Necromancer is not equal

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Posted by: Silver Brown Redmoon.4368

Silver Brown Redmoon.4368

Hello Players,

I have been playing the necromancer for a while, that means I’m good geared for World vs World. I like to meet some enemies and do 1vs1 pvp or duel’s. I am not a bad pvp’er, but if your going against a skilled class, they will win.

‘’because not they are overpowered, the class necromancer is underpowered’’ I really find it annoying. We all see it and I feel like this is waist of time, I put in my character.
The thief can kill me quick if i don’t dodge or use the right spells. so if the thief class should be overpowered, why not nerf it? because it simply not overpowered. This is a example and not saying that is the only class.

I know there are diffrent’s build to adept for wvw, Let’s not put the view on that and focus on how necromancer is underpowered, against the other classes.

What is your opinion about the necromancer pvp in wvw?

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Posted by: Faelun.7563

Faelun.7563

Necro is my fav class to play in WvW. Heavy conditions build + epidemic = chaos.

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Posted by: Morvian.3270

Morvian.3270

Your problem is highlighted in your own post. You say that a thief can kill you if you don’t dodge or use the right skills.

That’s the point. You have to dodge and use the right skills.

There are thieves that complain about their lack of survivability I’m sure.

Necromancer is far from being underpowered. I see two big problems that affect our class. One is with the traits, the other is with certain utility skills.

1.) Necromancer Traitlines: They’re bad. Really, really bad. Almost every line includes at least one minor trait that either contradicts the playstyle encouraged by the major traits or is of questionable use to begin with:

Spite – Death into Life, Siphoned Power
Curses – Target the Weak
Death – Arguably all of them, since the last one forces you to focus on power.
Blood – Vampiric. It doesn’t go against the theme of Blood Magic, but it’s a terrible trait.
Soul Reaping – This one actually has good minor traits.

Then of course we have certain major traits that don’t do a whole lot for us:

Spite – Spiteful Talisman (bugged, last I heard), Signet Mastery (not strong enough, since it doesn’t let us keep passive effects), Signet Power (lackluster, especially since most of our active effects are situational anyway), Chill of Death (no boon removal, last I heard), Axe Training (inferior to Close to Death in almost every case).

Curses – Reaper’s Precision (LF gain is too low or chance on crit is too low), Banshee’s Wail (not quite strong enough, IMO. Also why is it in Curses?), Withering Precision (probably inferior to Lingering Curse for most people putting 30 points in Curses).

Death – Spiteful Vigor (not strong enough for a master trait, was probably great back when retaliation was stronger), Reaper’s Protection (cooldown is way too long, especially since half the time it doesn’t fear the opponent anyway), Death Nova (poison fields aren’t very good, even if minions worked), Necromantic Corruption (boon removing minion attacks?).

Blood – Vampiric Precision (siphon is too small), Bloodthirst (siphoning isn’t strong enough even with this trait)

Soul Reaping – Fear of Death (bugged last I tried it, radius seems tiny, really long cooldown), Mark of Revival (fear duration too short to get a revive off), Decaying Swarm (in what way is a locus swarm helpful at 25% health?)

2.) Utility Skills: Some of them are really great. Others are questionable or just terrible. Corrosive Poison Cloud is fairly weak, all of the minions need better active skills (the AI is another matter entirely, but even if it worked the minion actives would be too weak), Signet of Spite is a waste of a slot, Signet of the Locust needs a stronger active or a shorter cooldown, Spectral Armor has a huge cooldown, and Spectral Wall is bugged and has a tiny combo field.

Even with the problems I outlined above, I feel the Necromancer is a competitive class. In WvW the focus is not on 1v1s or duels, but on team fights. Wells and marks excel there. 1v1s and duels are more common in sPvP or tPvP. It’s all about making sure your build is right for the situation and making sure you use your skills and dodge rolls effectively.

Another thing I’ve personally started to do is use gear that mixes power and condition damage. I wish there was power, condition damage, and toughness on gear. Precision is good too, but you don’t need a ton of it. Power really makes deathshroud shine, and all that damage coupled with bleeds and poison damage makes for some impressive kills.

