Anet asks for constructive feedback, so here we go!
It is going to be a long post.
1) Intro.
2) Necro weapon sets.
3) Necro utilities & elites.
4) Necro class mechanic.
5) Suggestions.
Ad. 1.
I’ve sticked to the necro since the second BWE. I’ve played it through everything in PvE and played hundreds of tPvP games with it. Necro used to be the king of terrible. After the nerfs from BWE2 it suffered from numerous bugs, very bad traits and overall felt like a dump-class with things thrown into it without any greater thought.
It was said by Jon Peters to be the hardest profession. Starting to learn the game as a necro was definitely very difficult, but I sticked to it. After some time, I learned the tricks necro has as well as enjoyed fixes and buffs from Anet.
I really loved the challenge playing the necro offered and I loved the playstyle. All until I tried other professions extensively. I’ve played a warrior, an ele, a ranger, tried some engineer and guardian. Every single class (with maybe an exception for ranger) felt so much fun compared to necro. At first, I thought, well maybe it’s just the way it is, it is how necro was designed and it reaches different playstyle preferences. Then I started to see the bigger picture and I want to share my ideas and how to fix things with everyone here and now.
Ad. 2.
With no further ado I’d like to talk about necro weapon sets. I decided to talk about it shortly because I believe it to be the basic reason that necromancers aren’t as awesome as they could be.
In general I believe weapon sets are all this ‘fire-and-forget’ type with very little synergy. They of course are designed to somehow work together but they lack the flow.
To explain what I mean let’s take a look at every set:
- MH dagger has: tri-stage auto-attack, a stale channeled life siphon and immobilize.
- Axe is similar with: two-stage auto-attack, a stale channeled claws skill and a PBAoE skill.
- Scepter isn’t much different: tri-stage auto-attack, an AoE, and a single hit skill.
- Off-hands are just as boring: focus has a 2 skills, one to provide vulnerability and regen, second chilling the target and rending boons. The warhorn has caster-exclusive swiftness and an AoE daze. Dagger has 2 condition AoE’s.
- We’re left with a staff that has 4 marks providing various effects and a very bad auto-attack. Boring!
Now, to somehow summarize it all – necro weapon sets are all designed to provide 3 things: boons/conditions, damage and life force. Necro has little to none access to control effects (dazes, stuns, knockbacks, launches, knockdowns, you get the meaning) as well as no block, no evades, no invulnerabilities, no movement skills (necro is the only profession without a leap), sequence skills outside auto-attack (every other profession has them).
I want everyone to understand one thing – necro weapon sets aren’t weak, on the contrary, they are very strong. They are just very boring, simplistic. What’s even worse, they do not provide possibilities for fun and deep combinations (anyone who played an ele or some of the well-designed classes knows what I mean). They lack combo effects. There is a fun fact related to this – necro sets have almost no projectiles, what counters many defensive reflection/block abilities, but at the same time gives no finishers so that playing a necro doesn’t feel cohesive and adds to many design flaws necro has.
(edited by leman.7682)