Basic List of Issues

Basic List of Issues

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Posted by: Sprigum.8164

Sprigum.8164

First off, let’s iterate very clearly that the Necromancer is NOT broken beyond all repair, does not need to be completely reworked, and is not a completely useless class.

  • There are many threads floating around, but nobody has spent time creating a single thread where we can list ALL of the issues we’re experiencing, possible solutions, quality of life changes, our feelings towards the role of the class and/or our overall impression of the class.
  • Current Issues
  • Pet Mechanics are completely and utterly nonexistent

- Where is my control bar? How do I manage these guys? Why do they randomly attack mobs from vast distances at random intervals? Inversely why do they sit and watch while mobs beat on me at others? Why do mobs tend to ignore the Flesh Golem and Shadowfiend, but fixate on the Bone Fiend and Blood Fiend? These are all things I have had trouble with.

- Pets get absolutely murdered in any fight with AoE, no matter the trait point allocation or amount of healing done. Many of the mechanics in this game are meant to be avoided, and currently there is absolutely no way to make me pets dodge a massive AoE. This needs to be addressed for PvE.

- In an MMO released in 2012 it is inexcusable to release a pet class that has absolutely no control of their minions.

  • Wells are good, but excessive CD’s and lack on an Elite Well Bother me somewhat

-While most people would consider wells are best characteristic at this point in the game (seriously, they are great Well of Darkness particularly is very very good in group PvE.) they are lacking in the CD department. Their potency doesn’t reflect their CD. Compared to other classes in the Game with Massive DMG ability on 6-10 second CDs it seems pretty unacceptable to have a well on a 30-45 second CD that does about the same amount of DMG. This is the primary reason that utility wells are generally the ones being used.

-Why isn’t there an Elite well? A much larger AoE effect slow, blindness, heal, or really anything would be hugely beneficial to the support player. Currently Everyone uses Lich, Mist Form, or Flesh Golem. I don’t see why an Elite well wasn’t considered since it’s one of our primary class defining mechanics.

-Wells should use ground targeting by default. Putting this is a trait is seriously not fair.

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Posted by: Sprigum.8164

Sprigum.8164

  • Our DMG is fairly Weak Without Pets

-When I was leveling most of my DMG was my pets. That was fine until I started realizing just how dumb the behavior of said Pets actually is. I understand that they’re meant to be disposable in nature, but they are perhaps too disposable, and they become a massive liability in later areas, where you risk aggroing large groups of Mobs with pets.

- Part of the issue here is that all our weapons are very weak for DMG. Even with tons of power and precision we still do next to no DMG compared to many of the other classes in the game. Warriors (I know I know) can execute 15k+ DMG with a single hundred blades on multiple targets in a cone in front of them. I understand they’re in melee, but even with Dagger/Axe this amount of DMG isn’t possible even single target. The Axe is very weak due to the long CD and overall slow application of the “burst” DMG it seems intended to produce. The Daggers are weak because the DMG literally comes from the Auto attack and not from the life drain and immobilize.

-Staff is the only viable choice since it really does offer superior utility. It requires the Trait that increases the radius of the circles and makes them unblockable to be useful. Also, the “1” key on the staff is very difficult to use properly due to its piercing nature. Often it pierces much too far and I find that it causes problems in both solo and group situations. Staff DMG also leaves much to be desired, due again to long CD with fairly weak DMG attached to the abilities. Another major issue with the staff is that the mechanic used to deploy the ability does not work on targets like Dragons, which is a pretty huge letdown.

-Giving the staff “1” key a small AoE on contact would likely produce a much more reliable and allow the ability to function as originally intended.

- There is a significant lack of traits that homogenize well with the weapon skills, aside from the 20% CDR traits and the like. The Blood Magic tree is the only tree that offers significant benefits for using a particular weapon, and if you’re suppporting you almost have to use a staff, so it’s quite funky in that respect.

  • Death Shroud is Actually Really Really Good

-I can’t help but feel the reason we do so little DMG is because of this mechanic. It wouldn’t take much of a DMG increase for this to get completely out of hand.

-DPS builds centered around this ability are probably our best hope for both burst and sustained DMG.

