I have a controversial stance to take on the necromancer. And before anyone replies, please understand that I’m not taking this stance based on how effective they are in combat or how they rank of the top 8 professions. This is a stance I am taking from a GW1 veteran player’s perspective who dedicated over 3 thousand hours exclusively to the necromancer.
The GW1 necromancer was my favorite profession in the game. Hands down. I spent 6 thousand hours playing the game and a little over half of those hours where on my necromancer. This was because of how versatile and Fun it was to play them. They could do just about everything your party needed at any given time. Necromancer’s where almost always picked up for grouping in PvE and even had some very interesting runs in pvp. What defined the necromancer in GW1 was how much it relied on enemies suffering from afflictions, punishment and its use of death to further its goals. Many necromancer builds where designed around this concept. Discordway was a popular build that used a skill that would literally did nothing unless X, Y and Z where in place.
Compare this to the necromancer of GW2. What defines the necromancer in GW2? The necromancer can cause dot damage, tanks pretty well, causes fear, and has pets. So far this doesn’t sound anything like the GW1 necromancer, lets dig a bit deeper to see if we can find something that they both share besides the name. Well the Necromancer of GW1 was pretty good at causing conditions. They only used about 5 of them but they had hexes to back that up with and many of their hexes caused bonuses if they suffered from a condition. Does the GW2 necromancer have skills that gain bonuses if the foe is suffering from a condition? They have a grand total of 3 skills that care about conditions on your foe. We wont count removing conditions because that isn’t exclusive to the necromancer. They also have 3 traits that care if a foe is suffering from a condition. Is this enough? I can’t say it is, especially seeing as this also isn’t exclusive to the necromancer.
Lets look at how each of them use death. The GW1 necromancer uses death even in the build that relies on it the least. With death to gain energy, this was a very important part of the necro’s build. If something didn’t die, many necromancers would run out of steam and just start to fall off the deep end quickly. This was both a good challenge to over come by newer players and a powerful weakness that helped define who they are. They also needed deaths to occur in order for them to summon minions, use wells, or even use necrotic traveling skills. So what does the GW2 necro use death for? Life force. Gone are the days of the necromancer needing corpses to fuel their spells. This has a very major consequence to how the necro fights. It means that the necromancer’s spells have to be balanced without situational uses in mind. Which in turn, makes the skills feel less necro in nature.
What defined minions in the first game was their mindless mass of flesh that was near unending as long as the corpses where provided. Minions where slow, kinda stupid, and didn’t know what AOE was. The advantage to them was you could have a mass of them and if half or all of them died, you could replace them almost instantly. Now in GW2 the minions don’t require corpses but have the same weaknesses of the first game. They gained a few new abilities of their own but became weaker in the process and completely lost their ability to be spammed. You would think with how Arena Net put the philosophy of everyone gaining their own resource nodes and individual loot tables that using corpses as a resource wouldn’t be too difficult for them to do. Minions from GW1 had real party applications and uses in both PvE and PvP. In GW2, they are nothing more then a novelty, brushed aside by far more useful skills.