Anet's bad Portrey of a Nekromancer
I love my asura’s sceptre animation. Swinging it back and forth, pelting out spells with anger and malice. Smack, smack, smack. I think it’s very fitting.
necromancer is a summoner than caster. if you look at the necromancer wiki on google, most of the descriptions say he is a summoner. he should have as many summoning skills as mesmer like zombies, skeletons.
I see a NECROMANCER as a summoner not a caster.
Mirriam-Webster says this about the word Necromancy:
Necromancy – conjuration of the spirits of the dead for purposes of magically revealing the future or influencing the course of events.
The definition can be found here.
I think your mixing up the word Warlock or Witch with Necromancer
I agree that the necromancer in this game feels like anything but a necromancer.
A necromancer is supposed to deal directly with death and flesh, I love the pets quite a lot but feel they’re so limited. Death Shroud though an interesting idea doesn’t relate much to a “necromancer” exactly, his special ability should mainly be about summoning creatures upon death instead of becoming darkness.
A necromancer is supposed to deal with death, upon hearing about the Death Shroud for the first time I assumed it’d be something like – if you die you transform yourself into an undead and continue fighting as like, your own minion. That makes a lot more sense than what it is now; cloaking yourself in darkness. For a necromancer it isn’t really about “darkness” but instead it’s more about “death”.
Currently I do feel like this class sounds more like a Warlock than a Necromancer.
You posted this exact thread, though with more specific details, two weeks ago. Why are you reposting?
If you really don’t enjoy necromancer, just stop playing it (which you claimed to do later in that thread).
I think you’re looking at it wrong. They’ve developed their own form of Necromancer that still deals with death and corruption and minions, but is able to maintain a “heroic character” status. It’s hard to sell a hero when they are desecrating the bodies of the fallen (especially when Risen are the main antagonist in this game)….
What ArenaNet has given us is a Necromancer as a master of death.
Death Shroud isn’t zombie form, it’s spectral (ghost) form. That’s why the animations are ghastly and wispy with chills and fears and life drain.
The minions are undead in sense, but aren’t corrupted bodies, just flesh and bones mashed together and animated. Still necromancy, just not a defilement of human/charr/whatever.
Insect swarms, bleeding, life drain all correspond with elements of decay and rot that are intrinsic with death. Sceptre has a skill which summons skeletal grabby hands.
Don’t get me wrong – I would have preferred a zombie master with a giant scythe, but given the confines of the lore and the goal of heroism for the main character, I think Arena Net has done a good job with concept.
I’d like some more flavor and fix for the class, but that’s a different issues.
I’m quite fine with how they tried to do the necro, the minions I found to be a wonderful and creative idea – instead of the done to death (haha~) zombies and skeletons, your minions are combined random pieces of flesh and bone; brilliant!
However you have a very small amount of minions, some of them are too simple and “cute” looking, the jagged horrors are just a copy paste of the Bone Minions. The Shadow Fiend is the only minion I detest completely because in no way is it rotting flesh, bones, undead material or anything – it’s just a shadow, a ghost; which doesn’t really do much for a necromancer as they are not spiritualists.
It’s like they took a pet from the GW1 Ritualist and just made it look darker.
Either way I love the skills with poison, bleed and all that.
The only thing that bothers me is the Death Shroud which I feel has kind of crossed a line, it’s just a shinny pretty glowy form of power that is very little related to what a necromancer is.
Also it’s upsetting that the necromancer’s only true traditional necromancer ability is the 5 point trait in death magic; the 30 second cooldown (useless) jagged horror summoning when a creature dies.
I like the Necromancer class except for 2 things. One is the kittening minion bug where the melee summons (i.e., most of them) won’t attack unless something hits them. Two is the underwater weapon skills, that mostly force me into close range to be effective. I find the class to feel like a necromancer should, so my expectations are obviously different than the OP’s.
…Two is the underwater weapon skills, that mostly force me into close range to be effective. …
Have you used the trident? Auto attack hits from quite a distance away. The poison trail dart through the water attack helps you flee battle and the 4 skill is a distant attack as well.