-Staves and “Blood is Power” are by far the best methods for generating life force quickly and reliably. Staves as stated before are the only really good weapon due to this fact in my honest opinion.

-I think that this is one of the few areas where the Necro is actually pretty well off.

  • Signets are really terrible

-Not only do signets fail to bring any significantly powerful passive options to the table, they don’t bring any particularly good actives to the table either.

-As some of the traits emphasize Signets it makes these particularly ineffective to use.

-Not much more to say here. I use the 10% movement passive to run around Lion’s Arch, and that’s the only time I ever equipped it after my initial testing of said ability.

  • Posts have a 5,000 Character limit

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Posted by: Sprigum.8164

Sprigum.8164

  • A Note

Support Necromancer seems to be extremely good for PvE. I am able to get protection up on the party through long periods of time using the trait that gives protection each time a well is placed. My Well of Blood does a significant amount of healing with Exotic +Healing gear equipped. Around 600 per Second.

Using the Blood magic trait “Transfusion” I am able to do some impressive burst healing as well.

Well of Suffering, Well of Darkness, and Well of Corruption are my token abilities, for Utility slots. I have taken the -20% CDR for Wells and find them to be the very best aspect of the class.

Plague form blindness spam “2” is incredibly effective in PvE. Keeping a group of elites blind for 20s at a time is very very strong.

I primarily use a staff and have found that using this build properly I can really create positive situations for my allies and allow the many hard hitting warriors in my guild to execute maximum DPS.

I don’t believe that currently we can touch the DPS numbers of many of the other classes, but we have superior Kiting and survivability. It is common for me in PvE to kite elite abominations or something while the rest of the group handles the other.

I do believe that our debuffing ability is very strong and that build around this via wells is currently the most effective way to PvE in group content.

I will try to update this if people find it useful. Feel free to post below with any particularly effective builds or issues. At a later time when I am less weary I will most properly elucidate my own.

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Posted by: Nero.3978

Nero.3978

I feel the pets are the biggest issue right now. It is one of the main allures for the necromancer and I know rangers suffer from the same issues. It boils down to pet AI in general not just minions. I really think jagged horrors need a fix too. The health degen and already very weak damage makes them worthless. It would be cool if they did not degen health and maxed out at 5. It would give a little more of an army feel to the class.

I would like to see minions/pets actually move toward the mob before using their skills. For example the bone fiend would move in for the immobilize before being immobilized itself.

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Posted by: Sartori.6758

Sartori.6758

Pet AI (and pets in general), definitely need help. As of right now, the only useful pet is bone minions for the explosion and blast combo finisher, but even then against outdoor bosses and in dungeons they are useless because aoe attacks will often 1 shot them before they can get in range to blow up. It’s especially painful because not only is that one of the necros few combo finishers, it’s also one of our highest damage abilities.

As for elite skills, I think plague form can be considered a “well” type ability in a way. I don’t really have any issues with our elite skills.

Staves, while offering the best utility have horrible damage. Scepter/dagger with a staff switch is probably the best choice for now as it offers the best combination of aoe damage and utility. Axe/dagger with a staff switch is arguably better for a pure dungeon wells build, but the axe also suffers from horrible damage. Stacking vulnerability for your teammates is all well and good, but not doing any damage isn’t very fun. Dagger mainhand offers the highest single target dps, but it’s a bit clunky to use effectively. Horns can also use a bit of a buff, right now they are heavily overshadowed by dagger and to a lesser degree, focus off-hands.

I think the biggest issue of all though, besides the numerous questionable abilities, is the way our traits are setup. With every other class you can go down a trait line and there is a cohesiveness to the way everything is laid out. With our traits it often feels like someone just randomly stuck abilities here and there without much thought.

Anyways, like you I don’t think necros are broken beyond all repair, the class has good utility and is pretty durable, it just needs a few (ok, maybe a lot) adjustments here and there.

