Are necromancers still bad?

Are necromancers still bad?

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Posted by: squiggit.2357

squiggit.2357

Just curious. Been a while since I’ve played.

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Posted by: Nilkemia.8507

Nilkemia.8507

Bad in what sense?

How long has it been since you played?

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Posted by: Lazaar.9123

Lazaar.9123

Not bad in PvE, they’re just not great either. They still have good damage, they just don’t bring any group utility or buffs apart from vulnerability. That might change with the new specialization. They’re one of the most used classes in WvW, and they’re still pretty decent in sPvP.

-Necro main

(edited by Lazaar.9123)

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Posted by: squiggit.2357

squiggit.2357

Bad in what sense?

I was discussing character ideas with a friend and they were under the impression necromancers struggled to be effective in high-end PvE because of some sort of problem with conditions and had issues in PvP for similar reasons and generally were forced into odd roles.

How long has it been since you played?

A couple weeks after launch, which is why I am skeptical of said friend’s assessment (hard to believe that a class would be underperforming for almost two years straight)

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Posted by: Gnat.9405

Gnat.9405

Necromancer is THE single class not used in organized PvE group play. Nothing in that regard has changed since launch. However as others have mentioned they perform well in WvW and not bad in PvP

(edited by Gnat.9405)

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Posted by: AsmallChicken.9634

AsmallChicken.9634

Necros are integral to a proper WvW comp.

They’re also decent in Spvp, just outshined by some classes that are currently over the top. It’s only in Pve where they struggle.

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Posted by: squiggit.2357

squiggit.2357

Necromancer is THE single class not used in organized group play. Nothing in that regard has changed since launch

Any reason… why none of that has changed? Seems odd to let something flounder that long.

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Posted by: Gnat.9405

Gnat.9405

PvE is just low priority when it comes to balance changes. The class needs more than a little help, and most argue that a complete overhaul is necessary. Seeing as how long the necro has gone with no real progress, a massive overhaul is likely what the debs agree is needed as well. But with the expansion on the way and the changes not completely necessary to make the class viable in PvP, necro is shelved in favor of more meaningful and general changes to class balance.

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Posted by: AsmallChicken.9634

AsmallChicken.9634

Necromancer is THE single class not used in organized group play. Nothing in that regard has changed since launch

Any reason… why none of that has changed? Seems odd to let something flounder that long.

Necros may be the worst PvE class for dungeons, but unless you are going for a speed run record, class composition doesn’t matter much. All classes are able to contribute in clearing the Pve content.

(edited by AsmallChicken.9634)

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Posted by: laokoko.7403

laokoko.7403

Necro is just not good in organized pve dungeon.

But I really enjoy it in pug dungeon. Since they are just so tanky, hard to die. Compare that to the other more fragile class, you die much more.

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Posted by: Kartel.2561

Kartel.2561

I actually feel my necro is my strongest and most effective character, and I feel my mesmer is my weakest. I can’t speak for dungeon/fractal runs as I avoid the static instance-grinding scene. But for open world PVE and WvW, I feel like my necro rolls over things easier than my alts.

Maybe it’s because it’s the only one that’s 100% ascended, or maybe because it’s always been my “main” and I’m most used to it the abilities. But I find my necro my most effective killer who does down the least.

Guild: Everlasting Sacred Path [ESP]
Server: Tarnished Coast

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Posted by: Zenith.7301

Zenith.7301

I actually feel my necro is my strongest and most effective character, and I feel my mesmer is my weakest. I can’t speak for dungeon/fractal runs as I avoid the static instance-grinding scene. But for open world PVE and WvW, I feel like my necro rolls over things easier than my alts.

Maybe it’s because it’s the only one that’s 100% ascended, or maybe because it’s always been my “main” and I’m most used to it the abilities. But I find my necro my most effective killer who does down the least.

Wait, so fractals and instances are grinds, but your pve zergball farm trains are not grinds? The very content where you just mindlessly sit back and mash your ranged skills at some hp sack alongside 30+ other people?

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Posted by: Carighan.6758

Carighan.6758

I was discussing character ideas with a friend and they were under the impression necromancers struggled to be effective in high-end PvE because of some sort of problem with conditions and had issues in PvP for similar reasons and generally were forced into odd roles.

Well, obviously you don’t bring a condition-any-class to a dungeon run. If you compare something like a full-zerker DS Necro, their damage is actually pretty solid.
That is to say they do slightly less damage than the ideal character would (but so do 6 other classes), but with Lich Form and DS AA they excel at hitting targets with multiple hitpoints 3+ times.

Only problem is:
That special thing is rarely needed. While it’s really nice when fighting say Tequatl (other melee players are trying to hit him twice and rarely hit thrice, you consistently hit thrice and can do it from range if needed without breaking a sweat), very very few dungeon mobs are susceptible to this.
It adds that while Necros have strong group utility in condition and boon control, neither of this is ever challenged by the PvE dungeon content (it is by PvE content, but not dungeons).

