M: Bladedancer – N: Scourge – En: Occultist – Ra: Swampstalker
T: Sharpshooter – G: Sunspear – Re: Hierophant – W: Corsair
(edited by Lonami.2987)
If you feel like the necromancer is missing something, has things that don’t work or things that could be better, this is your thread. Go for it, no limits on how far you go with your redesign.
So, just for fun, how would you redesign the necromancer?
Few personal ideas to start the thread:
Idea 1 – Shroud customization
Death Shroud as a mechanic is kinda nice. Not the most original thing ever, but it gives good gameplay for the necromancer. However, it’s kinda sad we’re locked to the same single Death Shroud in the core profession, and the Reaper Shroud in the reaper elite specialization.
Rangers can customize their pets. What if necromancers had multiple shrouds to choose from?
Obviously, we can’t have 20 shrouds, but I would say 4 is a good number for core. Each elite specialization would expand the pool to 5 with an exclusive shroud. You can use the new shroud, or stick to the core versions.
The original Death Shroud is kinda bland and boring, so I would pretty much remove it. The new shrouds would all follow on Reaper Shroud’s steps, looking for more engaging skills, and each of them would wield its own unique shroud scythe.
Each of these new shrouds could adapt to the needs of each basic build, too. Few ideas:
Reaper Shroud could need an upgrade to compensate for these upgrades and make it worthy using when specializing as a reaper.
Idea 2 – Slot skills on shroud
I’ve always disliked that you can’t use slot skills while on shroud. Yeah, some skills should be locked, for obvious reasons, but then again others could be nice to have.
Opening slot skills for use while on shroud also open the way for a future addition of glyphs, with different effects outside and inside of shroud.
Would be nice if glyphs were somehow integrated into the core profession, with each shroud providing an unique effect through each glyph, but I don’t think we should be adding more skills, and none of the current pool look fitting to be transformed into glyphs.
An alternative could be for glyphs to have the same skills no matter the chose shroud, which would lower the amount of work considerably. Spectral skills could work well as glyphs if this is the case.
Just some random ideas to begin the thread. Waiting for yours!
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Full list of redesign threads:
(edited by Lonami.2987)
People often suggested making Death Shroud F1 und the shroud of the currently traited Elite Spec F2. To avoid a ridiculous skill spamfest cyling through the shroud, utility and weapon skills the 1-5 skills of two shrouds should share cooldowns.
Besides that: ANet already tries to give us customizable shrouds via traits:
Spite: Chill of Death and Spiteful Spirit (mainly) for damage (and some buff/debuff).
Curses: Path of Corruption and Weakening Shroud for boon corrupt.
Death Magic: Armored Shroud, Shrouded Removal, Unholy Sanctury for sustain.
Maybe reduce base Shroud skill CDs.
I would probably have it be even more effective at debilitation. Traits like increased effectiveness of Weakness applied, or greater healing reduction from Poison. Sprinkle in some unique debuffs (not conditions) and you get the class that just makes your opponents suck
Necros won’t be the highest damage class, but they really should make you dread fighting them because of the long, drawn-out slogfest that you will be getting yourself into where you can’t do anything effectively.
Oh, and much better pulls. Giving Necros a 1500 range no-projectile pull would be amazing.
If we ever get a better shroud, with useable utility slots in shroud they should rework spectral skills to grant you heal while in shroud and life force while outside of the shroud.
Aside from that i think the necro actually does what he’s supposed to.
I like my necro, the only thing i’d like to really see is more buffs and conditions on and from PvE mobs so that his corruptions and condi-management makes more sense.
I would probably have it be even more effective at debilitation. Traits like increased effectiveness of Weakness applied, or greater healing reduction from Poison.
We wont see things like this because they are confusing. Increases in effectiveness for boons/conditions are either all personal or all damage related ( something easy to track because..well floating numbers)
We wont see “Increased effectiveness of weakness you apply by X%” but more likely “Targets with weakness have x% more chance for a glancing blow”.
I hope the next elite spec is a tanky/support based shroud and the new weapon enables this (like shield or focus).
I hope the next elite spec is a tanky/support based shroud and the new weapon enables this (like shield or focus).
Isn’t the reaper gs pretty tanky?
We have a blind field, lots of chill, an AoE pull… it sounds tankish for Guild Wars standards.
The shroud as well… pretty tankish.