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Posted by: Aga.8641

Aga.8641

So this is from a purely PvE point of view, to which I will add, for solo PvE we are fine, necro is well equipped to take on 5mobs at once and kill them very quickly, of course you do have to blow cd’s for this, where other classes can AoE to the same effect without needing 40-60sec cd’s but this doesn’t bother me too much. Single target dps is relatively weak but I can live with that aswell. It’s just group PvE, namely dungeons where necro’s become almost useless, You can co condition spec with a few well based traits and have minor use, but dps isn’t there and given how dungeons work out 9/10 allies will have to move out of your well of power/blood as there’s constant AoE’s you need to dodge.

On paper Wells look nice, but in reality they are not, the range is too small, the duration is not enough, they are too easy to avoid and the effects are weak. Look at a mesmers null field, this is basicly well of power + corruption * 9000, it removes all boons from enemies and all conditions from allies if anyone touches it, where as our Wells remove 5 of each and to get those 5 removed you have to stay inside the well for the full duration…Seems fair right?

I think a good solution to Wells would be make them last longer and give some kind of linger. So the effects will stay on whoever was in the well for 2-3sec after they leave, this would be an amazing step for both PvE and PvP if it ever came to fruition.

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Posted by: Sprigum.8164

Sprigum.8164

As for elite skills, I think plague form can be considered a “well” type ability in a way. I don’t really have any issues with our elite skills.

Staves, while offering the best utility have horrible damage. Scepter/dagger with a staff switch is probably the best choice for now as it offers the best combination of aoe damage and utility. Axe/dagger with a staff switch is arguably better for a pure dungeon wells build, but the axe also suffers from horrible damage. Stacking vulnerability for your teammates is all well and good, but not doing any damage isn’t very fun. Dagger mainhand offers the highest single target dps, but it’s a bit clunky to use effectively. Horns can also use a bit of a buff, right now they are heavily overshadowed by dagger and to a lesser degree, focus off-hands.

I think the biggest issue of all though, besides the numerous questionable abilities, is the way our traits are setup. With every other class you can go down a trait line and there is a cohesiveness to the way everything is laid out. With our traits it often feels like someone just randomly stuck abilities here and there without much thought.

Anyways, like you I don’t think necros are broken beyond all repair, the class has good utility and is pretty durable, it just needs a few (ok, maybe a lot) adjustments here and there.

The issue is that Plague Form doesn’t benefit from any of the traits that benefit wells, unlike the flesh golem or the lich form which scale better according to what you’re after (pets or DPS). Altering Plague Form or allowing it to benefit from all the same traits that wells do would go a long way in my opinion.

Weapons are pretty spot on. Daggers obviously highest DPS, but still leave a LOT to be desired imo. Axes are just “wtf ?” the DMG and utility is just so so weak on axes. Scepter may have good sustained DMG, but it still doesn’t offer much in the way of good burst quality or anything like that.

Staffs generally I think are the best DPS in group PvE, due to the fact that most of the instance is trash and hitting 3-5 mobs with the AoE as well as piercing bolts almost assuredly gives more DPS than anything else we have. That’s probably because everything else is just that bad. With Power traits and CD reduction you can really put out some decent ##’s with a staff, as well as applying regen, and laying down combo fields.

I haven’t tested a Condition Spec w/ Scepter yet, but I’d like too. Just finishing my last two pieces of exotic jewelry and I can start throwing money into less productive ventures.

On paper Wells look nice, but in reality they are not, the range is too small, the duration is not enough, they are too easy to avoid and the effects are weak. Look at a mesmers null field, this is basicly well of power + corruption * 9000, it removes all boons from enemies and all conditions from allies if anyone touches it, where as our Wells remove 5 of each and to get those 5 removed you have to stay inside the well for the full duration…Seems fair right?

I think a good solution to Wells would be make them last longer and give some kind of linger. So the effects will stay on whoever was in the well for 2-3sec after they leave, this would be an amazing step for both PvE and PvP if it ever came to fruition.

Giving wells a lingering effect would greatly improve the group performance of a Necromancer. I’ve got my guildies trained to stand in the wells whenever possible and I put them in strategic locations where I feel they can be taken advantage of.

In full Healing gear a Well of Blood is about 700 HP/s, which isn’t bad. Having the combo fields everywhere is also really nice, gives tons of utility when used properly.