Hence they’re a solid character, but also offer nothing someone else cannot do. But then, so do most classes.

It’s a question of relative importance: All dungeon content is ~trivial to complete. Does it matter to you whether you win by 500% overkill or 520%? If it does, then Necromancers are bad. If it doesn’t, then really, you could just as well do 5-necro or 5-thief parties for everything. Really won’t make a difference.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Aenesthesia.1697

Aenesthesia.1697

Necromancer is THE single class not used in organized group play. Nothing in that regard has changed since launch

Any reason… why none of that has changed? Seems odd to let something flounder that long.

Necros cannot buff the party in any way, and their tricks like area blinds, chills, cc, dont work well against bosses (if at all). So you end up with a class that isnt the top tier in damage, and doesnt contribute anything to the party. Any other class can do it better than necros, sadly. (Talking about pve only)

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Posted by: Paffus Piffus.9430

Paffus Piffus.9430

I recently tried necro for the first time, got to level 65 and decided it’s not really for me. Something about them feels off, nowhere near as fun for me as Ranger or Guardian which are the other classes I play.

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Posted by: naiasonod.9265

naiasonod.9265

Necros are integral to a proper WvW comp.

They’re also decent in Spvp, just outshined by some classes that are currently over the top. It’s only in Pve where they struggle.

The sad irony is that they’re not terrible in PvE, they’re just not as ideal as anything else. They can pump out very respectable damage, but their chiefest conditions – bleeds – can’t be relied on to really shine in a decent party, as thieves and warriors will be wiping out their big herkin’ bleeds with comparatively feeble reapplications.

Necros are also quite thin on bringing the utilities and boons to support a party that other classes can both bring and do the same/better damage as the necro.

So, in fact, your run won’t be any sort of necessary insta-fail if you have a (decently played) necro along, and there’s absolutely no reason to think that necros SUCK, persay.

But what they’re best at (conditions and pets) are rather compromised in PvE, and they’re not the best thing for anything else that could just as easily be brought.

They’re in a weird place. I don’t like it, but neither can I do a thing about it.

One is only the smartest person in the room if they are alone.

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

well….

Necro’s are not bad, but people refuse to think out of the box…

3/0/5/6/0 , 6/0/2/6/0 are nice examples of Well PBAOE bombers with protection, and options for aoe healing… be it through transfusion or the mark of blood on evasion or staff.
They’ll bring AOE blindness, boon stripping and will support in several ways to keep the party alive & will add dmg while doing so.

Precise Build:
3 remove conditions on kill
0
5 wells give protection, greater marks
6 transfusion, well rechange, mark of blood on evasion
0
Utility & healing: 4 wells blood, suffering, darkness,corruption (power)
Elite: choose yourself…

D/? & staff, for DPS Zealot (or zerk) armor, zerk weapons, zerk trinkets.
? can be dagger for an added weakness, and condition removal
? can be focus for an added regen…

It synergizes very well with cheap healing runes (=>dwayna 3.5s), for an additional regen on healing well, and regen duration) but will work with runes of the pack (2.5g) as well (adding chance of speedboost, some fury and might)).
While running runes of dwayna: The build will still be very capable of doing damage, especially with some might support (pug carrier/might stacking)
Do not underestimate the Utility this build brings on party. well of darkness will remove dmg from all direct attacks for 5 to 6 seconds… and the other wells will reduce dmg by 33%, well of blood will AOE heal the group, transfusion will AoE heal the group, with staff marks 3 and 4 you’ll have a weakness combo, access to poison well reduce enemy healing, staff 2 will create aoe regen in the mark (and a bit outside), dodges will create extra (staff 2 marks) allowing for very decent regen. and of cousre you’ll still have 2 interupts DS #3 single target, staff #5 AOE.

Powe line build (will not add much power!)
6 condition removal on kill, 10% additional dmg on marks, +20% dmg while foe below 50%
0
2 protection on wells
6 transfusion, well rechange, mark of blood on evasion
0

Non PBAOE build
(less powerfull, I’d suggest axe instead of dagger if you want more range)
3(4) condi removal on death, (axe-training) or (marks +10%)
2 targettable wells
2 wells give protection
6 transfusion, well rechange, mark of blood on evasion
0

Optional other skills: power signet (why?) or blood is power (which requires dagger offhand, to remove bleeding on self)
Optional trait vampiric wells instead of mark of blood on dodge…(mostly usefull for solo running), you could add vampiric precision as well, but it will remove the core of the build… leaving you with only protection.

As is this build will support a guardian in it it’s function (guards ted to provide the same boons including stability, but not “Aoe & while doing damage at the same time”…)

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

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Posted by: Lord Kuru.3685

Lord Kuru.3685

  • WvW: Necros are in a decent spot.
  • Dungeons (speedclear/for the tokens): Just as bad as before. Zero improvement.
  • Dungeons (play how you want): Doesn’t matter.
  • Open World PvE: it’s all faceroll so it doesn’t matter what profession or build you play.