I agree that Anet’s interpretation of the necomancer leaves something o be desired. The gw2 necro is something more akin to a warlock / cultist (necromancer ’light) than a true master of death ..
Generally I think out profession mechanics should be something more in tune with death than with darkness and shadow ..
Maybe they should just have different undead forms we could transform ourselves into based on which build we choose .. At any rate we should have more weapons that actually involve summoning temporary undead minions that attack and deal damage to our enemies and less of this ‘battle mage’ cultist that actually fights in Mele .. We should have more actual spells and less of a mele presence imo ..
I completely agree with Venom. As I’ve mentioned it all.
On another note I feel very comfortable underwater. I feel like underwater is where I manage to surpass so many other classes with the very nice aoe bleed attack on the trident and the amazing lingering poison cloud. And best of all we can use plague form underwater which completely kicks the butt of anything trying to fight us (since thank all the kittens in the world, mesmers cannot cancel it with their Moa morph).
Thats exacly what i thout to :
" I assumed it’d be something like – if you die you transform yourself into an undead and continue fighting as like, your own minion."
dehyphenated you say its “swinging, smacksmacksmack” thats exacly what it is not supposed to be. Scepter is a ceremonial, more like an icon you only wield for show off. Totally not for using it. Exspecially not like a wand. A scepter cant do a thing. It does not shoot things. You (at best) focus spells trough it.
forice. Are “summons” not spells? There is no “summon supernatural ability” its a tipe of magic. And Necromancy is a subtipe of that.
BUT i actually agree, Necromancer is a Summoner “subtipe” of caster and it should be themed mainly araund undead reanimation ( as you sead ), ( and not summoning). At best recall spirits from the underworld ( if its a big part of the game anyway why is it not realted to the class anyway? ? ? )
Dear Hatecoin : “I see a NECROMANCER as a summoner not a caster.” If you think summoning is not magic, then you should stop getting glued to rulebooks and think a little. Or try reliting to real world. I read like 180 books on forklore and mythology and origin of magic and theology…..and Nekromancers ARE CASTERS. THey use magic to summon -_- how abaut that? Try less googling and more thinking or did i say that?
cerulean moth I doo understand what you say, and agree with you fully if oyu like the current portrey of the Nekromancer, i dont want to take the option aways from players like you, that like the class as it is, but i also must say i think the whole thing could be solved with giving more weapons to Nekromancer with the theme of a more Classical Nekromancy, so we also have the option to play it that way. So all players can be happy with the class.
The “theme” is right as you say, i have problems with there form personally. Maybe animations or the way they are shown.
Delryn Also hits the spot with a lot of things. I was also mostly upset with the “utility” skills.
THe minions in Gw1 ware awesome even if they ware not Classical zombies or skeletons.
But here they are a bit irritating.
Not only small but give the feeling : there is only 3-4 and they are supposed to be expendable?
If they are supposed to be expendable, or meat for the grinder…there needs to be a lot and we are supposed to summon a lot.
I also dont like the Shadow Fiend. It wont fit the class. If they want a “ghost” like pet they should add some Wraith like thing.
And i am also dissapointed in Deths shroud. Even if it is usefull on some way, i dont like it. Even if i would like it, it looks crappy to my taste.
And i also agree with Venom again. And hi there again
while I don’t mind the reincarnation of the necromancer in the game developers eyes eyes, I do mind the lack of solid theme support for the builds they were trying to form.
Traits still do not feel completely synergistic or supportive of all builds hinted at or made available.
for instance deathshroud has pieces of skills smattered in every trait line. Vampire builds have no real theme defining utilties of their own. the closest thematically would be spectral skills which do nothing to enhancea full time life leecher. instead the vampire theme is made to enhance other skill such as minions or wells.
Death magic almost entirely minion dependent. i could go on but you get the picture.
As far as how the necromancer is portrait I think it’s pretty decent with some few issues (as I’ve stated multiple times).