Making them bigger is a nice solution, but I like the lingering effect idea better. Would make them much better in PvP too I imagine, where its probably laughable to just roll out of a well.

I feel like wells should do even more DMG, and the utility wells should last longer and apply other effects. Knowing now that Mesmers have an ability that is literally better than two or ours AND only takes up a single non-elite slot is pretty disheartening.

I still agree that pets are the biggest overall problem, but we have to remember that we have no PvE DPS option, we’re so far outclassed by other professions that I think literally the only role we’re going to effectively fill right now is Support/Healer. We Support/Heal quite well when with competent groups though, that’s for sure.

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Posted by: Casey.9185

Casey.9185

I agree that an elite well would be awesome, and the ability to use at least a couple underwater… But there are a lot of issues with water combat it isn’t just a necro thing. It is good to see that a lot of people agree that wells are good, they just need a slight nudge. Bigger radius or a few seconds off the cooldowns would make them perfect. However you have to consider the trait synergies with wells, there are quite a few. That is why balancing them can be a little tough, they are quite powerful as they are when used right.

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Posted by: Sprigum.8164

Sprigum.8164

I agree that an elite well would be awesome, and the ability to use at least a couple underwater… But there are a lot of issues with water combat it isn’t just a necro thing. It is good to see that a lot of people agree that wells are good, they just need a slight nudge. Bigger radius or a few seconds off the cooldowns would make them perfect. However you have to consider the trait synergies with wells, there are quite a few. That is why balancing them can be a little tough, they are quite powerful as they are when used right.

They’re somewhat powerful. Relative to our other skills they’re amazing, relative to other professions abilities, they’re just so-so.

I don’t think another 20% off their CD would be out line. Taking the 45 second CD to just about 25. That’s still only a 20% uptime for the Well. For our signature abilities I think that is reasonable.

Warriors can use Hundred Blades every 6 seconds and it routinely does 12-15k Single Target DMG, and can strike ALL enemies in a cone.

There is no way you can’t justify making wells better. They need to CD faster, do more, and as stated above give some kind of relatively powerful lingering effect that makes people/mobs hit by them afflicted in some other fashion. Say moving out of the well of darkness causes an additional 2 seconds of blindness. Or Moving out of Well of Blood allows allies to receive a HoT that heals for 50% of what the well does for the rest of the duration.

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Posted by: Sprawl.3891

Sprawl.3891

it’s funny necro and ele are the two most weak classes and only 2 classes with no posts from ANet in their sub-forums :/

Sprawl – Necro – Eredon Terrace

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Posted by: pimpizle.5791

pimpizle.5791

I would have to agree largely on the pets needing something to fix their AI, combat, AOE avoidance and their cooldowns. I have settled with using the staff after testing: Axe / focus, Axe / Dagger, Dagger / Focus, Dagger / Dagger. I stopped there after trying the staff being that I found it sup to all other weapon skills with what skill point skills I was choosing. I tend to roll with Staff, Well of Blood, Well of Darkness, Bone Fiends, Shadow Fiend, Lich Form. This usually works well for leveling as I can take on a Vet plus adds or more solo just fine.

I find using the Bone Fiend explosion as more dps from them exploding than alive and dying. The shadow fiend is there to hopefully take some hits or draw aggro. I can pump out some burst dps if all CDs are up but once they are down, I tend to trail off until they are up. I am currently in blood magic and death magic with reduction to staff, wells, and increased marks as my select-able traits. It would be nice to have some single target dps or something.

I also remember necro in GW1 being a ranged class but 2 of the 4 main hand types are close quarter combat weapons. Hell the scepter is only 900 range where the staff is 1200. Somethings do need to change with the necro.

One suggestion is to make the wells like a bubble around the necro where you could make the well mobile and take it to allies making grouping up much more powerful. This would add increased dmg to mobs that get knocked back or move. It also would add to the concept Anet is trying to do with the combo of skills.

I feel Lich from is a very powerful ability with a relatively small cooldown for an elite skill. It could use some love though like the jagged horrors die way too fast. Remove the degeneration of health from them or something. Also reduce the cast time of the marks would help to maximize the 30 secs you have in that form.

