Do you feel like a necromancer?
I always like caster classes with highest damage dealing abilities (and that always meant lowest survivability). While daggers and axes might be not the weapon of choice for mages, the reason behind it it gw2 is that so every class can both have close quarter combat ability and long range combat abilities (same as warriors use bows, guardian scepters, hunters swords etc.) plus it’s not holy trio gameplay where mages would be always protected by tank and healed by…well…healer.
What I agree is that when speaking about necromancer, I would associate wil someone who throws all kind of poisons, conditions and weaknesses from far away, or the one who controls army of undead/spectral beings fro obey his will. While we both have such possibilities it seems that we can’t dive deep enough.
I won’t speak anything about minions because atm I can’t tell whether they are good or bad due to their AI and stuff. On the other hand conditions imo are the best trait that describe necromancers, they should be the most powerful spells due to their ability to corrupt the caster itself. For now I like how Corrupt Boon and Epidemic works, but other skills such as Blood is power and poison cloud are “fine” but I would like to see more potent corruption, how about elite corruption? (Speaking of it I don’t see bleeding something necro would use much, I would prefer Blood is power would apply poison instead of bleed.)
So as a reply to the topic – I understand that due to mechanics of gw2 not everything can be implemented into game, but then again it seems that there so much more potential in necro with condition skills rather than arguing whether you should use axe, do more raw damage, or go for toughness & vitality and be a tank.
This is very similar to the guild wars 1 necro. They just essentially made us more diverse. (which you wouldn’t be able to tell at face value).
minion master:
-In guild wars 1 as a minion master you were more or less locked into only minion summon skills, and then maybe 1-2 nukes at the cost of any minion buffing abilities.
-In guild wars 2 as a minion master you have the ability to use 19 skills on top of the minion summons. (weapon skills, minion actives, death shroud).
condition/curse:
-condensed into one in guild wars 2 so I’m combining them here. in GW1 conditions were mostly buff prevention and healing punishment. Curses were more or less punishment for doing anything.
-In GW2 condition builds not only reduce healing and remove buffs but also apply great AOE.
blood:
-GW1 had plenty ofr the blood necro to drain from and in many ways. enjoyed sacrificing health to deal damage.
-GW2 ok, this is the one instance where it dropped off. blood necros seem to have become more of a subsidary rather than an actual focus. We might see this expanded on in an expansion but nothing is certain.
Then death shroud was added and spectral skills, which adds +1 to necros in GW2. (as far as diversity goes).
overall it’s the same feeling as GW1 but with more to do in general.
S/I/F engineer Z/R/D guard