Necro doesn't feel satisfying

Necro doesn't feel satisfying

in Necromancer

Posted by: Donedusted.9846

Donedusted.9846

When I play other professions in s/tpvp, I generally feel satisfied and come out of it feeling like I have had a lot of fun and made a contribution.

On other professions (played around on thief, mesmer, guardian), either I have been bursting down players, escaping unscathed when it all goes wrong, tanking a few players to keep a point a bit longer or just spreading boons around to help in a team fight. Generally, I get that “Ha, that was fun, I felt really powerful and really made an impact” feeling.

When it comes to my necro, however, I never feel powerful or like I am making significant enough of a contribution to feel really satisfied.

For example, we are supposed to be the attrition class, but I don’t ever feel like I am able to outlast people more than other professions can. When I spread conditions, they are wiped almost immediately. If I try to do any direct damage, then I am simply outdamaged. I’m just left feeling like I’m nothing other than a low damage dealer which is able to hold out for slightly longer than other professions but not long enough to truly make a difference unless left to free cast (which never happens).

Perhaps I am looking at it wrong, and I’m curious to hear if other players feel the same way. Do you think I am missing something? Is there something you think the necro particularly excels at that gives you that “satisfied feeling” when you play s/tpvp?

Necro doesn't feel satisfying

in Necromancer

Posted by: Aralon.7501

Aralon.7501

Yes I feel the same, I just rolled a Guardian and went straight in PvP. I had no idea what skills I used, but it was actually alot of fun.

Aralon Mors – Norn Hybrid Necro
Aralon Scutum – Charr Healing Guardian
Far Shiverpeaks! – Guild of Tweakers [GoT]

Necro doesn't feel satisfying

in Necromancer

Posted by: Phoebe Ascension.8437

Phoebe Ascension.8437

100% Agree. I have lvl 80 Necromancer, I love it in several ways, but in action they are weak. This ‘attrition’ anet wants makes us weak. End of story. The extra hp we have, (and death shourd) do not make up for lack of mobility. Mobility = incredible great survival potential. A few extra hit points aren’t. I don’t know what anet was thinking. And if we gotta win a fight slowly, why is Mesmer way better at shutting down an opponent then Necro? Necro barely can shutdown enemies. At least not in a continous way like confusion spam, of mesmer.

Condition damage is worse then the best ranged/melee auto attacks, in sustainable damage. If we boost it by trait, we run into the cap, wich FURTHER reduce damage, wich is already lower then other profs. Shame Anet. Please fix this. Conditions (especially bleed) is countered to easy.

Legendary weapons can be hidden now!
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.

Necro doesn't feel satisfying

in Necromancer

Posted by: brickforlife.1364

brickforlife.1364

I play a power build in spvp and it’s the most hilarious fun when someone (non-thief) tries to run away. When they start running away I use spectral grasp and they’re back at my feet. If they manage to get away again I use dark path and they’re dead again.

I never play cond damage in pvp, don’t know why, it just seems useless in terms of damage and satisfaction unless you’re in a team fight.

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