I used to use weapon swap in my rotation using the other weapons cause you needed the dps while one set was cooling down, but since switching to staff, I dont even bother cause the 2nd and 3rd abilities are much more dmg output than other weapons generally than to be locked out of the staff for 10 secs.

As for death shroud, I love this ability and idea, but the only one I find very useful is life transfer. I find myself shifting out after I channel it because the fear nets me no dmg as well as the #2 ability (forgot the name). The only other one I find useful is the Life Blast but that does less and less dmg the less life force you have. I even dont use this ability unless my life force is above 75% due to my staff and WoD and bone fiend explosions net me more dmg. I also use death shroud as an oh crap button to reduce taking massive dmg to my health pool.

All in all, some minor changes and I could see necros being very good.

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Posted by: Sigma.9746

Sigma.9746

Sure, Plague form might be bugged and not get Chilling Darkness right now, but it’s still our best Elite by far for PvE and WvWvW. It’s one of those class defining spells, and outside of that one bug it’s probably the ability that least needs to be looked at

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Posted by: RayKoke.1638

RayKoke.1638

Update:

I have now played my Necro up to nearly level 40 and found him to be much more durable. I have successfully soloed in areas with monsters 3 levels higher than I (pulling not getting more than 2 at a time; else run). The Flesh Golem makes a big difference in character durability and significantly improves speed of play.

However, the other wanton aggression issues referred to by many in this thread seem to have morphed somewhat. The Flesh Golem either wantonly attacks anything (there is no “guard”) or it stands around admiring its bones while I fight until commanded to attack.

Perhaps is is my play style or some option setting but it is frustrating.

Finally, I do not understand why the Flesh Golem is not allowed underwater (Except perhaps to prevent a player from having to fight every monster in the sea that the Golem can aggro before killed.).

My main and favorite character in GW 1 was a necro.

However, in GW 2 I find the minions, weak , completely uncontrollable and mindlessly obsesssed with drawing unwanted agro.

Often minions ignore the target I am attacking. Minions attack “supply carts” and other “hostile objects” not capable of dealing damage leaving me to fight the Boss alone.

Solo play style is painfully slow for a minion master until level 30 (I just got to 30 so I will see if it improves). Minions die with a few hits and I have to wait for the “cool down” to summon new minion(s). In contrast my Ranger just swaps pets and moves on.

Sadly, my GW 2 Necro is rapidly becoming my least favorite character.

So I agree with many of the posts above. Not broken but not designed for moderately fast solo game play.

(edited by RayKoke.1638)

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Posted by: Cik.6479

Cik.6479

See entire here, where credit is due. It is in-depth.

http://www.necrobator.com/forums/?vasthtmlaction=viewtopic&t=337

There is much more than just a ‘basic’ list of faults, and thinking otherwise is suspension of disbelief. Nothing that can’t be fixed, but address is absolutely needed.

This material is how I feel without re-writing it:

(Long Post)

So I actively run all 8 Professions. I run them until I understand them and until I can be decent with even the worst of skill and traits. Necromancer was my first love, I’ve ran it from day 1 on the BWE until now, I’ve been tuned in to all the changes and I keep hoping that ANet will correct some flaws.

But, at this point iv’e got to say: Necro is hands down the weakest profession in the game with some pretty big flaws/bugs in it at the moment. And it KILLS me that it’s this way. I want to LOVE necro so badly but there is so much WRONG with the traits, builds and abilities.

All of this is in regards to SPvP of course.

At the moment I regard Necro’s as free kills when I find them on the battle field. Among two equally skilled players regardless of build Necro will rarely win a 1v1 fight. They simply put too much is “Wrong” with the Necro to be played right.

Now the best build I’ve found to date is: http://gw2skills.net/editor/en/?fQEQNArYWjMaN7xbub0bKApCPPVw7oHIbMzUKcndA;T0Ag1CqoGzMmYM7Yuxkjt+YUxJgXAzFA

That is of course really THEE only useful build Necro really has at the moment building around the broken traits, skills and lackluster abilities. And this is really only useful simply because of Epidemic which spreads conditions to multiple people which is fine for big melee’s where you can stand off and create mayhem. But then again what class doesn’t create mayhem if it gets to stand back unopposed and cast away.