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Posted by: Silver Brown Redmoon.4368

Silver Brown Redmoon.4368

Your problem is highlighted in your own post. You say that a thief can kill you if you don’t dodge or use the right skills.

That’s the point. You have to dodge and use the right skills.

There are thieves that complain about their lack of survivability I’m sure.

Necromancer is far from being underpowered. I see two big problems that affect our class. One is with the traits, the other is with certain utility skills.

1.) Necromancer Traitlines: They’re bad. Really, really bad. Almost every line includes at least one minor trait that either contradicts the playstyle encouraged by the major traits or is of questionable use to begin with:

Spite – Death into Life, Siphoned Power
Curses – Target the Weak
Death – Arguably all of them, since the last one forces you to focus on power.
Blood – Vampiric. It doesn’t go against the theme of Blood Magic, but it’s a terrible trait.
Soul Reaping – This one actually has good minor traits.

Then of course we have certain major traits that don’t do a whole lot for us:

Spite – Spiteful Talisman (bugged, last I heard), Signet Mastery (not strong enough, since it doesn’t let us keep passive effects), Signet Power (lackluster, especially since most of our active effects are situational anyway), Chill of Death (no boon removal, last I heard), Axe Training (inferior to Close to Death in almost every case).

Curses – Reaper’s Precision (LF gain is too low or chance on crit is too low), Banshee’s Wail (not quite strong enough, IMO. Also why is it in Curses?), Withering Precision (probably inferior to Lingering Curse for most people putting 30 points in Curses).

Death – Spiteful Vigor (not strong enough for a master trait, was probably great back when retaliation was stronger), Reaper’s Protection (cooldown is way too long, especially since half the time it doesn’t fear the opponent anyway), Death Nova (poison fields aren’t very good, even if minions worked), Necromantic Corruption (boon removing minion attacks?).

Blood – Vampiric Precision (siphon is too small), Bloodthirst (siphoning isn’t strong enough even with this trait)

Soul Reaping – Fear of Death (bugged last I tried it, radius seems tiny, really long cooldown), Mark of Revival (fear duration too short to get a revive off), Decaying Swarm (in what way is a locus swarm helpful at 25% health?)

2.) Utility Skills: Some of them are really great. Others are questionable or just terrible. Corrosive Poison Cloud is fairly weak, all of the minions need better active skills (the AI is another matter entirely, but even if it worked the minion actives would be too weak), Signet of Spite is a waste of a slot, Signet of the Locust needs a stronger active or a shorter cooldown, Spectral Armor has a huge cooldown, and Spectral Wall is bugged and has a tiny combo field.

Even with the problems I outlined above, I feel the Necromancer is a competitive class. In WvW the focus is not on 1v1s or duels, but on team fights. Wells and marks excel there. 1v1s and duels are more common in sPvP or tPvP. It’s all about making sure your build is right for the situation and making sure you use your skills and dodge rolls effectively.

Another thing I’ve personally started to do is use gear that mixes power and condition damage. I wish there was power, condition damage, and toughness on gear. Precision is good too, but you don’t need a ton of it. Power really makes deathshroud shine, and all that damage coupled with bleeds and poison damage makes for some impressive kills.

………….

First of all, thanks for your comment. It is really helpful. but i do disagree with you. Necromancer does not only exist of wells and marks and team play. what if I, would like to shine with a necromancer as class and be able to beat 1vs2 in combat. that can only happen if i use my elite spell, but what if it’s on cooldown.

I just feel underpowered. Elementalist: if the player is well known about the necromancer spells, he/she will use aoe spell/ lightning spell to knock me down and water spell for the healing. keep repeating that and the necromancer is chanceless.

Im working on power/crit/condition gear + superior rune of the eagle (critical rune)
on the trait im still thinking about. I do agree with you about the trait, death shroud is not really effective and allot more traits

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Posted by: Silver Brown Redmoon.4368

Silver Brown Redmoon.4368

Necro is my fav class to play in WvW. Heavy conditions build + epidemic = chaos.

Hi, thanks for your comment.

Do you have a necromancer only for that? After a while it will get boring.