However talking about how he plays in the game and how he’s balanced and built is another thing. The traits for example, Curses adds precision and condition damage – fine I’m alright with it not being straight forward such as “this trait adds condition damage and condition duration, this one adds precision and critical damage”, I enjoyed the fact they’re spread out and thus involves some more thinking.
However even if you try to get things that would go together, there’s still horrible synergy. For example Curses add precision and condition damage while Life Reaping (if that’s what it’s called) adds critical damage and bigger life force pool. Awesome oki so you’d think the two would go well together, but no not at all.
In the Curses tree there’s a minor trait (thus you can’t change it) which adds fury to DS mode, so adding to the DS tree would make sense, except that the DS has absolutely nothing what so ever to do with conditions in any sort of way – so focusing conditions with the Curse trait tree you’re kinda screwed with the DS.
The list of bad synergy goes on and on.
There was a similar post like this, made by forice and how he was complaining that necromancers look too much like “vampires”. Here is a good response to pretty much every thread like this:
“Lifesteal is a staple of necromancy.
There’s supposed to be multiple types of necromancers, atleast with this Necro.
There’s your plague/curse Necro.
Your Blood (vamp/healing) Necro.
Your Corporeal (physical dead minions, corpse/bone stuff) Necro
Your Ethereal (spectre/ghost/spirit) Necro
And finally there’s the Shadowy type necro (Death Shroud) though this could fit with Ethereal too.” -Knote
You also need to keep in mind that there is no such thing as “actual” necromancy. It first of all has never been real. therefore through ideas and myths the “necromancer” has many various shapes and forms. Anet did a perfectly fine job in making the Necromancer (especially trying to make it non-evil, since the main bad-guys in this are undead).
Any term used in a game to describe something falls under what “lore of that specific game and its world” has to say about that term. A mage in 1 settings is a completely different concept depending on setting.
Perceiving a class solely based on what its called is a poor argument.
Read what Guild Wars lore has to say about necromancer, not what some random wiki that has nothing to do with Guild Wars.
And even so in general necromancer is a practitioner of magic and a kin to that, specializing in dealing with death and spirits/souls. In most cases for games that means its a summing class that specializes in overwhelming opponents with numbers and debilitating “spells”(curses/hexes/spells…w/e really) rather then brute force of any kind. It has held true for most of application of necromancer in games that are worth mentioning. Diablo 2 was the one instance where necromancer had some of the highest damaging abilities(or at least with proper set up) out of all classes.
(edited by HiSaZuL.2843)
The word Necromancer can obviously mean many things, but the idea of death needs to remain constant. I think that the spectral skills feel a bit weak in that regard, more flakittenhan anything else.
Spectral skills should be changed to be less like utility skills and more like skills that should be used for power builds.
Actually “mancer” means “seer”.
As in divination.
You could translate “Necromancer” into “death diviner” or “death seer”.
A Necromancer is someone who summons a spirit or raises a corpse to talk to them and ask them things.
They were a bit like shamans really.
There were also tales of them summoning demons or inflicting curses on people as well as sacrificing animals.
The rituals involved surrounding yourself with objects relating to death and some went as far as to even mutilate or eat corpses. Yum!
They used ritual circles to protect themselves.
There are also mentions of them being “bone-conjurers” in the bible.
Going by that it’s not hard to see where Diablo 2 got the Curses, the Bone Spells and the Skeletal Minions.
I guess they just kinda threw Poison in there to have three skill trees.
Goes with the whole Dark Caster+Dagger thing that’s been going on for who knows how long.
(Check what Black Mages start with in Final Fantasy 1…)
Guild Wars 1 went with Curses, Death Magic, Blood Magic and Soul Reaping instead.
Necros in GW1 are also very goth/punk in appearance.
I guess they figured out that Vampires are awesome and go really well with the goth look, thus Blood Magic.
To follow that up Guild Wars 2 Necromancers seem to be a bit in the same style.
The skill types became trait lines instead.
Instead of Soul Reaping giving you Mana they added the Life Force system.
On Necros raising when downed:
Necromancers actually didn’t have a downed mode at first.