But even the condition necro has flaws:

First up – Lingering Curse does not stack with Hemophilia – So you can’t get 33% longer conditions from the scepter and have 20% longer bleed values. Weather this is a bug or by design I do not know, or it could simply be a UI glitch . Actual testing shows that they don’t (As far as I can tell)

But I’ll stop myself there if I am going to get into what’s wrong with the Necro’s I better do it by the categories.

Weapons:

-Staff:

Oh the staff how we are forced to take you. There isn’t a build out there that doesn’t have a staff in it, and if there is it’s for PVE. First off it is a totally contradictory weapon with an exceptionally weak spam able attack combined with an assortment of conditions. Simply put we are forced to take this because of the utility rather than anything it does simply because Necrotic Grasp is a Combo Finisher. I’d rather trade whatever meager damage this has and give it some sort of condition.

Nothing worse than switching to this weapon in combat (as a condition Necro) to use it’s Marks and then spending a good 10 sec’s being useless as you spam Necrotic Grasp hitting for around 300 dmg a pop until you can switch weapons.

(edited by Cik.6479)

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Posted by: Cik.6479

Cik.6479

…just to complete the weapons section, here it is.

-Dagger MH

So many issues. It’s better than it was in Beta but still remains a Listless and unwieldy weapon. The only redeemable feature about this weapon is Dark Pact which allows you to briefly hold a target as “Someone” else beats the hell out of them. Because you can’t do it.

Necrotic Slash builds Life force but has nothing in the form of conditions, cripples, chills, bleeds, life steals or anything that might help you stay in melee range or stay in the fight longer which seems completely counterproductive to trying to maximize a MH dagger build by stacking Power / Percision / Crit Dmg.

If you want power the Axe offers More of it and not only that Offers greater ability to generate Life force, has a Cripple and allows you to gain Retaliation all of these things are excellent for melee and it’s NOT even a melee weapon.

Worse:

Quickening Thirst does not stack with itself. Having a Dagger MH and a Dagger OH will not give you 15% increased movement speed. You’ll just get the 10% MH speed boost.

Worse Yet:

Quickening Thirst does not stack with Signet of the Locust which is supposed to give you 10% speed for a total of 20% speed or 25% if Quickening Thirst stacked with itself. – Nope just 10%

I’d like to see Necrotic Slash apply a chill, cripple, life siphon, bleed or weakness something other than simply life force gen.

-Dagger OH

I have no issues with you Mr Dagger Off-Hand. Your probably one of the reason Necro is even playable.

-AXE

Simply put no longer viable in competitive SPvP due to being toned down from Beta in both power and attack speed the Axe simply can’t put out enough damage to even come close to winning a 1v1 fight. Even with full blown Zerker amulet stacking Crit damage will you only ever break 3500 dmg on Ghastly Claws against the weakest of targets. This used to hit for a good 5-6k and has been cut in 1/2.

Rending Claws is even weaker than the MH dagger but at least it offers a 600 range and applies a condition, weak as it is.

-Scepter:

It remains viable but still has massive issues as mentioned above with Lingering curse not stacking with Hemophilia.

-Warhorn:

The long cool downs keep this weapon shelved to the poor category. You can throw good money after bad and trait for it with Banshee’s Wail but that just knocks 4 and 1/2 sec’s off your cool down timer and adds 1 sec more to the Daze effect but does ABSOLUTELY NOTHING else. I know it says that it should increase the time swiftness and the locust are up, but it doesn’t.

Once again whether by bug or by design ( I mean it could be working on extending the time Locust swarm and swiftness are up, just the time it extends it for is less than a sec)

So 4 and 1/2 secs and a 1 sec longer a daze doesn’t seem worth a major trait to me.

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Posted by: Andele.1306

Andele.1306

it’s funny necro and ele are the two most weak classes and only 2 classes with no posts from ANet in their sub-forums :/

Sorry wut wut?
Did you ever try plaing D/D Ele? Its awesome!