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Posted by: junri.5821

junri.5821

For 1v1, the timing of Corrupt Boons is really what clinches it. If you get them when they topped their boons, its guarantee win for you. Its also a skill that can be used in all necromancer builds. Turning stability into fear? Yes please!

Still find that Condition Damage with Rabid armour seems to be the most effective build at the moment.

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Posted by: lettucemode.3789

lettucemode.3789

I just feel underpowered. Elementalist: if the player is well known about the necromancer spells, he/she will use aoe spell/ lightning spell to knock me down and water spell for the healing. keep repeating that and the necromancer is chanceless.

Use spectral utilities instead of wells and you can outlast them with the crazy life force regeneration. Spectral Attunement is your friend.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

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Posted by: lettucemode.3789

lettucemode.3789

Nice post, Morvian, good write up. I have a few comments…

1.) Necromancer Traitlines: They’re bad. Really, really bad. Almost every line includes at least one minor trait that either contradicts the playstyle encouraged by the major traits or is of questionable use to begin with:

Spite – Death into Life, Siphoned Power
Curses – Target the Weak
Death – Arguably all of them, since the last one forces you to focus on power.
Blood – Vampiric. It doesn’t go against the theme of Blood Magic, but it’s a terrible trait.
Soul Reaping – This one actually has good minor traits.

Necros are encouraged by the trait lines to play more hybrid than the other classes are. This is a design decision I like, personally. And vampiric is pretty good if you think of it as extra toughness and don’t base a build around it (I’ve tried).

Spite – Spiteful Talisman (bugged, last I heard), Signet Mastery (not strong enough, since it doesn’t let us keep passive effects), Signet Power (lackluster, especially since most of our active effects are situational anyway), Chill of Death (no boon removal, last I heard), Axe Training (inferior to Close to Death in almost every case).

Spiteful Talisman works in sPvP, and even in PvE and wvwvw it’s only the 4 skill that is bugged. Agree on signets. Chill of Death works fine. Axe training is good for hybrid condi/power builds, but it’d be nice if it was moved.

Curses – Reaper’s Precision (LF gain is too low or chance on crit is too low), Banshee’s Wail (not quite strong enough, IMO. Also why is it in Curses?), Withering Precision (probably inferior to Lingering Curse for most people putting 30 points in Curses).

I’ve seen some high-level tPvP necros use Reaper’s Precision, it’s a decent crutch for life force generation if you’re not using the other options. Banshee’s Wail is great in WvW, I used to run it a lot and don’t regret it. Withering Precision is for power/crit builds, not condi builds.

Death – Spiteful Vigor (not strong enough for a master trait, was probably great back when retaliation was stronger), Reaper’s Protection (cooldown is way too long, especially since half the time it doesn’t fear the opponent anyway), Death Nova (poison fields aren’t very good, even if minions worked), Necromantic Corruption (boon removing minion attacks?).

Spiteful Vigor would be good in a P/T/V build that focused on retaliation as a secondary mechanic, combined with Axe and Spiteful Spirit you could have insane retaliation uptime. I want to try it out sometime. Reaper’s Protection has never missed for me. Death Nova is good, removing boons from enemies is good.

Blood – Vampiric Precision (siphon is too small), Bloodthirst (siphoning isn’t strong enough even with this trait)

Don’t base a build around these, use them as “backup” toughness if you aren’t willing to get it through gear.

Soul Reaping – Fear of Death (bugged last I tried it, radius seems tiny, really long cooldown), Mark of Revival (fear duration too short to get a revive off), Decaying Swarm (in what way is a locus swarm helpful at 25% health?)

Pretty much agree. Decaying Swarm could help you run away :-D

2.) Utility Skills: Some of them are really great. Others are questionable or just terrible. Corrosive Poison Cloud is fairly weak, all of the minions need better active skills (the AI is another matter entirely, but even if it worked the minion actives would be too weak), Signet of Spite is a waste of a slot, Signet of the Locust needs a stronger active or a shorter cooldown, Spectral Armor has a huge cooldown, and Spectral Wall is bugged and has a tiny combo field.

