Each class has their disadvantages
Guards have low HP
“Virtues have been said to help balance the guardian; for example, they have a lower base health than the warrior profession but compensate for this with their higher health regeneration granted by Virtue of Resolve.” – from Gw2 wiki
Ele’s have low HP
“They also have the lowest base health in comparison to other professions, so they have to make up for their lack of durability under fire by managing their attunements and skills carefully and avoid putting themselves in dangerous situations. They also are very versatile, able to easily adopt a support or damage role.”
Mesmers have low HP
- They essentially make up for that with high mobiliy, stealth and clones.
Engineer has high recharge times on their skills
With an kitten nal of turrets and kits, the engineer can also become quite durable when properly prepared. However, this is somewhat offset by the long recharge times of their abilities.
And so on..
Now for the Necromancers it’s nothing but good news.
“Necromancers gather Life Force from nearby deaths that allows them to transform into Death Shroud which gives them access to different set of skills and enables them to use life force instead of their health.
Necromancers have more health than other scholars; they not only are able to extend that health through the use of the Death Shroud, but also possess a wide variety of life stealing abilities, meaning the necromancer can potentially be a very sturdy profession. The necromancer is also great at inflicting debilitating or damaging conditions on enemies as well as removing conditions from allies and boons from enemies.
Necromancers also prominently make use of fear — a removable condition that forces the enemy to flee directly away from the caster for a short period of time."
Overcompensating much?
The truth is, they let out two incredible important facts about the necromancer
1. They are only viable with conditions.
2. They are slow as the slowest things to ever be slow
Being slow is a HUGE drawback in pvp. We’re talking PvP here. Even in the “world of kungkitten speed determines the victor”.
The same can very easily be applied to this game or nearly any game out there.
Some say, “well necro’s have better sticking power. They’re able to keep their enemies near them longer”
In what world? As far as I can tell, every other class is well equipped to do just the exact opposite; avoid getting cc’d as much as possible.
So these perks cancel each other out. This means… Necro is left being slow.
Now again, not a huge problem if you’re just playing with your conditions. You just stand there in one spot just facerolling your keyboard until the enemy dies. Boring, unfun, and dull. All meaning the same thing but idc.
Its a sad way to play and a frustrating thing as well considering this game marketed itself has having dynamic professions. Letting you do you when it comes to building your character. Which, lets face it, is true. You can do you. However, again, they just so happened to leave out another little fact: you CAN play these builds… but they suck; which is pretty much anet consolidating the professions into very specific roles.
Necromancer = No mobility. Lots of conditions. Lots of health. The durr profession.
Mesmer = Lots of mobility. Lots of flashyness. Lots of utility. Lots of damage. Lots of love.
Elementalist = Lots of mobility. Lots of aoe damage. Lots of stun breaks and evasion. Lots of killing.
Engineer = Lots of sustain. Lots of durability. Lots of CC. Lots of damage. Plenty of mobility. Plenty of condition damage builds. Plenty of power builds. Plenty of plenty. High cooldowns on their 20 million abilities.
It just doesn’t seem right.
Why are necro’s forced to play such a boring role becuase their lack of mobility is not compensated for.
Why isn’t Necro littered with Quickness buffs to counterbalance their overly sluggish ways?
doesn’t make sense to me.