And when you actually combine two sets of utility skills, like shouts and wells, you can get pretty tanky there as well, even supportish.
just want a new spec where i dont get kicked around in an outnumbered fight in wvw/pvp.
Give me some invulns or some insta blinks maybe even some more stab
Or a spec where life force acts like a warriors berserker form, for necro could be a blighter/death knight form and we get access to utilities
Give me a bruiser/melee fighter feel, maybe even a shield as a new weapon
But thats just me though
I just had a weird idea to make shroud work better when in group fights.
- Make shroud time based instead of hit point based (eg. maximum of 4 seconds of shroud depending on how much you have built up.)
- You don’t take damage from attacks but you can still be controlled, and you don’t take damage from conditions but they can still be applied to you.
- Slightly increase the Life force generation from skills.
- Change Speed of Shadows Recharge Reduced to 20%
- Change Strength of Undeath Maximum Life Force Increase to 25% (1 sec).
- Make “while you remain in shroud” traits trigger every second.
- Drastically increase the healing of Unholy Sanctuary but remove the shroud activation on a lethal blow.
- Make the activation time of some shroud skills faster.
- Change Vital Persistence to Recharge Reduce to 20% but remove the Degeneration Decrease.
- Change Infusing Terror Duration to 4 sec.
Isn’t the reaper gs pretty tanky?
We have a blind field, lots of chill, an AoE pull… it sounds tankish for Guild Wars standards.
No. Reaper GS has no blocks, no evades, no immunes, relatively little blind (it’s only four blinds, and it’s on a 25 second CD), and the AoE pull is a pressure tool, not an interrupt/defensive tool. It has poor lifedrain potential (slow attack speed doesn’t synergize well with Vampiric/Vampiric Presence) and has no boon generation for the sake of Blighter’s Boon. Gravedigger’s lifedrain is rarely applicable in real combat. Its lifeforce generation relies on striking multiple targets in melee.
In reality, Greatsword is likely the Necromancer’s least tanky weapon. Axe, Scepter and Staff all allow you to act from range, and Dagger has a high attack rate for generating BB/lifedrain and an actual genuine lifedrain tool.
I believe a lot of what holds necromancers back is the damage ‘sponge’ aspect of death shroud. If it acted like Celestial Avatar to where you could still take damage while in shroud, and be compensated by availability of utility skills and evasions/defensives in line with say an elementalist we would be in a much better place.
To redesign the necroancer ould mean to change it totally. While I think it could be better, I woul lose it’s actual identity.
Nevertheless, If I had the right to chose I’d make it simple.
F1 : use LF as a health bubble. (an health shield)
F2 : use LF to enhance personnal damage. (a personnal buff)
F3 : use LF as a mean of support. (an “aura”)
Each of those 3 skills being traitable. No more transform thingy or whatever, just that.
Be able to chose between different kind of Shroud would be good, but also just make Reaper Shroud a F2 skill can be enough to make us able to play different in different situations, granting us a way to fight better.
Also make the Shroud skill 1 affected by your main weapon could be a good thing (similar to what already is for the warrior).
That will grant us more direct damage while using the axe, a faster attack with life steal while using the dagger, condition damage (bleed?) and life steal while using the staff, condition damage (torment?) while using the scepter. While in Reaper Shroud also add the gs that heavly increase our direct damage while hitting an enemy under 50% hp.
That will change a lot of things and create a better sinergie between shroud and weapons, granting us what we need while we use a determinated weapon, making every Shroud a full part of every possible build (condition, direct damage, vampiric)
To redesign the necroancer ould mean to change it totally. While I think it could be better, I woul lose it’s actual identity.
Nevertheless, If I had the right to chose I’d make it simple.
F1 : use LF as a health bubble. (an health shield)
F2 : use LF to enhance personnal damage. (a personnal buff)
F3 : use LF as a mean of support. (an “aura”)Each of those 3 skills being traitable. No more transform thingy or whatever, just that.
Kinda like a dark version of guardian virtues. I’d love that (virtues are my favourite profession mechanic, whilst guardian is my 2nd favourite profession behind necro).
Next Specialization, Give them a shield and Insidious Parasite as one of the skills. GG.
I would get rid of shroud and rebuild the profession following examples of normal professions. Necromancer is the square peg profession in a field of different colored round pegs.
Shroud is too different from the rest of the professions so it is extremely difficult to balance across all game modes.