Signet of Locust is in a really good place right now. Over 800 heal per nearby enemy, base. Has uses both in and out of combat, fits necro theme of attrition. The combo field for Spectral Wall is bugged but I still use it frequently, it is a great skill.

Sanctum of Rall
Builds: Facemelter Watch The Health Bar

(edited by lettucemode.3789)

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

My main complaint with Spiteful Vigor is that it only works with one of our heals. It does not work with Blood Fiend/Taste of Death nor Well of Blood. While Consume Conditions is the best PvP heal anyway, I still feel really annoyed that we have a trait that only works with a single skill.

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: Sadistis.4257

Sadistis.4257

i use a necro in sPvP and tPvP it’s very good if you know how to play it

[NMG] Noir Mercenary Guild
-Sorrow’s Furnace WvW/tPvP

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Posted by: hackks.3687

hackks.3687

My main complaint with Spiteful Vigor is that it only works with one of our heals. It does not work with Blood Fiend/Taste of Death nor Well of Blood. While Consume Conditions is the best PvP heal anyway, I still feel really annoyed that we have a trait that only works with a single skill.

combo well of blood’s light field for aoe retaliation. no traits necessary.

Minion heal is just not worth discussing…

So with that in mind, the only heal that actually needs to benefit from Spiteful Vigor is Consume Conditions. Though unless you are bunkering there’s not much need for it since DS is our main burst absorb skill, it just makes more sense to use Spiteful Spirit – soak up the burst and give some of it right back.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

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Posted by: hackks.3687

hackks.3687

i use a necro in sPvP and tPvP it’s very good if you know how to play it

fo’ sho’

but haters gonna hate…

Necro is still widely regarded as a welcome addition to tPvP groups.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

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Posted by: Monoman.2068

Monoman.2068

My main complaint with Spiteful Vigor is that it only works with one of our heals. It does not work with Blood Fiend/Taste of Death nor Well of Blood. While Consume Conditions is the best PvP heal anyway, I still feel really annoyed that we have a trait that only works with a single skill.

It would be cool if skills that actually gave you health on use (like life siphon, but not skills like reaper’s touch or mark of blood) triggered it.

I have a necromancer based around the blood magic tree using hp and I must say, it’s fairly underwhelming. I have a pvp power build that uses precision instead of healing power and the healing results are very similar, but the damage is completely different. Traits like vampiric, vampiric precision, transfusion, vampiric master, and vampiric rituals really should scale from healing power. That honestly feels like the only thing stopping healing power from being viable on a necromancer.

Laviere – Hybrid Wellomancer
Makonne – Hybrid Regen Ranger

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Posted by: grave of hearts.7830

grave of hearts.7830

Basicaly there is that combination of glitched traits/nerfed skills/underpowered on purpose skills/unrefined mechanics that make the necromancer a class that anet should refund the player for using.
For one healing and condition builds go unrewarded without even a honorable mention.
The system doesnt reward any healer and condition dmg isnt fast enough to tag a mob hit by a berserker,who goes off hoarding profit while you get nothing.
Next is the blood trait line,which while it does work anet has the ammount of healing nerfed down to prevent bots from using them for farming.
Condition base durations are horrible enough to see other classes load stacks a lot faster and with larger durations by default.
DS besides beeing a glutch cheapskate solution since it was our downed state originaly,is also too slow and short ranged for what we need it do.
Downed state makes you a victim since all the other classes have stability/stealth options to come and stomp you,and your puny fear cant do anything about it.
And final the lack of a power weapon,all the other classes can dish raw dmg and get rewarded by it.
Necromancers on the other hand have to unload the entire staff skill set just to tag for a kill.
Bottom end is necromancer in its current form is just a brick of hp which every enemy aims for (had a jq on a ballista haveing me locked for 45 mins and shooting at me only) because you are the no threat badge.
You use too many skills trying to do something the rest classes do raw stat numbers and it isnt working

And the list goes on and on and on and on…..

SoS Defence and Emergency commander
If you see a gear above my head……run
If you see me Offline,its totaly not a trap

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Posted by: Monoman.2068

Monoman.2068

Next is the blood trait line,which while it does work anet has the ammount of healing nerfed down to prevent bots from using them for farming.

