Fixing Necromancers.
There’s also the fact that Necromancers have to choose between surviving and inflicting damage. Lich form’s damage is impressive but if you use it you become incredibly frail, and as in caster form you only have a few CC skills with gigantic cooldowns to delay (not prevent, delay) being killed. Necromancers often get focused and after using their cooldowns (which do almost no damage) all they can do is try to dodge and run. A great deal of Necro spells need their cooldowns reduced or durations increased. Our siege damage is terrible because we rely on conditions for damage; which is fair enough but we should have SOME variety of decent siege damage and we do not. Our lack of stability skills is at odds with the various skills of ours requiring a channel; we have absolutely no way of preventing interruption and knockdown. Giving Necromancers a stability skill wouldn’t break the game, and it would make life easier (even in PvE) for Necromancers everywhere. I’d also like to suggest an ability that removes conditions; although we are capable of transferring conditions to our enemies the skills that do this have very long cooldowns and one often finds oneself after an encounter having killed everything but still getting downed because you have poison/bleed and no enemies to pass it on to.
I’d also like to suggest an ability that removes conditions; although we are capable of transferring conditions to our enemies the skills that do this have very long cooldowns and one often finds oneself after an encounter having killed everything but still getting downed because you have poison/bleed and no enemies to pass it on to.
How about Consume Conditions? Best heal in the game. Or Well of Power?
We have Deathly Swarm and Plague Signet that riquires target. Thats a LOT remove conditions spells.
So let me get this right…
You created a thread titled “Fixing Necromancers”
Not once did you offer a single suggestion on how to improve the necromancer, instead you just list off “apparent” faults with the class while somehow glossing over the the glaring issues concerning pet AI and necro UI
When you create one of these threads, just stop and think, do we really need another one of these posts? Am I actually contributing something useful of just endless whine?
Also lack of invisibility? really? since when did we become a thief, I must have missed that in the patch notes
I’d also like to suggest an ability that removes conditions; although we are capable of transferring conditions to our enemies the skills that do this have very long cooldowns and one often finds oneself after an encounter having killed everything but still getting downed because you have poison/bleed and no enemies to pass it on to.
Seriously your going to post that and expect me take you seriously, have you actually ever played a necro?
I sense troll
I’d also like to suggest an ability that removes conditions; although we are capable of transferring conditions to our enemies the skills that do this have very long cooldowns and one often finds oneself after an encounter having killed everything but still getting downed because you have poison/bleed and no enemies to pass it on to.
Seriously your going to post that and expect me take you seriously, have you actually ever played a necro?
I sense troll
That signet should be renamed “deathwish”
…I have no idea why anyone would ever use it
Playing the engineer “as intended” is simply not viable.
I’d also like to suggest an ability that removes conditions; although we are capable of transferring conditions to our enemies the skills that do this have very long cooldowns and one often finds oneself after an encounter having killed everything but still getting downed because you have poison/bleed and no enemies to pass it on to.
Seriously your going to post that and expect me take you seriously, have you actually ever played a necro?
I sense troll
That signet should be renamed “deathwish”
…I have no idea why anyone would ever use it
Take condition from ally and Deathly Swarm it away. It has uses, but I feel the passive needs to pulse more often.
Sorry think people misunderstood
It’s called Consume Conditions
Would you like to know more
http://wiki.guildwars2.com/wiki/Consume_Conditions
It’s also called Shrouded Removal, and it’s also called Spiteful Removal, and it’s also called Fetid Consumption.
Warhorn. Completely useless. Nobody in their right mind would use it, Necromancers are supposed to focus on inflicting status conditions on the enemy to exascerbate their damage, Warhorn gives almost nothing in the way of damage and its daze is short-range. The swiftness skill is nice but it’s not worth sacrificing an offhand weapon that would actually be useful. I would suggest reworking Warhorn in totality and giving us a slot skill that grants swiftness.
…wow. Just…wow. So according to you, interrupting healing skills is worthless. Interrupting stealth-stomping thieves is worthless. Perma-swiftness when combined with Spectral Walk is worthless. Dagger/Warhorn with Locust Swarm on is one of the fastest ways to generate life force, and your opponent can’t get away…apparently that’s also worthless.
EDIT: Sorry for the harsh tone. Warhorn is a key offhand for power necros. If you think it’s worthless, then you’re not speaking from experience.
(edited by lettucemode.3789)