Necro is not as good as I think it should be
It’s been a while since I did that. I might be wrong about this but I think it only worked with one minion because the other one needs to have an enemy targeted. I never said it was illegitimate and I agree any amount is better than 0 like you said.
I feel extremely strong in 1on1 situations, even 2on2 with necro. Perhaps it isn’t as strong in team fights but I do not see how it can be buffed properly without re-working the whole mechanic.
If you give invulnerabilities and teleports (other than wurm/spectral walk) to a necro, they will faceroll everybody. The amount of damage is fine, even overboard once you start properly delivering it. Anyone who cannot remove the initial fear will get chained with near 10 seconds of fear and all the condis on top.
In my opinion the solution is to lower the CDs on the stunbreaks, no other class has 1-minute CDs on their stun breaks. You can get through the initial fight with proper dodge management but after that you’re done.
To be honest if they fixed the bug and allowed you to be healed (with regen etc) for your health pool whilst in death shroud it would be fine.
Why design a class and then nullify their class-based sustain feature (life siphoning/regen/blood magic line) but not making it work with death shroud. It makes no sense whatsoever and is a long running joke.
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
To be honest if they fixed the bug and allowed you to be healed (with regen etc) for your health pool whilst in death shroud it would be fine.
This is not a Bug, Necros would be Ridic OP if this went through.
It really does suck in PvP.
There is so much condi cleanse around and no burning really hurts. Really hard to ever kill a warrior because they just outlast all your damage with healing signet and then have zerker stance back up again (hambow easiest to kill probably by even they can 1 shot you).
The only thing necro owns is engineer which is also not very good.
This game has given too many classes the ability to do EVERYTHING. The celestial buff backfired totally as now you have the best condi classes being ele/warrior – except they can also be bunkers/do direct damage at the same time. A bunker guradian shuts down a necro. So does a staff ele. The guardian shouts should be nerfed. Add an icd to Pure of Voice imo. That was some skill is required when bunkering too.
My idea: give necro torment on scepter 3 or make the second scepter auto attack apply torment and not bleed. Necro needs more conditions.
Warrior/ele are just the best at everything and it sucks. Guardian shout build been OP for about 3 years. Thieves are broken.
Rangers, engis, necro and mesmers get the screw for most of the last 2 years. Last patch the only HUGE nerf was to dhuumfire which was to a class which wasn’t even viable anyway.
This sounds like a l2p issue, because I know that necro condi hard counter just about everything. Some more than others.
Team Lead For Radioactive [dK] B Team
To be honest if they fixed the bug and allowed you to be healed (with regen etc) for your health pool whilst in death shroud it would be fine.
This is not a Bug, Necros would be Ridic OP if this went through.
You’re right and wrong at the same time, which is why there is such a catch-22 with a Necro.
If you study the design of a Necro, it’s main flaw in design is relying on LF for almost 100% of its defensiveness/survivability.
As a result, nothing is an easier kill when a Necro has little to no LF.
People tend to forget how easily they kill low LF necros in just a few seconds (warriors and thieves even faster). Instead, they remember the times when they are facing a 100% LF necro who has all the various fears off cooldown available.
This huge delta in survivability creates a totally different impression about Necros from players (and apparently developers).
Here are the main problems:
A Necro starts with ZERO LF and there are no passive traits or out-of-combat ways to generate it other than a ridiculous pre-match ritual that obviously wasn’t intended.
A Necro has zero access to vigor, evades, invuln, stealth, block, and other types of defenses that mitigate 100% of incoming damage whether you are facing 1 or 100 foes.
Even with 100% LF, a necro has virtually ZERO defense or escapability against large numbers of people because LF gets eaten up instantly when zerged.
Since other professions have access to defenses that mitigate 100% damage and/or escapability, you have an imbalance that is just an inherent flaw in design.
It would be nice to know how much LF the developers assume a Necro has when balancing them in 1v1 scenarios. How about their survivability in 1v2 compared to other classes? How long they can survive or escape 1v10 compared to others?
Once you realize the inherent weakness in survivability and escapability compared to other classes, it’s almost IMPERATIVE that a Necro be OP in 1v1 to offset the discrepancy in almost every other scenario.
Personally, I would fix the Necros lack of survivability/escapability versus making them OP in 1v1 to offset their weaknesses in other areas. However, that option was presented to ANET and they chose Dhumfire instead (which ironically now is virtually extinct).
To be honest if they fixed the bug and allowed you to be healed (with regen etc) for your health pool whilst in death shroud it would be fine.
Why design a class and then nullify their class-based sustain feature (life siphoning/regen/blood magic line) but not making it work with death shroud. It makes no sense whatsoever and is a long running joke.
Thats true and atleast all life siphon traits and the spite 1point trait should be changed to work while in DS. It would probably be enough to make Bloodmagic viable.
Allowing all healing while in Ds may be to much though, i am not sure.
Maybe the best would be something like while in DS healing is reduced by x% (maybe some thing like 25%). So that you dont get all healing but atleast some of it.
Edit: I would also like to see that some bleeds of necromancers are changed into torment (like szepter 2), since it is a condition that fits necromancers the best and tainted shackles is not enough.
(edited by Muchacho.2390)
I’m not really sure why you guys get so involved in balance with this game.
It’s not meant to be balanced. The earliest comments said it the best by telling you how viable Necros have been throughout gw2. No teams are looking for necromancers and that should suffice for how impractical they are in spvp.
Other classes can do what necros can do and do those things better. Not much else can be done or said that hasn’t already been said by the necro community.