Is that seriously the case? I’m pretty sure you could just make a bulky signet of malice thief and it would get the job done better and faster than a vampiric necromancer.

Laviere – Hybrid Wellomancer
Makonne – Hybrid Regen Ranger

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Posted by: Vilar.2680

Vilar.2680

Your problem is highlighted in your own post. You say that a thief can kill you if you don’t dodge or use the right skills.

That’s the point. You have to dodge and use the right skills.

There are thieves that complain about their lack of survivability I’m sure.

Necromancer is far from being underpowered. I see two big problems that affect our class. One is with the traits, the other is with certain utility skills.

1.) Necromancer Traitlines: They’re bad. Really, really bad. Almost every line includes at least one minor trait that either contradicts the playstyle encouraged by the major traits or is of questionable use to begin with:

Spite – Death into Life, Siphoned Power
Curses – Target the Weak
Death – Arguably all of them, since the last one forces you to focus on power.
Blood – Vampiric. It doesn’t go against the theme of Blood Magic, but it’s a terrible trait.
Soul Reaping – This one actually has good minor traits.

Then of course we have certain major traits that don’t do a whole lot for us:

Spite – Spiteful Talisman (bugged, last I heard), Signet Mastery (not strong enough, since it doesn’t let us keep passive effects), Signet Power (lackluster, especially since most of our active effects are situational anyway), Chill of Death (no boon removal, last I heard), Axe Training (inferior to Close to Death in almost every case).

Curses – Reaper’s Precision (LF gain is too low or chance on crit is too low), Banshee’s Wail (not quite strong enough, IMO. Also why is it in Curses?), Withering Precision (probably inferior to Lingering Curse for most people putting 30 points in Curses).

Death – Spiteful Vigor (not strong enough for a master trait, was probably great back when retaliation was stronger), Reaper’s Protection (cooldown is way too long, especially since half the time it doesn’t fear the opponent anyway), Death Nova (poison fields aren’t very good, even if minions worked), Necromantic Corruption (boon removing minion attacks?).

Blood – Vampiric Precision (siphon is too small), Bloodthirst (siphoning isn’t strong enough even with this trait)

Soul Reaping – Fear of Death (bugged last I tried it, radius seems tiny, really long cooldown), Mark of Revival (fear duration too short to get a revive off), Decaying Swarm (in what way is a locus swarm helpful at 25% health?)

2.) Utility Skills: Some of them are really great. Others are questionable or just terrible. Corrosive Poison Cloud is fairly weak, all of the minions need better active skills (the AI is another matter entirely, but even if it worked the minion actives would be too weak), Signet of Spite is a waste of a slot, Signet of the Locust needs a stronger active or a shorter cooldown, Spectral Armor has a huge cooldown, and Spectral Wall is bugged and has a tiny combo field.

Even with the problems I outlined above, I feel the Necromancer is a competitive class. In WvW the focus is not on 1v1s or duels, but on team fights. Wells and marks excel there. 1v1s and duels are more common in sPvP or tPvP. It’s all about making sure your build is right for the situation and making sure you use your skills and dodge rolls effectively.

Another thing I’ve personally started to do is use gear that mixes power and condition damage. I wish there was power, condition damage, and toughness on gear. Precision is good too, but you don’t need a ton of it. Power really makes deathshroud shine, and all that damage coupled with bleeds and poison damage makes for some impressive kills.

………….

First of all, thanks for your comment. It is really helpful. but i do disagree with you. Necromancer does not only exist of wells and marks and team play. what if I, would like to shine with a necromancer as class and be able to beat 1vs2 in combat. that can only happen if i use my elite spell, but what if it’s on cooldown.

I just feel underpowered. Elementalist: if the player is well known about the necromancer spells, he/she will use aoe spell/ lightning spell to knock me down and water spell for the healing. keep repeating that and the necromancer is chanceless.

Im working on power/crit/condition gear + superior rune of the eagle (critical rune)
on the trait im still thinking about. I do agree with you about the trait, death shroud is not really effective and allot more traits

Dude, no one should be able to win a 2v1, this is the very definition of overpower! (ofc i’m assuming that all players have the same level of ability) .