Instead they’d automatically enter what’s left of their Death Shroud and then get defeated when it ran out.
I’m sure we can all be glad we have a downed mode now huh?
Now people can actually be bothered to res us.
Axe does seem pretty odd though, aside from maybe chopping up bodies.
I don’t really care! In fact I’d love to have a Scythe or a Sword, too.
kinda shocked… ArenaNet Necromancer portrayal…
Not one mention of DeathEater….
They look exactly like DeathEaters from Harry Potter…. that kinda sounds really sad when I put that out there, but I liked the movies so it doesnt really bother me. Almost identical when you use plague form or go deathshroud…. just think of the scenes when they are all flying around fighting, all the DeathEaters are shrouded in black smoke and mist… On my asura I can really see the whole wand play aspect when he is flailing around that scepter back and forth.
But yeah, when I look at the screen I dont really think Necromancer… but I think that’s more asthetically then what the class actually does. They do have summons and the whole locusts thing really gives off that whole “death and decay” mantra, so technically it is there. But im more of a curse guy then summons… so I primarily see DS, Plague Form, and scepter spam.
(edited by XXVI Red.5718)
Hisazul you are right but then again you are talking against yourself in the end.
“And even so in general necromancer is a practitioner of magic and a kin to that, specializing in dealing with death and spirits/souls. In most cases for games that means its a summing class that specializes in overwhelming opponents with numbers and debilitating “spells”(curses/hexes/spells…w/e really) rather then brute force of any kind. "
1, Then why do we only have like 4-5 pets at max, that die seriously hardcore fast. They are portreyed expendable, but they are also hard to obtain becouse of long cooldown and summon time.
So the main feature of the class is destroyed. ( and surely wont owerwhelm anyone like it supposed to be…like in Gw1)
2,Rather brute force…..yeah thats the reson we have Axe and Dagger? And we go and stab ppl with it? Or in fact have barely any normal nukes?
Dont mean to offend you ( and i cant also argue with what you say becouse its true) , but if you say : Each game defines its classes by its own lore, and Guild Wars “wizard/mage” is other then the classical one…ok…..but then why was the Nekromancer a LOT better in GW1? Not only the portrey but the skills and the feeling it was a tipical wizard before it.
LastDay we are not talking abaut how to definde Nekromancer, but mor likely abaut, how it should be implemented. And that goes for all. I dont want to talk abaut, what means to be nekromancer, since the class is LIKE a nekromancer, but it still lacks stuff that makes the class a REAL Nekromancer and not LIKE 1.
“Not one mention of DeathEater….
They look exactly like DeathEaters from Harry Potter
" ROLF
But i agree, they make the same feeling
And to be exact, i also found staff to be big piece of ……that. If it would have been implemented decently i would not bother to use the same builds as you right now.
Besides that minions (the main feature) suck.
For that :
“Lifesteal is a staple of necromancy.
There’s supposed to be multiple types of necromancers, atleast with this Necro.
There’s your plague/curse Necro.
Your Blood (vamp/healing) Necro.
Your Corporeal (physical dead minions, corpse/bone stuff) Necro
Your Ethereal (spectre/ghost/spirit) Necro
And finally there’s the Shadowy type necro (Death Shroud) though this could fit with
At what point i say : Nekromancers in the game have non nekromancer ish skills?
I do?
Yes for most of the skills like dagger and the half forum agrees in instant. Staff skills? Whell there can be a BIG diversity on that, but mostly also agree they dont fit any of those. THey are Mines no matter in what form you put them. And its just say to se a whole weapon set consumed by 4 tipes of mines…..for a class that has 100000000 tipes of awesome changes of spells……
But as you say it the class does have the theme of the skills it is supposed to be based on. But in here they are just there. And are not the main features of the class.
And also wont synergize with traits and the class by itself. And give the feeling more and more they just dumped in “nekromancer type of skills” .
Besides the fact my problem is not the skills itself, but the way they serve them.
But i alredy sead this….dunno why oyu making me explain this again.