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Sprigum.8164

Sprigum.8164

See entire here, where credit is due. It is in-depth.

http://www.necrobator.com/forums/?vasthtmlaction=viewtopic&t=337

There is much more than just a ‘basic’ list of faults, and thinking otherwise is suspension of disbelief. Nothing that can’t be fixed, but address is absolutely needed.

This material is how I feel without re-writing it:

(Long Post)

So I actively run all 8 Professions. I run them until I understand them and until I can be decent with even the worst of skill and traits. Necromancer was my first love, I’ve ran it from day 1 on the BWE until now, I’ve been tuned in to all the changes and I keep hoping that ANet will correct some flaws.

But, at this point iv’e got to say: Necro is hands down the weakest profession in the game with some pretty big flaws/bugs in it at the moment. And it KILLS me that it’s this way. I want to LOVE necro so badly but there is so much WRONG with the traits, builds and abilities.

All of this is in regards to SPvP of course.

But even the condition necro has flaws:

First up – Lingering Curse does not stack with Hemophilia – So you can’t get 33% longer conditions from the scepter and have 20% longer bleed values. Weather this is a bug or by design I do not know, or it could simply be a UI glitch . Actual testing shows that they don’t (As far as I can tell)

But I’ll stop myself there if I am going to get into what’s wrong with the Necro’s I better do it by the categories.

Weapons:

-Staff:

Oh the staff how we are forced to take you. There isn’t a build out there that doesn’t have a staff in it, and if there is it’s for PVE. First off it is a totally contradictory weapon with an exceptionally weak spam able attack combined with an assortment of conditions. Simply put we are forced to take this because of the utility rather than anything it does simply because Necrotic Grasp is a Combo Finisher. I’d rather trade whatever meager damage this has and give it some sort of condition.

Nothing worse than switching to this weapon in combat (as a condition Necro) to use it’s Marks and then spending a good 10 sec’s being useless as you spam Necrotic Grasp hitting for around 300 dmg a pop until you can switch weapons.

I agree that overall there is more than a ‘basic’ list of things that need to be changed, but in the limited capacity of 5,000 words per post I wasn’t willing to try to blog out everything I’d found here. The intention is that people like you, will (and you have), lay out more issues that I wasn’t aware of.

I really loved your account of “running around useless” with the staff. Let the first necro who hasn’t experienced this please step forward. The auto attack DMG on the staff is just pitiful. I have no idea why its so low. The only time you can get a decent amount of DMG out of it is when massive groups are involved. Piercing bolts as I stated does often get me into trouble anyway.

Our other weapons have far too short of a range and much too low DMG for the risk taking they involve. Who is crazy enough to get Dagger or Axe range on a warrior? You’re going to get demolished.

I don’t have much experience in sPvP and I’m glad we have some players here who’re clearly much more experienced in that area. I am much more focused in PvE currently, but do have plans to step into sPvP in a more regular and serious way, but have been holding off a bit, for obvious reasons.

I think our problems start in the Weapons department, where everything just feels weird, and damage is seriously lacking. Many of the abilities in our Utility skills lack any type of synergy, our pets are almost too dumb to use at all (and too squishy without specific Traits), and most of the rest of our abilities are just downright odd and almost useless.

Plague/Lich Form are decent Elite skills, both tarnished in their own ways by bugs/bad mechanics. Flesh Golem is really a good pet and if they could make him controllable and halfway intelligent it could really help solo necromancers out.

Our Traits I’ve found aren’t very impressive either. I’ve been slotting for things I feel like I should probably get for free. Heal on Life Transfer being one of the few that I really like, along with Protection w/ Well placement.

Even if they fixed pet AI (and gave us control of them) they’d still be largely useless in an environment where a Warrior or Boss can 1 shot almost all of them. They need some kind of AoE DMG reduction, or at the very least flanking behaviors. Pets also need some sort of scaling mechanic, which I do not believe they have. Gaining a coefficient of the Owner’s Stats would probably be hugely beneficial for all the minion masters out there.

I like the idea behind the necromancer, and I really do like the Kit, but the numbers, the bugs, and some of the mechanics need to be fixed, buffed, and generally brought up to par with other professions in the game.