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Posted by: Bas.7406

Bas.7406

Dude, no one should be able to win a 2v1, this is the very definition of overpower! (ofc i’m assuming that all players have the same level of ability) .

Shhh, common sense and rational thinking are not allowed in teh Necro forums. On that subject line, I have a ranger, thief, elementalist, and Necro that I split time in tPvP with. My thief is easily the best single target killer, the ranger is meh unless condition or beastmaster specced, the ele I run bunker build because it’s very effective right now, and My necro I run power Minionmaster, the Necro is by far the easiest to kill 2 v 1 with. I have run into so few of them that when I do run into a necro 8 times out of ten they are condition mancers with staff offhand and most of them stand still and spam buttons.

Necro’s are not extremely powerful, but the battle of attrition can be won.

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Posted by: Silver Brown Redmoon.4368

Silver Brown Redmoon.4368

Your problem is highlighted in your own post. You say that a thief can kill you if you don’t dodge or use the right skills.

That’s the point. You have to dodge and use the right skills.

There are thieves that complain about their lack of survivability I’m sure.

Necromancer is far from being underpowered. I see two big problems that affect our class. One is with the traits, the other is with certain utility skills.

1.) Necromancer Traitlines: They’re bad. Really, really bad. Almost every line includes at least one minor trait that either contradicts the playstyle encouraged by the major traits or is of questionable use to begin with:

Spite – Death into Life, Siphoned Power
Curses – Target the Weak
Death – Arguably all of them, since the last one forces you to focus on power.
Blood – Vampiric. It doesn’t go against the theme of Blood Magic, but it’s a terrible trait.
Soul Reaping – This one actually has good minor traits.

Then of course we have certain major traits that don’t do a whole lot for us:

Spite – Spiteful Talisman (bugged, last I heard), Signet Mastery (not strong enough, since it doesn’t let us keep passive effects), Signet Power (lackluster, especially since most of our active effects are situational anyway), Chill of Death (no boon removal, last I heard), Axe Training (inferior to Close to Death in almost every case).

Curses – Reaper’s Precision (LF gain is too low or chance on crit is too low), Banshee’s Wail (not quite strong enough, IMO. Also why is it in Curses?), Withering Precision (probably inferior to Lingering Curse for most people putting 30 points in Curses).

Death – Spiteful Vigor (not strong enough for a master trait, was probably great back when retaliation was stronger), Reaper’s Protection (cooldown is way too long, especially since half the time it doesn’t fear the opponent anyway), Death Nova (poison fields aren’t very good, even if minions worked), Necromantic Corruption (boon removing minion attacks?).

Blood – Vampiric Precision (siphon is too small), Bloodthirst (siphoning isn’t strong enough even with this trait)

Soul Reaping – Fear of Death (bugged last I tried it, radius seems tiny, really long cooldown), Mark of Revival (fear duration too short to get a revive off), Decaying Swarm (in what way is a locus swarm helpful at 25% health?)

2.) Utility Skills: Some of them are really great. Others are questionable or just terrible. Corrosive Poison Cloud is fairly weak, all of the minions need better active skills (the AI is another matter entirely, but even if it worked the minion actives would be too weak), Signet of Spite is a waste of a slot, Signet of the Locust needs a stronger active or a shorter cooldown, Spectral Armor has a huge cooldown, and Spectral Wall is bugged and has a tiny combo field.

Even with the problems I outlined above, I feel the Necromancer is a competitive class. In WvW the focus is not on 1v1s or duels, but on team fights. Wells and marks excel there. 1v1s and duels are more common in sPvP or tPvP. It’s all about making sure your build is right for the situation and making sure you use your skills and dodge rolls effectively.

Another thing I’ve personally started to do is use gear that mixes power and condition damage. I wish there was power, condition damage, and toughness on gear. Precision is good too, but you don’t need a ton of it. Power really makes deathshroud shine, and all that damage coupled with bleeds and poison damage makes for some impressive kills.

………….

First of all, thanks for your comment. It is really helpful. but i do disagree with you. Necromancer does not only exist of wells and marks and team play. what if I, would like to shine with a necromancer as class and be able to beat 1vs2 in combat. that can only happen if i use my elite spell, but what if it’s on cooldown.

