Okay, so I have a few suggestions for the Necromancer. I love it completely, but there are a couple things that I would like to see amended.
The most important thing is: An Elite Minion pet for underwater purposes. It might be best to have 3 Elite minions (1 underwater only, Flesh Golem (Land only), and perhaps an amphibious one), or you could simply fix the Flesh Golem to be able to to both, but perhaps change his “summoned” skill of Charge . Unfortunately as it stands now, underwater combat is extremely limiting to Minion Masters because we do not have an elite to aid us. We only have the Elite skill “Plague” available underwater, which is never any good to use because when you use it – - all your minions die. A Necromancer that is minion dependent, with all of his skills, traits, and abilities focused on minions – - it is never a good idea to be without minions, ever. You lose toughness, you lose power, and you lose your main source of damage. This makes hectic underwater combat most difficult since you do not have an elite skill available that would be of any use. Using plague would hurt a Minion Master, especially since plague’s use would be best when spec’ed for condition damage.
More minion variety. The only reason I ask this is because as it stands, minions masters have 1 utility skill format. The Flesh Wurm seems to be useful for me only when I am in WvW, defending the gate for a keep. (Put the wurm on top of the external portal from the wall, jump down, cause havoc, when in danger, sacrifice the flesh wurm to teleport yourself to the portal, putting yourself in the inside of the keep where you are safe). I mean sure, if I could, I guess I could swap out my Blood Fiend for Well of Blood, but that is a miniscule difference. I don’t want these other options simply “given” to me, however. I would like there to be enough minions to fill ALL the utility (and healing slots) with EITHER all melee minions, or all ranged minions. This would create a much better diversity when say a melee minion master confronts a ranged one. I would like the acquisition of newer minions to be through exploration. I don’t want to simply patch, use skill points, and be done. Allow us to go through certain maps, through events, or even event chains, to unlock the “knowledge” for a new minion. I would like to do a difficult underwater segment to get myself an Undead Shark Elite skill, so when people see it – - they know I’ve earned it. Like through a “solo”-type dungeon, where I go there by myself, and use only the knowledge and capabilities of my class to survive it, and walk out with a new minion. I think this would also be a nifty way to unlock new traits for all classes, to have to obtain them yourself, and they would be assigned already to certain tier levels. Here are a few minion ideas with the summoned skills attached.
~Summon Wraith (Utility) Melee (35 Second Cooldown): A ghostly wraith that moves faster to its targets.
——————~Shroud of Darkness (30 second cooldown): The Wraith quickly makes its way to its master (Up to 3 seconds), upon reaching him, the Necromancer becomes invisible for 5 seconds, sacrificing the Wraith. (Note: This can be stopped if someone chains the wraith, or pushes the wraith/necromancer away from each other. If the wraith fails to reach its master, at the end of 3 seconds, it explodes, and blinds nearby enemies).
~Summon Undead Shark (Elite) Melee (60 second Cooldown): Causes bleeding.
——————~Blood Frenzy (45 second Cooldown): For 10 seconds, the Undead Shark’s attack damage and attack speed are increased. It heals itself for a portion of damage dealt.
~Summon Fleshreaver (Healing) Melee (25 second Cooldown): Heals Master upon Death.
——————~Sacrifice of Blood (35 second Cooldown): Minion explodes, healing surrounding allies and bleeding surrounding enemies. (NOTE: The minion skill use adds 10 seconds to the original cooldown of 25 seconds)