History
Death Shroud was at one point the downed state mechanic of the Necromancer. It was later changed to a manually activated skill. I believe this to be the root cause of Death Shroud's current underwhelming status as a profession mechanic. This should have been overhauled before the game's release, but I believe the people at ArenaNet were unsure just how to do so and/or ran out of time.
This is why Death Shroud changes the player's UI to look similar to a downed state where you cannot see anything but your Life Force pool and your 4 skills.
Death Shroud must be removed completely from its downed state past and allowed to breath a little on its own. Right now it's little more than a 3rd weapon swap for Necromancers, and not a very good one at that.
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Problems
User InterfaceWhile in Death Shroud the Necromancer cannot see certain important UI elements that can have an impact on a given fight:
- Boons / Conditions on self
- Red Health Bar
- Endurance
- Utility skill cooldowns*
* In other transformed states you cannot see the right side of your skill bar. But the difference is you can enter Death Shroud every 10 (or 5) seconds and it can be useful to pop in and out multiple times during a battle, which is not the case with other long-cooldown transformations, so it's more like a weapon swap than a transformation. Being able to see your other cooldowns would be very helpful.
Update: ArenaNet have released a UI update. Check it out.
Lack of Build Synergy
Death Shroud's 4 skills clearly favor Power / Crit builds (and only barely does that, according to some players) and offer little to no synergy for Condition-based Necromancers, which is one of the defining characteristics of the profession! Fun fact: way back in time, Deathly Swarm was a Death Shroud skill in place of Life Blast!
This leaves many non-power Necromancers feeling like Death Shroud isn't even worth using except as a second HP bar to soak up some damage, and the marginally useful but very short anytime-Fear.
Depending on your build, even if you spec for Power, going into Death Shroud can be a DPS loss and offers little other utility.
NEW: Percentage-based Life Force pool
The problem here comes from a few things.
- We just don't know how much damage we can soak up.
- Small hits take away a full 1% of the pool even if they would normally do less damage than that.
- Because the Life Force pool is calculated in a percentage, a lot of players get confused when they think they're increasing their pool, but cannot see any improvement. And even if you understand that the max is going to be 100% no matter what, you sill have little to no idea how much you've actually increased your survivability.
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User Interface
Some options:
- Make Death Shroud affect the UI like any other transformation skill. Replace the first 4 (or 5) skills with Death Shroud skills but leave the entire bar on the screen, complete with the health globe and boons and conditions.
- Same as above, but unlike other transformation skills, keep skills 6 - 0 on the bar so we can see the cooldowns remaining. This would look more similar to an Engineer activating a utility Kit skill than a transformation skill.
- Because Death Shroud can be entered much more often than other transformation skills, and actually encourages dipping in and out in a fight, the Necromancer should be able to keep track of its cooldowns in this way
Two interesting solutions for the health globe present themselves with this "new" UI change.
- Turn the health globe green, remove the numbers inside, and have it drain as Life Force drains
- This unfortunately retains the problem of not being able to see your red health when in Death Shroud, but it would look very cool

- This unfortunately retains the problem of not being able to see your red health when in Death Shroud, but it would look very cool
- Keep the red health globe as is and drain either the existing Life Force bar (above the weapons skills) and/or make that Life Force bar more prominent when in Death Shroud. I.E. bigger and/or centered, or put some sort of pulsing glow around the bar to direct the user's attention
There are many solutions to this problem that have been proposed around Necromancer forum sections. A few that I can remember are as follows, including the first one here, which is my own
- Add a 5th skill to Death Shroud (which should be done regardless) that is based on the Necromancer's main hand weapon.
- For example, a Necromancer with a Scepter in its main hand should have a Death Shroud skill added that is based off condition damage and synergizes with condition-based builds.
- Add condition damage to Life Blast. Of course, I think we'd all like the cast time to be reduced as well.
- Better Traits for adding to Death Shroud's versatility and strength should be located in each trait line. The Curses line should add Condition synergy to Death Shroud, for example
- Multiple Death Shrouds. One power-based, on condition-based, etc. Kind of like Elementalist's attunements
The solution here is simple: change to a pure numbers-based Life Force pool, much like the HP pool. Done. Necromancers can now see exactly how much Life Force pool they have, which lets them see how much damage they can take and how much they are improving it via traits and such. Small hits now do the actual damage they're supposed to do instead of rounding to the nearest percent.
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External Links
- Here is a very informative thread on the official forums from user Druitt.7629 entitled Everything I want to know about Death Shroud
- Ruufio.1496 proposes fixes to Necromancer traits in this thread, also from the official forums
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Conclusion
So I hope many people will come in and contribute to this thread. I will try to update this post as often as I can with relevant problems and potential solutions so that we, the Necromancer community can get a little bit closer to helping the devs master the usefulness of Death Shroud.
I'm not saying Death Shroud is weak or useless in its current form, but I do think it needs some improvements to help it work and fit better with the Necromancer profession.
Edited by Reverse Ghost, 27 March 2013 - 08:38 AM.