I just feel underpowered. Elementalist: if the player is well known about the necromancer spells, he/she will use aoe spell/ lightning spell to knock me down and water spell for the healing. keep repeating that and the necromancer is chanceless.

Im working on power/crit/condition gear + superior rune of the eagle (critical rune)
on the trait im still thinking about. I do agree with you about the trait, death shroud is not really effective and allot more traits

Dude, no one should be able to win a 2v1, this is the very definition of overpower! (ofc i’m assuming that all players have the same level of ability) .

ok dude

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Posted by: Akame.1073

Akame.1073

Necros bigest problems imo are lack of stability & incoherent traits which then result into only one viable spec.

(edited by Akame.1073)

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Posted by: Softspoken.2410

Softspoken.2410

My main complaint with Spiteful Vigor is that it only works with one of our heals. It does not work with Blood Fiend/Taste of Death nor Well of Blood. While Consume Conditions is the best PvP heal anyway, I still feel really annoyed that we have a trait that only works with a single skill.

I am honestly not seeing either of those bugs. While using Spiteful Vigor, each of the necro’s healing skills gives 5 seconds of retaliation. (For Blood Fiend, it’s on using Taste of Death, not the summon.)

Is anyone else experiencing this bug?

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

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Posted by: Morvian.3270

Morvian.3270

I’m intrigued by the idea of a build using retaliation as an added damage source. I might have to try that.

As far as lack of mobility, I think that’s a myth.

Quickening Thirst
Spectral Walk
Signet of the Locust
Locust Swarm
Necrotic Traversal

Probably something else I’m forgetting.

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Posted by: Yendorion.2381

Yendorion.2381

“Necro is my fav class to play in WvW. Heavy conditions build + epidemic = chaos.” – says the Necro who never leaves the fort.

This build is only optimal for defensive purposes, in open area battles a necro would absolutely be the first to get ganked.

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Posted by: ProxyDamage.9826

ProxyDamage.9826

“Necro is my fav class to play in WvW. Heavy conditions build + epidemic = chaos.” – says the Necro who never leaves the fort.

This build is only optimal for defensive purposes, in open area battles a necro would absolutely be the first to get ganked.

And not a single kitten would be given.

Oh what’s that? There are 10 people attacking me? BOOM, Deathshroud > #4. Oh you’re all taking damage and doing kitten all in return? Oh but my Deathshroud is going down! Oh wait, Plague! Ah! What’s that? You’re all blinded, crippled and weakened, and hitting something with almost 4k+ toughness and 30k+ health? You’re doing kitten all is what you’re saying? Oh don’t worry, the rest of my team over there is turning to you now. Oh no, my plague is ending!? Whatever will I do!? There are still many of you left! Oh yeah: just stack AoE bleeds, poison, chill, and raw damage through wells, combined with condition removal, boon stripping and vulnerability to everyone! Oh yeah, and everything I do gives me health back! And back to Deathshroud if I need to.

Conclusion: On a good day you’ve shaved up to 50% of my health off, and you all died. GG.

Of course, if I’m alone against 10-15 players I will die, but so will anyone else.

As a Necromancer I laugh at Thieves and “cheese” warriors. In fact, any glass cannon builds are laughable for me. Defensive warriors are a little less laughable, but nothing serious.

Mesmers are more of a game of “whack-a-mole” than a serious threat. Once I spot the real one they have roughly the same chances of a snowball in an industrial oven.

Rangers and Engineers are just bumps on the road.

Guardians vary a lot. A really good guardian is a pain, and we’ll probably end up standing there with burned cooldowns looking at each other going “yeah….”. Mediocre or poorly built guardians just get kicked in the head for laughs.

Elementalists are annoying. A good elementalist with all cooldowns unlocked can be dangerous if you’re not careful, as they can unload a surprising amount of damage quickly. But then again you can do the same to them. On open map their ability to run away is countered by your ability to CC and freeze them, it being a game of “who uses their skills at the better time”. Near keeps they’re immortal so just take care to avoid or mitigate their burst and they’re forced back inside.

