I think I can speak for most, if not all, Necromancers that recently took a hit. Where are Necromancers suppose to fit in the meta anymore? They have next to no team utility. Their linear DPS has always been highly outranked by thieves, and now, with the recent changes, any profession can rival or surpass them. Their AoE DPS is VASTLY outmatched by Elementalists. They’re one of the game’s most immobile classes (other than reaper shroud 2, but you try using that in PVP to catch ANY other class and see how close you get). Oh, and they don’t even make good tanks, because they have no blocks, invulnerability, or anything other than a shroud that immediately blows off if a boss looks in your direction.
The only place I’d really even take my Necromancer anymore is Fractals, which is only 3 dungeons a day, and even then I get this aching feeling if I brought an Ele it’d go much quicker. I’ve gotten kicked from a few Raid groups already when I even try Necro, because “we need better dps” (not saying all raid groups, but the fact Necro isn’t considered DPS, utility, or tank to top raid groups is kinda saying a lot). Necromancers were already fighting to even be in the raid meta.
And on a final note, the reasoning behind removing a large portion of the kit (minions that actually do condition damage) is pretty bad. “Power Necromancers aren’t being used” should have translated to buff Power Necromancers, not nerf Condition Necromancers. I wouldn’t mind the nerf on the minions if the DPS loss was at least made elsewhere (Gonna be honest, I LOVE Soul Reaping’s Dhuumfire+15% shroud spell CD, and I love that it’s viable again). Really dropped the ball on this one, guys.
The reason Power Necromancers weren’t used is because:
1) No reasonable damage ranged weapons that scale power+no protection but a measly shroud that blows off from a strong gust of wind.
2) Horrible damage, not in comparison to Condition Necromancers, but in comparison to literally any other class (Including some that offer mostly team utility).
3) No AoE damage outside reaper shroud other than gravedigger, which unless they’re under 50% hp isn’t a gamechanger.
4)No benefit from sacrificing a ranged build for an up close build.
5) Too many channeling moves with high cast times where you can’t do anything else.
Buffs that would have ACTUALLY helped the class:
1) Make the channeling moves higher damage, quicker to cast, higher cooldown to use.
2) Increase axe range and damage (well damage more than you did).
3) Allow all dagger strikes to build up shroud to some degree (even 1% or something).
4) Combine dagger 2 and 3 into one spell, reduce the damage, and reduce the snare time to 2 seconds. Allowing you to make a new dagger 2 spell that does an AoE of some sort. Throw it like a boomerang, stab and rot the ground and have decrepit trees come up, or something who knows.
5)Make or change a trait-line that gains random boons and then boonshares them with allies (so they actually benefit your team from stacking), or like “for every boon gained, heal allies 200 health” or something.
6) Make or Change another trait line that converts a portion of power into toughness or Vitality instead of relying on foods alone.
Anyway, this is as close to a gravestone as I can come to. So cheers to Necromancers. May they one day rise again like every minion they brought fourth!
(edited by Nostalgic Enigma.6034)