So after reading the State of the Game thread, I decided to help Anet out by point out what the Necro needs to most: Attrition.
That’s right. Necro needs attrition. This is a theme that I would say 90% of the necro agrees. Necro should be the best attrition class in the game, pure and simple.
So what is attrition? Let’s look at the dictionary.
“A gradual diminution in number or strength because of constant stress.”
To further clarify:
I) Number or Strength. This means all of the following:
-enemy’s health & healing
-ability to use skills
-ability to deal damage
II) Constant Stress. This means all of the following:
-weak to mediocre damage and effects
-rapid firing
-easy to hit
-fast recharge
-prevent disengage
To fulfil the above, I broke down the class into the following sectors:
1) Large HP pool – counters enemy’s health, healing & damage by having more.
2) Healing – Same as above.
3) Damage avoidance and “leap” skills – counters enemy’s ability to deal damage.
4) Damage reduction – counters enemy’s ability to deal damage.
5) Counters and interrupts – counters enemy’s ability to use skills.
6) Weak to mediocre damage and effects – so the class aren’t overpowered.
7) Rapid firing – attacks so many times that just some of the attacks hitting would be enough to deal moderate damage.
8) Easy to hit – attacks are so easy to hit that it constantly deals damage.
9) Fast recharge – even if the attacks or spell misses, you can rapidly cast them again.
10) Prevent disengage – because an attrition class kills his enemy slowly, it is very important for them to prevent the enemy from escaping. Else all his effort would be for nothing.
So here is how I would rate each of these 10 categories for the necro:
1) Large HP pool – Necro take the cake for this one. With DS a necro can have 40k hp. 10/10
2) Healing – Necro got decent healing to counter incoming damage. They also regenerate life force as they fight. However that Life Transfer healing doesn’t heal the necro himself, because he is in DS. So that’s a conflict of interest, self contradiction. Life Siphon also doesn’t scale with healing power. 7/10
3) Damage avoidance and mobility – They got Spectral Walk and Flesh Wurm, but that’s about it. They do have a few snares, but they are better used offensively than running away. Necros cannot survive in Fractal level 40+ because Hp pool doesn’t matter when mobs hit you super hard. You need to avoid those overwhelming damage to survive. 3/10
4) Damage reduction – Necro is very weak here. The protections, weakness and blindness that a necro cast cannot be sustained. Spectral Armor’s cool down too long. And when the enemy cast a Meteor Shower right on your Spectral Wall, will you still try to stand in it? No immunity & blocking skills. 1/10
5) Counters and interrupts – Necro got a few fears and pull skills. However their cool down is too long. They are also unreliable since both fear and pull often fail. Necro also cannot cause confusion. Weak stability. 3/10
6) Weak to mediocre damage and effects – I think this section was done well. Almost none of the necro’s skill deals very high damage. The exceptions will be wells and a well placed Epidemic. So necro won’t be overpowered. 9/10
7) Rapid firing – I think most of necro’s skills are rapid fire. Scepter and dagger both attacks pretty rapidly. Channelling skills are all rapid fire. Marks and wells can be casted quickly and in succession. The only exception would be staff 1, which attacks pretty slowly. 9/10
8) Easy to hit – This varies from weapon to weapon, utility to utility. For example scepter is very easy to hit. Staff 1 flies very slowly and its hard to hit. Dagger is single target and only hits in melee range. Marks and Wells are aoe so they hits pretty easily. However wells are melee range unless you trait them. Single target skills like Epedemic and Corrupt Boon is easy to hit in pve and spvp, but hard to hit in wvw because in zerg vs zerg locating and hitting the correct target is nearly impossible. Certain long cast time make hitting difficult. Overall 5/10.
9) Fast recharge – This is a weak section. Most necro utilities skills have a very long recharge, From signets to wells their recharges are easily 45+ seconds unless you trait for them. At the same time most necro weapons recharge are decent. But the time gap between weapon skills and utilities cannot be ignored. 3/10
10) Prevent disengage – This is another weak section. Yes necro has a few snares here and there. But their recharges is often too long and their effects are easily removed by the enemy. Rarely does an enemy have problems getting away from a necro. 2/10
Overall 52/100. Barely pass, and a far cry from being the BEST attrition class in the game.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
(edited by CHIPS.6018)