The downside is that you don’t have a lot of plain escape mechanisms or raw damage. You’re not gonna kill anything other than glassy builds very quickly, and if you find yourself in the middle of impossible odds you can only pray for the zerg to ignore you, at which point you can just survive 1 or 2 guys chasing you, or buy as much time for the rest of your team as you can. Comparatively when I’m on my low level thief and I see odds I don’t like, between stealths, swiftnesses, shadowstep and shortbow #5 I can get to the next timezone before the zerg crosses the road.

But yeah, the idea that Necro, in general, is not “equal” to other classes is laughable. Maybe your specific build isn’t. Or maybe you don’t play them well enough.

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Posted by: Akame.1073

Akame.1073

@ProxyDamage.9826 in an ideal word yes but aknockback & you can forgeth your cast chain.

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Posted by: ProxyDamage.9826

ProxyDamage.9826

@ProxyDamage.9826 in an ideal word yes but aknockback & you can forgeth your cast chain.

Hard CC is annoying, yes… It’s annoying for everyone. It doesn’t really destroy my entire game though, just slows me down a bit. Woopity-freaking-doo.

Edit: By that I mean a single knockback. If you mean chain-cc, yeah, that can kill you before you can react…. Which is the same for every single class! You either equipped a stun breaker beforehand or tough kitten. My Necro isn’t particularly vulnerable to it. If anything he can survive longer chains.

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Posted by: repeller.7193

repeller.7193

Basicaly there is that combination of glitched traits/nerfed skills/underpowered on purpose skills/unrefined mechanics that make the necromancer a class that anet should refund the player for using.
For one healing and condition builds go unrewarded without even a honorable mention.
The system doesnt reward any healer and condition dmg isnt fast enough to tag a mob hit by a berserker,who goes off hoarding profit while you get nothing.
Next is the blood trait line,which while it does work anet has the ammount of healing nerfed down to prevent bots from using them for farming.
Condition base durations are horrible enough to see other classes load stacks a lot faster and with larger durations by default.
DS besides beeing a glutch cheapskate solution since it was our downed state originaly,is also too slow and short ranged for what we need it do.
Downed state makes you a victim since all the other classes have stability/stealth options to come and stomp you,and your puny fear cant do anything about it.
And final the lack of a power weapon,all the other classes can dish raw dmg and get rewarded by it.
Necromancers on the other hand have to unload the entire staff skill set just to tag for a kill.
Bottom end is necromancer in its current form is just a brick of hp which every enemy aims for (had a jq on a ballista haveing me locked for 45 mins and shooting at me only) because you are the no threat badge.
You use too many skills trying to do something the rest classes do raw stat numbers and it isnt working

And the list goes on and on and on and on…..

This. 100%. As a necro you’re limited to such a small amount of skills (and subsequently a small amount of builds). Not to say that there aren’t good skills. In my eyes, the Necro is pretty okay in PvP. In other words, they get by and are passable, potentially deadly if played correctly. But, the fact remains that the Necromancer is a unrefined class.

Not only that, but because healing is not scaled well at all for necros, our massive HP is basically useless as if we’re damaged, we have little to no way of recovering from it.

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Posted by: Talentless.5708

Talentless.5708

Necro is not an unrefined class. They have a few bugged skills and a few oddities that could do with tweaking. Even with the few bugs and oddities, I still rate the class as far closer to OP than in need of any buff. Again, opinions will differ, but in this case, if you think the Necro sucks, use your spectral mirror skill to find the true problem.

Talentless Necro – Talentless Engineer
Jade Quarry – Strike Force | Wilsonian Institute
new video pending: http://www.youtube.com/watch?v=QDVc34_SFKM&feature=youtu.be

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Posted by: Softspoken.2410

Softspoken.2410

Necro is not an unrefined class. They have a few bugged skills and a few oddities that could do with tweaking. Even with the few bugs and oddities, I still rate the class as far closer to OP than in need of any buff. Again, opinions will differ, but in this case, if you think the Necro sucks, use your spectral mirror skill to find the true problem.

I used this skill, but the person on the other side looks really green. Does that mean they’re actually a troll?

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.