I like shroud personally. It is fun
I would make LF scale off of incoming damage.
There problems fixed without rebuilding the entire flipping class.
Shroud is a cool and unique but could be implemented in a more fun way. It should be a core mechanic everyone wants to use. It’s a shame now that many builds don’t use death shroud at all.
I’d change shroud to be more interactive and fast paced. It would build each time you use skills (to varying degrees depending on the skill). Once it reaches a certain amount you can go into shroud form. Instead of it being just a life bar, it would increase damage the longer you stay in shroud instead. The catch is that it drains more quickly and you have to race to use skills to temporarily keep it going. It will inevitably end no matter how skilled you are.
This is essentially the shadowpriest insanity mechanic in WoW right now but Anet could their flavor into it because it is a completely different form with different spells. They could also change trait lines to make the shroud have a different flavor. For example, speccing in the curse tree would give shroud a more condition plague spreading feel while blood would give shroud more healer capacities.
see, anet seem to have this design philosophy behind necro of a slow, lumbering, unstoppable horror. much like those dreams where you’re chased by something but no matter how fast you run, it always gains on you
i think a new elite spec focused on the exact opposite is where necro should go. if you’ve seen fantastic beasts and where to find them, i want necro to be like that
the druid skills that change depending on form would work perfectly for this. out of shroud, you’re a normal necromancer. trying to bide your time to build enough life force, your skills are defensive in nature, allowing you the breathing room to build. once you do gather enough life force, you become a fast, harsh, unseen horror. im talking teleporting, stealth, fast hard attacks. unleash the true horror, so to say.
with this, remove the health bar replacement. increase health by about 25% or more depending on necessity. increase shroud cooldown to about 30 secs, or 20ish secs traited. a set duration on shroud, utilities useable in shroud, shroud abilities do not consume life force. a kill or down would halt shroud degeneration for approximately 4 odd secs.
make us the vicious killers we want to be. it would turn shroud from being a healthbar to being a strong and incredibly potent elite skill where a single player would think twice about attacking the solo necro
thats what id do, rework us from being slow, lumbering zombie to being a fast, unrelenting eldritch horror
I would take it back to what appears to be the original design, of a class that gets a strong, but infrequent and shorter-lived shroud, using the base water shroud and LF gain as starting points.
Base Necro in the water is quite a bit harder to gain LF, but the base underwater shroud is then allowed to be considerably more powerful, because you can’t burn through shroud, hit 2-3 buttons and be back up at full shroud again in 6-7 seconds.
I hope the next elite spec is a tanky/support based shroud and the new weapon enables this (like shield or focus).
Isn’t the reaper gs pretty tanky?
We have a blind field, lots of chill, an AoE pull… it sounds tankish for Guild Wars standards.The shroud as well… pretty tankish.
And when you actually combine two sets of utility skills, like shouts and wells, you can get pretty tanky there as well, even supportish.
Not sure about Reaper GS, but the necro does have the capability to be extremely tanky if used right.
At one point I tried BM/DM/SR for its trait lines. I used Axe/Focus and Dagger/Focus and I found that I never died. The lifesteal from BM, the toughness added from pets with DM and the Death Shroud pool/regen provided by SR was ridiculous.
The main dilemma is that it seems you give up a ludicrous amount of damage doing this, which isn’t very useful in a game where you can survive fine with lower survivability & much higher damage as long as you know where to stand and when to dodge.
There’s a lot I’d love to see from the necromancer if I could revamp it.
A larger set of viable builds would be nice. I know that in PvE, almost every necro I come into contact with uses nearly identical builds. I would like seeing viability to more tanky lifedrain builds, or minion builds, or DS/RS-focused builds. On the rare occasions I see someone trying out these new builds, they’re usually shut down by the group which makes it hard.
I’d also love to be able to customize the looks of the pets. They all have that same “fleshy” look. It’d be cool if their was an option to switch them to skeletal versions or demonic versions or something.
I hope the next elite spec is a tanky/support based shroud and the new weapon enables this (like shield or focus).
Isn’t the reaper gs pretty tanky?
We have a blind field, lots of chill, an AoE pull… it sounds tankish for Guild Wars standards.The shroud as well… pretty tankish.
And when you actually combine two sets of utility skills, like shouts and wells, you can get pretty tanky there as well, even supportish.Not sure about Reaper GS, but the necro does have the capability to be extremely tanky if used right.
