How to make necromancers more useful in pve
Also add finishers to various weapon skills.
This topic comes up every other week btw. The same suggestions are repeated over and over.
the thing is, the changes you propose are fairly moderate and would help a bit, but other classes already do what you propose even better, while at the same time dealing more damage. This saddly illustrates just how bad necros are in pve.
as for making the damage comparable to the 2 most squishy professions, i don’t know if that would be fair.
DS hindrance is too potent unless they start separate balance between modes which is less likely than DS redesign. I can’t emphasize enough on how much it’s holding necro back.
The Dhuumfire thread
How about adding a trait similar to Spotter or EA, but this one would give an AoE ferocity buff to the party? So necs can have some party utility.
How about a very strong buff to signet of vampirism, so the whole party damage is increased (in, let’s say, 30%) when the signet active is used?
it would be the offensive support we need, without departing from the profession’s mechanics and phylosophy.
Also, the fact no other class can do this, means someone else is not doing it already, better than necros.
(edited by Aenesthesia.1697)
@Witcher
Would barely make a difference. Ferocity is less benefical than power and precision. Ranger and warrior have other things in addition to those.
Make warhorn 5 grant aoe swiftness and might stacks and make warhorn 4 a blast finisher, allow the staff skills to act as combo fields when not triggered, let spectral wall reflect projectiles and extend it’s active duration, swap out well of power’s dark field to a fire field and extend it’s active duration to 10 seconds.
There, I just made the necromancer a useful class in dungeons while barely impacting overall class balance or changing the feel of the class as a whole.
I wish locust swarm would grant the swarms to the other party members too.It’d be a nice little party damage boost.
Give necro the following trait: Call of The Grave, nearby allies gain 10-15% critical damage bonus while in combat. Hell, we could also gain a trait to give the group 3 seconds of quickness whenever we enter death shroud or something like that.
And make the kitten dagger cleave 3 targets already+ buff the damage, make dagger 2 work like tainted shackles where you are not locked into the channel, it just happens by itself and not only gives the health back to you but to allies as well.
My two cents
1. Bosses strip or flip boons to reduce the positive boon burst feedback loops that allows massive damage boosts just for spamming boons and combo’s. I am not suggesting boon and burst elimination but reducing the cap in practice.
2. Give Necromancer more options to affect Defiance. Necromancer and Guardian should have the strongest debuffing power on bosses, possibly depending upon boss type.
3. Necromancer needs a close combat condition weapon like scepter but with dps equivalent to dagger. GS will not be it, we are all pretty much sure of. A torch for burning may make burn duration runes useful and Dhuumfire less an outlier.
4. Strengthen condition management skills like Plague signet for greater party support. SoV could use some condition management so just add a condi transfer per leech proc.
I may post other ideas, later, but am really growing sick of seeing the fundamental issues with the profession being ignored.
There are few things that would make the necromancer more desiderable in pve:
1) Give boons to bosses. Necros are very good at corrupting boons: Well of Corruption, Corrupt Boon, Dark Pact trait, Spinal Shivers, Necromatic Corruption trait. They’d be actually useful if they could remove protection, aegis or fury from bosses. You could give bosses quick skills that periodically apply boons to them, so that we’d need someone who removes boons systematically.Mesmer > necro in this regard.
2) Add the following changes to our existing skills:
- Corrosive Cloud: destroy projectiles inside the area
- Withering Precision: reduce CD so that necros can quickly reapply and keep weakness on a boss. Weakness is a very debilitating debuff and would shine more on more difficult content like fractals.1.)Ele > necro in this regard.
2.)Skale venom > necro in this regard.3) Try to make it so necromancer’s damage is increased in pve. Make it so, despite being such a selfish and useless class, it actually can output damage comparable to that of thief or ele. At the moment its damage is more comparable to that of mesmer without reflects (which is shjt).
Okay, here’s Anet priority list for you. Gemstore > esports (lolz) > pve > everything else > last years snow > dungeons.
Yes, other classes would be better at it… but at least necromancer would become a decent alternative and not be shunned completely because it’s a helpless class.
Moreover, engineer too is in the same position: engineer can do everything but less optimally than all other classes. The advantage of the engineer is that it can keep up 25vuln.
Also yes, my suggestions are moderate and would just make necro slightly more viable.. . but realistically speaking, these are the changes that I think are more likely to take place.
I don’t think they are going to revamp the necro class, give us 20% increased damage or overpower some skills. Better start from little changes
There are few things that would make the necromancer more desiderable in pve:
1) Give boons to bosses. Necros are very good at corrupting boons: Well of Corruption, Corrupt Boon, Dark Pact trait, Spinal Shivers, Necromatic Corruption trait. They’d be actually useful if they could remove protection, aegis or fury from bosses. You could give bosses quick skills that periodically apply boons to them, so that we’d need someone who removes boons systematically.Mesmer > necro in this regard.
2) Add the following changes to our existing skills:
- Corrosive Cloud: destroy projectiles inside the area
- Withering Precision: reduce CD so that necros can quickly reapply and keep weakness on a boss. Weakness is a very debilitating debuff and would shine more on more difficult content like fractals.1.)Ele > necro in this regard.
2.)Skale venom > necro in this regard.3) Try to make it so necromancer’s damage is increased in pve. Make it so, despite being such a selfish and useless class, it actually can output damage comparable to that of thief or ele. At the moment its damage is more comparable to that of mesmer without reflects (which is shjt).
Okay, here’s Anet priority list for you. Gemstore > esports (lolz) > pve > everything else > last years snow > dungeons.
Yes, other classes would be better at it… but at least necromancer would become a decent alternative and not be shunned completely because it’s a helpless class.
Moreover, engineer too is in the same position: engineer can do everything but less optimally than all other classes. The advantage of the engineer is that it can keep up 25vuln.
Also yes, my suggestions are moderate and would just make necro slightly more viable.. . but realistically speaking, these are the changes that I think are more likely to take place.
I don’t think they are going to revamp the necro class, give us 20% increased damage or overpower some skills. Better start from little changes
They could start by reducing the hindrance of DS.
The Dhuumfire thread
Make our minions smell less of rotting flesh, then people won’t run and hide when we arrive, and we won’t get thrown out of bars so much.
Also, I want to be able to use a sword like my great-great-great grandmother in GW1. NW sounds like so much fun !