I am sure who agrees with me mostly understands what i try to say on first time, with my seriously bad english.
kinda shocked… ArenaNet Necromancer portrayal…
Not one mention of DeathEater….
They look exactly like DeathEaters from Harry Potter…. that kinda sounds really sad when I put that out there, but I liked the movies so it doesnt really bother me. Almost identical when you use plague form or go deathshroud…. just think of the scenes when they are all flying around fighting, all the DeathEaters are shrouded in black smoke and mist… On my asura I can really see the whole wand play aspect when he is flailing around that scepter back and forth.
But yeah, when I look at the screen I dont really think Necromancer… but I think that’s more asthetically then what the class actually does. They do have summons and the whole locusts thing really gives off that whole “death and decay” mantra, so technically it is there. But im more of a curse guy then summons… so I primarily see DS, Plague Form, and scepter spam.
Ironically, I really hated the portrayal of the Dementors (Death Eaters are merely the followers of Voldemort), because the looked too generic and non-disgusting to me. Also, I never thought of the GW2 necro as a dementor oO
I like the portraial of the class. It is close enough to the GW1 necro, but functioning within the boundaries of the GW2 system. Also, the only defining criterion of necromancers which seems to be agreed upon in Literature is the “power over death and the dead” part – and it’s not like we lack that.
Haha Dementors!
I never drew that connection.
I do think that they are pretty cool though!
Anyway yeah there are no set rules about what a Necromancer is like any more than there are rules about what a Warrior is like.
Necromancers are usually just evil mages that have something to do with death.
In some games they even wear plate armor because hey why not?
Warriors are usually strong men and women using Weapons.
In many games they only use melee weapons so some thought that GW2 giving Rifle and Longbow to Warrior was odd.
I think it really comes down to what the picture of a Necromancer is in your head and what it is in the game.
For me it matches, for you it apparently doesn’t.
Whell anyway. Atleast Anet sees that not everyone is content with the way they thout up Necro.
I might even could imagine a bit more Egyiptian like cultist then this….atleast.
necromancer in gw2 is a vampire with monster summoning skills. and i never feel those minions are necromancer’s pets. those are just monsters. there should be raising dead or zombie or skeleton. and jagged horror looks exactly same like bone minion with small size. it should be some flying suicide monster or something. i think those developers are just lazy as hell. i dont understand jagged horror looks same like bone minion. and bone minion looks like pokemons. and the name “bone minion” makes me think about skeletons not ugly looking small monster. it is not bone minion. it is flesh minion. so many people in the world like skeletons and zombies and bone dragons than those ugly and stupid and weak looking monsters that i have ever seen in my life. and i hate the dance in game. it should be something like michael jackson or b-boy dance. this is why many people on internet say gw2 is stupid and lame.
necromancer in gw2 reminds me of zerg in starcraft.
you can see skeletons in most movies and animations and animes that are related with death in the world. it is a monster summoner with life steal not necromancer. or they should make a good type vampire class instead of necromancer. if you say current necromancer is good because you can try various things, look at the mesmer! mesmer has so many summoning skills. it is a good example of a class. he has no various type of skills like necromancer. even he has summoning skills in weapon skills. one good type is always better and strong and balanced than various and hybrid types.
(edited by forice.3165)
http://en.wikipedia.org/wiki/Old_Kingdom_trilogy
They dont have to be summoners, although that is one of there main roles.
The “good” necromancers are there to put the dead back in undead
I Agree that minions models and the general implementation of minions in the game is rather underwhelming and way too ‘safe’ (PG 13) looking .. Like they were designing it in mind for 12 yr old girls (bunnies) who the kitten made the decision to make them into undead bunnies ..
That is merely the visual aspect though, even more problematic is the mechanism behind our minions .. While the Mesmer can create clones (read minions) just by using their weapon skills we have to sacrifice utility slots to even be able to use ours. Preventing us from using our utility slot for actual utility. OK – this system would be mediocre even if our minions did equal damage to mesmers pets and had similiar health, but here’s the kicker; they don’t. that leaves us – the pet class – with atrocious minions with sub standard functions and damage .. I would rather they changed our profession mechanics; DS to be about minions, allowing us to have lots of low -medium powered minions or a few really powerful ones .. Not a few really weak minions that we have now and that we have to give up our precious utility slots for!