At one point I tried BM/DM/SR for its trait lines. I used Axe/Focus and Dagger/Focus and I found that I never died. The lifesteal from BM, the toughness added from pets with DM and the Death Shroud pool/regen provided by SR was ridiculous.
The main dilemma is that it seems you give up a ludicrous amount of damage doing this, which isn’t very useful in a game where you can survive fine with lower survivability & much higher damage as long as you know where to stand and when to dodge.
Back when tanky amulets were still in pvp (pre HoT) I maxed Champion Phantom with a bm/dm/sr minion master build using sentinel’s amulet d/w, staff. I gave up on pvp with the release of HoT though.
I’ve been playing GW1 lately and I kinda miss the minion master gameplay. Somehow, I feel like that role was stolen by the mesmer and the illusions.
Minions are part of the core profession, so if we ever want some minion master gameplay, it should be through a redesign to the core profession. It could be good as a mechanic, but we already have the shroud, and I wouldn’t like to remove it.
Maybe just let us spam more minions easily? And make them spend life force to be summoned so it’s not abused? Maybe redesign all weapons so all of them have a minion-summoning skills, kinda like mesmers do with illusions? I don’t know.
Another option is to get a new elite specialization where we have swarm pets (idea here) but then again, that wouldn’t really bring back the minion master.
Isn’t the reaper gs pretty tanky?
We have a blind field, lots of chill, an AoE pull… it sounds tankish for Guild Wars standards.No. Reaper GS has no blocks, no evades, no immunes, relatively little blind (it’s only four blinds, and it’s on a 25 second CD), and the AoE pull is a pressure tool, not an interrupt/defensive tool. It has poor lifedrain potential (slow attack speed doesn’t synergize well with Vampiric/Vampiric Presence) and has no boon generation for the sake of Blighter’s Boon. Gravedigger’s lifedrain is rarely applicable in real combat. Its lifeforce generation relies on striking multiple targets in melee.
In reality, Greatsword is likely the Necromancer’s least tanky weapon. Axe, Scepter and Staff all allow you to act from range, and Dagger has a high attack rate for generating BB/lifedrain and an actual genuine lifedrain tool.
Reaper should be redesigned towards something like a “dark knight”, tankier and with more melee capabilities. Maybe even move the reaper shroud back to the core profession as one of few selectable shrouds, and give reaper a new tankier shroud.
Since I suggest making shrouds customizable at core, the reaper needs something more than just a new shroud, so I would give him “burst skills”, similar to those of the warrior, and then include that scrapped greatsword skill where you drove the greatsword into the ground, which was just awesome.
So, pretty much:
I believe a lot of what holds necromancers back is the damage ‘sponge’ aspect of death shroud. If it acted like Celestial Avatar to where you could still take damage while in shroud, and be compensated by availability of utility skills and evasions/defensives in line with say an elementalist we would be in a much better place.
I don’t think that’s the answer. The transformations feel better with an additional resource that gives you more health, but it’s also required to be spent for skills. Makes you think twice before spamming skills, and also punishes you for getting damage.
I think we just need more ways to spend life force.
I’d also love to be able to customize the looks of the pets. They all have that same “fleshy” look. It’d be cool if their was an option to switch them to skeletal versions or demonic versions or something.
Elite specializations should be used to upgrade the aesthetics of those things, in my opinion. Same for turrets, banners, etc.
I feel like the reaper shroud falls very short in condi builds. Its great for power builds but kinda sucks with condi. I think it was designed back when chill was doing a ton of damage and its condi components were balanced with that in mind, but then chill damage got nerfed a huge amount, while the shroud application of it remained the same.
So 1st and foremost, I would give reaper shroud, or any shroud, equal footing regardless if the player runs power or condi builds, perhaps via traits, or shroud skills themselves.
I feel like the reaper shroud falls very short in condi builds. Its great for power builds but kinda sucks with condi. I think it was designed back when chill was doing a ton of damage and its condi components were balanced with that in mind, but then chill damage got nerfed a huge amount, while the shroud application of it remained the same.
So 1st and foremost, I would give reaper shroud, or any shroud, equal footing regardless if the player runs power or condi builds, perhaps via traits, or shroud skills themselves.
The entire reaper traitline was never designed with condi in mind. cNecro just takes reaper because the shroud is better (core shroud is a joke) and shouts. If it wasn’t for reaper’s shroud and shouts no condi necro would ever touch the spec.
