Here are some of my ideas on what is wrong with the necromancer and some fixes I feel should be implemented.
It seems that not only does Anet not know what is wrong with necromancer, but they just do not care. It’s clear after these last two balance patches that no one at Anet even plays necromancer to know what is wrong with the class at how to fix it. There have been NUMEROUS threads on the necromancer forums on what is currently wrong and great ideas to fix them. Every balance patch these are completely ignored and subbed out with LOL underwater combat fixes which are not needed in the PvP scene, since underwater combat is not in the tournament rotation. Here is what is wrong with the necromancer and some fixes.
Traits:
Spite:
-Parasitic Bond Adept Minor Trait – (small hp when something dies – completely useless) needs to be scrapped and replaced. I suggest moving Furious Demise (15 point Curses) here. A power necro should not have to spec into curses to gain fury.
-Siphoned Power Grandmaster Minor Trait – (gain 1 might stack when hit under 25% hp) this is absolute garbage for a 25 point trait. I suggest adding something else a chill would be better when hit under 25% hp.
-Close to Death Grandmaster Major Trait – (20% dmg to targets under 50% hp) this currently does not effect conditions. This needs to be fixed asap since it is clearly broken.
Curses:
-Toxic Landing Adept Minor Trait – (takes 50% less falling damage create poison clould) this is a worthless trait and needs to be replaced. I suggest create a poison cloud when and enemy goes into downed state.
Death Magic:
-Greater Marks Adept Major Trait – (marks are bigger and unblockable) since staff is necessary in any build this needs to be moved out of death magic. I should not have to spec into a toughness tree to make staff a viable weapon. If you do not have this trait the staff is completely worthless.
-Protection of the Horde Master Minor Trait – (20 toughness for each minion under your control) If you run a minion master build that would give you a total of 120 toughness if your using golem elite. This needs to be increased because this is not enough toughness for a MM build.
Blood Magic:
-Vampiric Master Major Trait – (siphon hp when you hit a foe) right now life siphon is completely useless and broken. With the +50% hp on hit and this trait you heal for a magical 39 hp per hit. This is not enough life to keep you alive even with 1 or 2 conditions on you. Life siphon also does not scale with healing power, this needs to be fixed. I suggest a 200% healing buff to this and make it scale with healing so we can get a REASONABLE amout of life per hit returned.
-Quickening Thirst Master Major Trait – (move faster with daggers) this needs to be moved to adept to make power daggers builds viable.
-Blood To Power Grandmaster Minor Trait – (5% more dmg when over 90% hp) this needs to be scrapped you are almost never over 90% hp. This is utter crap for a grandmaster trait.
Soul Reaping:
-Foot in the Grave Grandmaster Major Trait – (Gain 3s of stability in DS) this needs to be moved out of grandmaster trait so we dont have to spec 30 into SR to get our only form of stability. Also it needs be to increased to 5s, you can’t even get a stomp off with 3s of stability.
Deathshroud:
The main problem with deathshoud is that you cannot see what conditions you have on you or the timers on you skills. This needs to be changed since you basically have to guess what is going on. It is a severe hinder to the necromancer.
We also need to be able to rez and stomp in DS without having to time it perfectly by hitting them both at the same time. Eles can rez and stomp in mist for so why cant we?
Minions:
The minion AI needs to be fixed so that they actually ATTACK targets. Minions are not viable atm because they currently stand around and don’t attack anything. The Flesh Golem elite has the same problem it stands and doesn’t attack. This is absolutely unacceptable for an elite. Currently flesh golem is worthless.
Weapons:
-Axe – this weapon needs a complete overhaul. The damage is too weak, it needs to be increased by atleast 100% to become viable.
-Dagger – the only problem is dagger #2 the siphon. This is almost useless atm, i suggest switching our utility spectral grasp to dagger #2. Spectral grasp is so buggy right now it is just not worth putting in a utility slot. If you put this as dagger #2 it would make daggers much more viable.
-Staff – the marks area needs to be increased to how big it is if you trait it. There is NO reason I should have to spec into a tree to make my weapon viable. The staff marks will not hit anyone without the trait.