@ Nekroseth
(edited by Venom.6189)
First off I agree completely with Nekroseth and just about all he said.
Secondly I don’t think the necromancer in this game is portrait especially bad. I think he does indeed feel and look like a necromancer which fits nicely into the lore of GW2. His spells all more or less closely relate to and resemble death – death in the way a necromancer would relate to it.
The only thing that bothers me are some specific skills which kind of cross the line a bit too much. As far as traits go I liked how they were portrait, with death magic, spite, curses, blood magic and soul reaping – all sound very necromancer-like.
What bugs me the most are his skill directly related to “shadow”, such as the DS which is called Death Shroud but simply because it has the word “death” in it means little to nothing as none of the skill have anything to do with death and the DS itself has nothing to do with death (the only thing that half has something to do with death is the life bar), the DS instead is just cloaking yourself with shadows.
I always found it cool how a necromancer wasn’t exactly a shadow mage, he was a death mage. The two being very different – so what really bugs me is the DS and the Shadow Fiend (if that’s what it’s called, I forget). So the Shadow Fiend even though it bugs me I can at least choose not to use it in fights, but the DS will always be there.
So not only does the DS feel like it completely breaks the appeal of a necromancer, it also sucks in general. It fits in 1-2 very specific builds at best, other than that it just sucks and almost everyone uses it as a ‘get away safe’ mechanism. If the skills are so near useless, why not instead make it more suited for a second life which helps you survive?
I think the DS not only looks bad when it comes to a necromancer but also plays bad.
Also on another note as far as the minions go, I like all of them other than the Shadow Fiend and the Jagged Horror.
I loved the idea that instead of the super classic skeletons and zombies you instead summon up piles of random flesh and bone which you mould into your own horrific creation. I would obviously love it if they looked a bit more creepy and disgusting, but currently I actually am completely satisfied with how they look (other than the two I mentioned).
Even the Bone Minion, sure he looks like a small dog but that makes sense when you look into what he does, he’s just a walking bomb. If he looked more horrific sure it’d be better but I have no issues with how he looks currently, and since you summon multiple of them it makes sense they’re just smaller more discard able little walking bombs. I quite enjoy the others one, with the Blood Fiend having a giant gaping mouth with guts and intestines piled inside and all the rest.
However the Shadow Fiend just COMPLETELY breaks the pattern of flesh and bone, it doesn’t feel like a necromancer pet in any way. And it’s not like saying “oh but GW necromancer makes sense with it” since every single other pet you have is flesh and bone, having on that is just a ghost not only breaks the feel of a necromancer but also breaks the feel of the GW necromancer, especially since GW1 also would make no sense with that shadow thing.
And I hate the Jagged Horrors so much because they were just a lazily done copy paste of Bone Minions. Not to mention they are actually 100% useless unless you use the death nova thing which still doesn’t justify having it in any sort of way.
When trying to make a minion build I feel like I am FORCED into using death nova because if I don’t I feel like the Jagged Horror is just a completely wasted trait.
I can see more and more topic’s on the theme : More weapons would fix a lot of things.
I agree with that, unless they continue to implement skills with the same : They look slightly different, but do the same in the end (even for different classes)
There are way to many skills that simply Deal dmg, or Apply condition or boons. And no real skills that effect the game play mechanic (like mesmers illusions, or rangers traps, or Guardians shields)
Mhm to respond to that. Yeah weapon choices for a caster class are absolutely kitten at best. Fact that spell caster is put in melee range is again kitten Minions dying like wet noodles… that’s just laziness and lack of testing or caring. Has nothing to do with class design. Same as 25 bleeds being a cap is …. utterly bizzare and raises a question if developers even thought for 10 seconds about what they were doing. But hey that applies to most aspects of necromancer class… so a moot point… almost as moot as design for our trait trees.