(edited by Crinn.7864)
If not for shroud and shouts, even power builds would have a hard time with Reaper.
The chills, nerfed as they are, still factor heavily in Reaper viability. The trait line is very tightly integrated around shroud, shouts, and chill.
If not for shroud and shouts, even power builds would have a hard time with Reaper.
BB does wonders for power necro’s LF generation, and chill is a excellent anti-kite. Reaper would be used in power builds regardless of shroud. Condi would never take it.
I’m just salty that in this meta condi necro’s viability is exclusively penned on scepter auto corrupt. The cracks in condi necro have been showing since the deathly chill nerf, and they are getting worse and worse with every patch.
AD / CN → CV → BB = wonderful but it all hinges on striking a chilled opponent so there is a difference between PvE and PvP.
Don’t get me started on sceptre and how there is no way to do good condi without camping AA.
I feel like the reaper shroud falls very short in condi builds. Its great for power builds but kinda sucks with condi. I think it was designed back when chill was doing a ton of damage and its condi components were balanced with that in mind, but then chill damage got nerfed a huge amount, while the shroud application of it remained the same.
So 1st and foremost, I would give reaper shroud, or any shroud, equal footing regardless if the player runs power or condi builds, perhaps via traits, or shroud skills themselves.
The entire reaper traitline was never designed with condi in mind. cNecro just takes reaper because the shroud is better (core shroud is a joke) and shouts. If it wasn’t for reaper’s shroud and shouts no condi necro would ever touch the spec.
The problem with reaper (and pretty much every other elite spec except druid) is that there is no synergy between weapon skills, slot skills, and mechanic skills, which leads to weaker roles.
The reaper would need a redesign where the greatswords matters for the elite specialization. Maybe redesign the whole elite spec around chill, making greatsword and shout skills deal more damage against chilled enemies?
Then move the original reaper shroud to core as one of the options, and give reaper a new frost-themed shroud where chill also plays a big part.
Skills that consume chill stacks could be interesting, too, so the gameplay becomes about chilling enemies to then strike them or consume said chills for a special effect, like freezing enemies in place or whatever.
To redesign the necroancer ould mean to change it totally. While I think it could be better, I woul lose it’s actual identity.
IMO;
To redesign the necroancer ould mean to change it totally. While I think it could be better, I woul lose it’s actual identity.
IMO;
- Necromancer’s current identity is as fodder for every other class.
- Nobody will complain about identity
whenif they can compete in fights.
Pretty sure Ranger being the monk of gw2 wasn’t part of original ranger identity either.
This is how I would redesign the necromancer
https://forum-en.gw2archive.eu/forum/professions/necromancer/My-Necromancer-rework/first#post6348210
Mobility, mobility, mobility.
Stealth.
Remove life force degeneration and make shroud skills cost life force.
Shroud will become a real second health bar as people say and gives necros better gameplay while they try to make a balance between survival and dps.
Redesign? Nothing. Necro doesn’t need a redesign, its design is fine as his.
However, it does need some tweaking and reworking in some areas. Core Shroud needs to be revamped and made an option to use instead of being replaced by Reaper. Blood Magic needs to have its lifestealing updated, preferrably percentage-based instead of a flat rate though if the flat rate stays it at least needs to scale with your health. A lot of what needs to be tweaked/fixed is Shroud-related stuff. We have our Utilities, we have our weapon skills, but our Profession Ability is pretty lackluster and only useful for the hard cc/burst it provides (as well as being an ‘oh kitten’ button).
Necro’s not nearly as bad as many want to make it out to seem. Revenant is FAR worse right now, to the point where I’d much rather run with a full squad of Necros than with a single Rev. That’s just my personal opinion, though.
I’d revamp all of the traitlines so that they have stronger synergy, make more sense, provide more survivability, and make necromancer stronger overall without breaking it. I’d also revamp vanilla shroud, redesign axe, and make reaper less of a ragdoll.
How I’d fix the necromancer
Keep it how it is and change the Guild Wars 2 launcher to include the Merriam-Webster definition of the word, viable.
How I’d fix the necromancer
Keep it how it is and change the Guild Wars 2 launcher to include the Merriam-Webster definition of the word, viable.
How about just change the definition of the word, “viable”. I think that would be easier than redesigning Necro.
My redesign is simple.
