Q:
After playing a N/Me (Curses with Domination) in Guild Wars for a number of years, I’d like to think that I have an idea of what a Necromancer is in the world ArenaNet set up. The Curses/Domination spec was what I primarily played but, for a change of pace, I had a few nice vampiric, plague-spreading and minion-master builds that I liked to use. It was pretty clear to me what the overall theme for the profession was and it was something that I found enjoyable to play across the various facets of the theme.
But here, now, in Guild Wars 2, I have no idea what a Necromancer actually is supposed to be.
Minions are utterly uncontrollable and, while this existed in first three Guild Wars campaigns and G:WEN, there is a real problem here with the minion AI. It’s not at all uncommon for minions to do absolutely nothing if the player isn’t getting attacked and it’s not at all uncommon for minions to do absolutely nothing if the player is getting attacked. Sure, players would have to micro-manage their minions to keep them alive, buffs up and what not, but the minions actually attacked in a reliable fashion. But not here. This makes Minion Masters, Necromancers with real control over the dead, an absolute bust.
Vampiric builds do not offer any meaningful survivability and other players with significantly greater familiarity and willingness to test these issues to the Nth degree have already brought this up. I won’t attempt to add further detail, instead I’ll just give their work a nod and say that the ‘your soul is mine’ play-style that kept Necromancers alive in the thick of battle in the first Guild Wars games is another absolute bust in Guild Wars 2.
Hallmarks of the Necromancer theme are fundamentally broken and this is undeniable.
I’ve come to thinking to myself that Necromancers have been silently re-envisioned and that I should look at them as some sort of dark sorcerer. This makes sense seeing Death Shroud has nothing whatever to actually do with the old Necromancer theme. This new dark sorcerer theme is something I’d be able to embrace were it not for some glaring issues.
The Necromancer as a dark sorcerer sees their greatest power come alive from pure power builds. This is because conditions cap incredibly quickly in group events and can be removed without much trouble, irrespective of PvP or PvE play, leaving power builds as the only reliable source of damage. The problem then comes from the fact that the power-focused weapons are the dagger and the axe: short- and mid-range weapons that are ultimately melee weapons. So, all things considered, we have a dark sorcerer playing at close range with melee weapons and lacking in survivability.
I took me about a year to come back and try Guild Wars 2 and…and I’ve seen that there has been no meaningful change in the class that I’d long since found the most interesting. When it comes down to it I don’t know what the Necromancer is supposed to be and it’s astonishing that ArenaNet would choose to look at the Ranger instead of a class with not only horribly broken mechanics but lacking an overall coherent theme, generally speaking but especially in direct relation to all but the Warrior and the Warrior v.2 (Guardian).
There’s nothing polite I can say about the situation. The only thing I can do is ask ArenaNet, with all sincerity, what is a Necromancer supposed to be?