There are 2 evils to the necromancer currently inhibiting his build options:
1- Staff
2- Condition Removal
A necromancer can’t run without a staff, simply because it’s his only AoE weapon. It’s also his only ranged weapon outside a condition build ( a shoddy one at that, with likely the worst autoattack in the game after ranger’s mainhand axe; necromancer axe has a paltry 600 range and a horrid autoattack with little aoe options and no life force generation).
The staff has everything the other weapons do not. A blast finisher paired with their condition removal. An aoe chill and poison, the only other source of fear the necro has, and most importantly the aoe to cope with thieves and mesmers. It’s also the second fastest life force generator after dagger auto with soul marks. The staff baseline is very poor since the marks need to be traited for greater marks, soul marks, and perhaps cooldown reduction (the cd’s on marks are fairly outrageous despite them being the main damage of the weapon).
The staff’s autoattack as per Jon Peters is justified because it pierces, but what use is piercing when people can sidestep the projectile and said projectile is so slow and hits for so little thakitten ’s not a weapon you can stay on for sustained damage once the marks are exhausted? Despite several mediocre qualities to the weapon, it’s the least mediocre weapon the class has. When you’ve got axe and focus (with its long cast times) and scepter’s horrid life force generation to contend with, it’s not hard for the staff to outshine these other weapons.
Then comes the problem of condition removal. It may seem like the necromancer has great condition removal, but it is actually much inferior to classes like the ranger and elementalist and thief by FAR. You’ve got 3 sources of condition removal — one from a 25 sec cd transfer on staff, one from a 25 sec cd heal, and a transfer from offhand dagger at the projectile speed of a snail that anyone can see coming and either kite or dodge (the transfer only works if it hits). You can get one condition removal for shrouded removal.
With the exception of shrouded removal, all these sources completely suppress the hope for build variety on the necromancer. Condition removal is critical in any aspect of the game, and yet your only non-weapon/heal source of condition removal is once every 10 seconds on death shroud from a trait. People will never use the minion heal (too long a cast time and wait with activation time once the minion is destroyed for the next heal), or the well heal (too long a cooldown, kittenty healing total for a 40 sec cd) when neither have condition removal and both are too inconvenient/inefficient to use.
Nobody will use focus or forego the staff when your only condition removals are tied to a staff and offhand dagger. You’ve simply not introduced any effective alternatives.
Moreover, Consume Conditions may seem great, but consider thakittens effectiveness is based on how many conditions you’ve had ticking on you. Burning alone for more than a second or two on a condition spec will outdamage any extra healing you got from the conditions consumed. Elementalists proactively cleanse, and so they have more effective HP/longevity. With the exception of putrid mark, the same can be said of deathly swarm — assuming for some miraculous reason it hits someone with its stupidly slow projectile, it’s about 2 seconds of conditions ticking on you before they are transferred.
There’s just no competition — the class is pigeonholed into the less crappy of their weapons, even if something like the staff is horrendous sustained damage due to the garbage autoattack, and it’s particularly bad for power builds, but you need to use it anyways because what are you going to offer your team if you don’t bring marks for team fights.