The reason I said death shroud gets boring is because you are repeating the same thing far too much, It's just 4 skills and it gets dull. Also, there is very little 'thinking' involved with playing it.
I don't recall you ever claiming that Necromancers are too dependent on Death Shroud, but I dunno what to think of it anyway.
You could be right or you could be wrong.
I don't see always having the same Death Shroud skills as an issue.
Guardians always have the three same virtues. They are still awesome.
I believe that there's plenty of thinking involved when you get deeper into it.
On surface Death Shroud is very simple, but chop it into pieces and it's very complicated.
These are all things you already know, but may not have given enough thought:
Life Force functions as both a timer and a health bar at once.
That's rather complicated all by itself. Health = time?
Exiting Death Shroud makes it go on a cooldown.
Exit Death Shroud too early and it'll be on cooldown when you want it.
Exit it too late and you burn too much Life Force.
Three of the DS skills have their own cooldowns, separate from everything else, and you cannot see them ticking while not in Death Shroud.
Re-enter Death Shroud too early and they are still on cooldown...
Even though just spamming Life Blast or using it for defense is good enough for beginners I believe that the Death Shroud might have a lot of depth to it.
It's probably one of the most complicated Profession mechanics despite being so simple on the surface.
Majigor, on 15 June 2012 - 07:05 PM, said:
The argument I am making (And I intend to go back to the original post and edit because it is extremely incoherent) is that besides the necro's F1 skill, it lacks class mechanics. All the classes have other little aspects woven throughout their playstyles which makes them feel unique. Necro does not. The reason for my comparison to thief is purely because necro and thief are the only 2 classes with special resource bars, yet necro really isn't taking advantage of this as well as it could be.
Necro has tons of Conditions, skills that benefit from Conditions and skills that transfer Conditions.
Conditions just aren't very flashy so it's easy to miss what a ridiculous amount of Conditions and Condition control Necromancers have.
You could call it a medical condition...
Marks and Minions are Necro things too for sure, but they too involve Conditions.
Life Stealing is supposed to be a thing, too, but right now it's meh...
Majigor, on 15 June 2012 - 07:05 PM, said:
Furthermore, I am aware that you can trait to give little heals and whatnot, but other class mechanics do not require traits for them to exist. A trait is not exactly a mechanic per se (please try hard not to misunderstand that statement, I am aware that traits ARE mechanics, but I am trying to show a distinction between the core mechanics of a class un-traited), but something that allows you to customse further from the base mechanics to suit your playstyle or objective. When you play any class at the lowest levels you are immediately aware of how it plays as a unique class, the necro seems to be lacking here.
All Professions have traits for their Profession mechanics to add stuff to them.
So I... I'm not sure what you are trying to say.
It's like 4am here so I might be a bit slow right now, I'm sorry.
I'll re-read it sometime later, maybe?