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.
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The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.
For me (build) the main problem with necro right now is that the more you go it to “attrition” aspect of the class the more problem you have with escaping people and without them you can forget about necromancer “attrition” style.
After 5 months with my current “roaming” build i know one thing about chasing down enemies, chill/cripple is useless (same as “attrition” necro) when the foe is out of range. The best (only) way to stop your opponent as a necro right now is to kill him fast after he decided to run and do to that you need “brutal power” not “attrition” gameplay.
Few suggestion how to change it :
Spectral Grasp - Teleport your foe to you, chill them, and gain life force.
For me this is the easiest way to “fix” that skill (no projectile, no invisible walls, full range).
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Tainted Shackles - Bind nearby enemies with your life force, “Tainted” them repeatedly. If enemies move out of range of this ability, the bind will break prematurely.
Taint - You’ve been “Tainted” causing Torment to be applied to you. Work only when the distance between you and the necromancer is bigger than … .
Shackle - Damage and immobilizes nearby foes.
Something like warriors “impale” but the main goal should be stopping the opponents from runing away.
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Dark Path - Send out a claw. If this attack hits a target, you teleport to that foe, bleeding it and chilling nearby foes. Decrease the activation time.
By “target” i mean my target not the 1st foe on they way between me and my actually target. Something like Ride the Lightning, from what i know it don’t stop on the 1st foe.
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Spectral Wall - Fear foes away from the wall not away from me.
(edited by pierwola.9602)