Each person perceives the term “necromancer” differently depending on where they most often and most vividly been introduced to it.
To make an example my biggest/most creative portrayal of vampires comes from “White Wolf” world. Rather then generic movie vampires. In that world vampires don’t really care much for getting stabbed in heart in which case it would just paralyze them temporarily… that one little detail is contrary to most other scenarios where vampires die as soon as their heart is damaged and most other areas aren’t as vital even the head.
There are multitude of places where something is described differently from another source. Just because you dislike it doesn’t mean its incorrect. Frankly necromancers are not very well documented in science… now I’m being sarcastic but the point is its a practice thats for the most part imagined. Yes sure there are some portions of it which were derived from druidism, cabalism and which craft and so on. But it is still completely imagined occupation.
I find the very idea that someone attempts to argue that necromancers should have skeletons utterly ludicrous. Go ahead… show me one… JUST ONE… necromancer in real life that uses skeletons then I will accept that argument and keep quiet. Until then its all about what “insert random joe” wants his class to be and nothing more.
On side note necro is broken to crap… at least we are finally getting patches. Too bad biggest issues are still ignored.
(edited by HiSaZuL.2843)
Well stuff should hold at least by part to the origin, (vampires to blood countess and vlad the impaler, necromancers to sobek, greek tales of heros going to the underworld, Joan of arc and Arthurian legends). Also where are our scythes?
Best use of vampires in game I have seen so far included mostly guns and supernatural abilities that were mostly dependent on your clan. And had nothing in common with lol… vlad the impaler or blood countess.
Back to necromancers… why in gods name scythes? Our staff already turns scythis on attacks. Tho i am still irritated by our weapon selection. Axes truly do not belong on a spell caster. Nor do weapons that require melee range. On top of not making any sense why the least armorer profession would go melee… our daggers are the only melee weapon that doesn’t cleave… pfft
Its all about presentation and delivery. Necros were delivered horribly compared to other classes extremely broken and hampered in every direction. We were promised love but were given nerfs instead. We are finally getting the most plain to see bugs fixed. It wont change that DS is… situational to extreme. That our traits are either useless or positioned in such awkward way it doesn’t really allow much creativity.
(edited by HiSaZuL.2843)
A necromant communicates with the dead, nothing more. Thats what a necromancer does. Some do revive people or animals but they arent servants they are twisted versions of the original person. Read about it thats actually what a necro does in the mythological/historical sense. Animating the dead as slaves is vodoo or similar stuff but not necromancy.
So what you mean is not “gw2 necro is not a real necro” you mean “gw2 necro is not like the average pop culture necro” and whats wrong with that? Isnt it part of the pop culture to redifine itself over and over again.
(edited by Mayama.1854)
It’s hard to accept someone as an authority on something they can’t be bothered to spell correctly.
The Necromancer is not the only caster with a melee option…all of the Scholars can use melee, and I love it.
Now, the GW2 Necromancer is in line with real world historical antecedents. Also, since this IP is controlled by it’s creators (isn’t it?), we can hardly judge whether they’ve betrayed their own vision of the Necromancer.
Since necromancy’s original function was to speak to summoned spirits…the Shadow Fiend is quite faithful to the Necromancer tradition. Same for the Spirit skills.
Also, axes are a useful tool for dismembering bodies for reanimation experiments. Excellent choice of weapon.
Op is thinking of warlock. Anet did a great job portraying a necromancer.
@HiSaZul
I find the very idea that someone attempts to argue that necromancers should have skeletons utterly ludicrous. Go ahead… show me one… JUST ONE… necromancer in real life that uses skeletons then I will accept that argument and keep quiet. Until then its all about what “insert random joe” wants his class to be and nothing more.
necromancer in real life that uses skeletons then I will accept that argument and keep
necromancer in real life
lol
being serious though, there is a good reason why we can’t use “real” undead:
Zhaitan.
in the personal story, trahearne mentions that because necro minions were never alive in the first place, they aren’t able to be controlled by zhaitan, things that were once alive CAN be controlled