What is the theme of Necromancer? Weaken enemys.
What should a Necromancer bring the group? Boon remove and weaken enemys with vulnerability so the full dps classes deal more dmg. Necros got a high surviavability so the dont need the highest dps. But increase others dps with 25 stacks vulnerability fits to their playstyle and makes them a must have if the other classes get less access to vulnerability.
Necromancers 25 stacks vulnerability like ps are needed for 25 stacks might. Simply change high impact.
How I’d fix the necromancer
Keep it how it is and change the Guild Wars 2 launcher to include the Merriam-Webster definition of the word, viable.
That doesn’t fix necro because necro isn’t viable. Viable implies there is a reason to take it. There are no reasons to take necromancers. Everything we do is done better by other classes.
How I’d fix the necromancer
Keep it how it is and change the Guild Wars 2 launcher to include the Merriam-Webster definition of the word, viable.
That doesn’t fix necro because necro isn’t viable. Viable implies there is a reason to take it. There are no reasons to take necromancers. Everything we do is done better by other classes.
That’s why I suggested the Merriam-Webster definition and not the tryhard “I can be qT/ESL too!” definition.
a : capable of working, functioning, or developing adequately viable alternatives
b : capable of existence and development as an independent unit The colony is now a viable state.
c (1) : having a reasonable chance of succeeding a viable candidate (2) : financially sustainable a viable enterprise
I’ve done well in raids, WvW, and pvp on a necromancer, and so can you.
How I’d fix the necromancer
Keep it how it is and change the Guild Wars 2 launcher to include the Merriam-Webster definition of the word, viable.
That doesn’t fix necro because necro isn’t viable. Viable implies there is a reason to take it. There are no reasons to take necromancers. Everything we do is done better by other classes.
That’s why I suggested the Merriam-Webster definition and not the tryhard “I can be qT/ESL too!” definition.
a : capable of working, functioning, or developing adequately viable alternatives
b : capable of existence and development as an independent unit The colony is now a viable state.
c (1) : having a reasonable chance of succeeding a viable candidate (2) : financially sustainable a viable enterpriseI’ve done well in raids, WvW, and pvp on a necromancer, and so can you.
Succeeding requires having a group willing to take you. Nobody is willing to take necromancers, which means we can’t succeed, which means we aren’t viable. I mean really, my own guild doesn’t take necromancers for guild things and we are extremely open about what we let our members run.
The only gametype that necro performs well in is WvW. (in zergs not roaming)
The only gametype that necro performs well in is WvW. (in zergs not roaming)
And I guess fractals, if you count that.
Utilities in shroud life force pasive regen back to 50 always (slowly) extra stability outside of shoud. Thats only a few of them
Honesly, Necro is designed fine as it is. What the profession needs is a few tweaks. Like:
GS aa is a bit faster
Gravedigger hits twice as per the animation, both strike for the same amount of damage as the current does (increase in dps)
Staff aa projectile travels faster
Scepter aa a tad faster to better maintain bleed stacks
Soul Eater life steal applies to all gs skills, gs skills execute and recharge faster
Decimate Defenses also makes attacks against vulnerable foes unblockable
Spiteful Talisman gives 5% damage buff against foes with boons, 10% against foes with no boons
Vampiric Aura triples its values
I agree that Necro doesn’t need an overhaul but rather an improvement and some fixes.
Some changes/fixes/proposals:
*Remove passive Life Force degeneration during shroud.
*Make Plague elite and aura and not a transformation.
*Finally decide on how life leech should work in the game power/healing mechanics.
*Have Necro be able to heal party members from life steal power attacks or condi attacks (curses last trait).
*Torment while nice for PvP it needs to be more meaningful in PvE.
*Axe 1 is a joke (lol vulnerability).
*Make debuffing in raids more meaningful.
*An elite well that has actual boundaries traping the victims within.
*Vanilla shroud F1 – Reaper Shroud F2.
(edited by Uberkafros.5431)
I would love if i could survive getting bursted down by melee classes and some casters with high cc mobility such as mesmers and druids.
It feels like if i go reaper, i get ganged up on and my bar drains immediately, so its not much survivability.To me:Its beyond frustrating.
Either:
1:Necro needs buffed to be able to kill people fast enough to make up for the lack of survivability(In my opinion, that would lead them to being op)
2:Buffed in survivability and minor buffs in dmg to make them good but not too op.
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