I read another thread earlier about classes and their leveling experiences, and I contemplated responding to this thread with a detailed list of available traits and abilities as one levels, but then my ADD kicked in and I watched Dirty Jobs repeats.
But, while formulating that post, I noticed something. I was writing the “useful traits as you level up” list for the Necro and the Engi, and they were as different as night and day. For the engi, hitting the master tier opened up so much potential. This is especially true in the explosives line, where you have to weigh having more direct damage with explosives vs. a shorter recharge of with explosives vs. might gained through healing skills (which may be more than the previous two traits) vs. strong passive proc burning. It just feels exciting to go through the trait tiers, and look at all the new toys that you unlock along the way. It is like this for the Engineer, the Elementalist, the Mesmer, the Thief… pretty much every class I have played.
Except for the Necro. Choosing traits for the necro is like pulling teeth. You have to trudge through a wasteland of traits you’ll never find useful just to pick and choose the least crappy traits. The traits for the necro don’t feel exciting or empowering. They just feel like the best of a bad situation, with most of the good traits being a recharge reduction or a few extra points of damage.
I’m going to make a list and go through all of the bad and unremarkable traits that the necro has, and while writing this list I realize that what I’m about to do for the necro, I can’t do for any class. I can’t make an expansive list of “this trait sucks and should never be used” for thief, or elementalist, or mesmer. But what is the most frustrating about this is the lack of zingers, or crucial build defining traits for the necro. When asked about leveling the necro, the only answer I can give is “How the necro plays at level 15 is exactly how they’ll play at level 80 in high end content. Their traits change nothing about them”. The necros need something like Grenadier, or Persisting Flames, or Illusionary Persona, or Bewildering Ambush, or Phalanx Strength, or Empowering Might, or Spotter. The best attribute I can give to a trait should never be “It isn’t bad”.
So, the shorthand list of traits that I think are bad, whether they’re ineffective by themselves or if they affect a part of the necro that is simply useless. I’ll go in depth as to why each one is horrible later, but for now I just want to get the list out of the way.
Parasitic Bond
Death Into Life
Siphoned Power
Death’s Embrace
Spiteful Removal
Spiteful Marks
Parasitic Contagion
Toxic Landing
Chilling Darkness
Reaper’s Precision
Withering Precision
Dark Armor
Minion Master
Shrouded Removal
Full of Life
Vampiric
Bloodthirst
Vampiric Precision
Deathly Invigoration
Vampiric Rituals
Quickening Thirst
Unholy Martyr
Gluttony
Fear of Death
Speed of Shadows
Renewing Blast
Not included on this list are traits that aren’t bad, but just aren’t good, either. Now, the lukewarm list are traits that are “alright, but won’t go out of my way to get”, and thus still contribute to the problem of blandness in necromancer performance.
Signet Mastery
Spiteful Spirit
Axe Training
Dhuumfire
Weakening Shroud
Path of Corruption
Armored Shroud
Soul Compensation
Death Shiver
Death Nova
Unholy Sanctuary
Dagger Mastery
Ritual of Life
Vampiric Master
Mark of Revival
Near to Death
Foot in the grave
The difference between a bad trait and a lukewarm trait being that, were these a single point into a single line, I’d actually take a lukewarm trait, but a bad trait I’d just avoid totally. I’m trying to be inclusive of sPVP and WvW in this list, but from the perspective of a PVE player, my choices are even more limited than the list above.
Now for an in-depth analysis!
Parasitic Bond
Status: 3/10
Reason: There is a certain philosophy that I have with traits, and that is that a trait should contribute to my victory in any fight. Parasitic bond fails because it only takes effect after you’ve won. In sPVP this is nigh useless, since in small bouts you’ll just heal up anyway. PVE has a similar problem, where this trait is only useful when engaging hordes of consecutive enemies without rest. But, even there, the problem with this trait is that the necro has horrible AoE and no cleave, so necros can’t maximize use of this trait. The only time this trait will ever mean anything is in a disorganized WvW zerg vs. zerg fight where enemies on both sides take considerable losses, and a staff necro happens to tag most people. To top it off, this trait doesn’t work while in DS, which is when many necros both need healing, and are more capable of tagging enemies.
(edited by Blood Red Arachnid.2493)