This thread is going to be part lore, part mechanics. However, it is also an attempt to at least explain some of what I believe is the design philosophy that went into the Necromancer and discussion for how to take that philosophy to make the Necromancer something greater.
For any Lore fanatics of the game, the Bloodstones are nothing new. For those who aren’t, the short version of what the Bloodstones are is that the five gods (minus Abbadon) sealed all the magic available to mortals into the Bloodstones, one for each philosophy of magic (Aggression, Denial, Destruction, Preservation) and one Keystone. The six original classes for Guild Wars 1 included four spellcasters, one for each philosophy.
Necromancers represented Aggression.
The skills in the game were designed to follow this. Healing from a necromancer required that someone get hurt or killed (in the case of Well of Blood/Well of Power). Creation of minions required that something die (save Aura of the Lich, though that was much better with corpses). Buffs to allies were frequently tied to a sacrifice on the Necromancer’s part, and if not, required the ally to hit a hexed foe.
In Guild Wars 2, the Necromancer still mostly follows this trend. Most of our condition cleansing is actually transfers. Siphons and Life Force gains almost all require hitting and/or killing our enemies, and of those that don’t they require us to go headlong and want to be hit to gain the maximum (save Signet of Undeath’s passive).
How to make the Necromancer feel unique and useful, I feel, is tied to this idea. What better way to make them feel unique than rewarding them greatly for going balls to the wall in aggression, diving headlong into situations that should kill other classes?
We already have some skills that reward us for this style play. Unholy Feast, Life Transfer, Locust Swarm, and Deathly Swarm are all more effective when more enemies get hit (as is Putrid Mark, though it is unclear why this is now the case). Before the recent change to Spectral Walk and Spectral Armor, they were far more effective when getting hit tons of times than when only facing one opponent. Our Vampiric traits also reward us more for hitting multiple foes at once.
This, I feel, is what we truly need more of. Necromancers need better reward for diving into the thick of things, knowing that they cannot escape if they miscalculated. A Necromancer in the middle of your team should be something to really fear, not just drop as a free kill and move on.
The interesting thing is that while the suggestion to put more rewards on necros hitting more targets makes them more powerful with more opponents, it also is already capped by the AoE limit of five targets. The scaling already has a hard cap, so a necro can still be overwhelmed in truly suicidal situations.
My first suggestion is to remove the ICD for Spectral Armor and Walk, altering the life force gains as necessary (drop for Spectral Armor is a definite, possibly remove the stacking). This makes them weaker in 1v1s, but they should put out much more life force when the necro is playing aggressively.
My second suggestion would be to rework some skills to give greater rewards for engaging multiple foes. For example, Blood is Power could be re-worked to hit multiple enemies, giving 4 stacks of might per foe hit. Against 1 or 2 foes, it’s weaker, but when engaging more than that, it becomes much stronger. (I am aware that Blood Is Power is pretty good as-is, but this is an example of the reward for aggression that I am referring to). Tainted Shackles could grant Stability for each foe immobilized. Keep in mind at this point, I’m just throwing ideas around.
I am sure other skills could be altered as well to reinforce this idea, though it might require more effects that are neither boons, nor conditions. The changes don’t have to be limited with skills, however. Traits could get modifications too to reinforce this idea. Foot in the Grave could instead grant 3 seconds of Stability whenever the necro is CC’d (initial CC would still take place, but far more difficult to assist-train a necro with the trait)
In any case, it’s late at night for me here, so I would be interested in seeing what the rest of you think. Could this be a viable path for the Necromancer to take, greatly increasing the reward for taking high risk? I know it doesn’t solve the issue of necros not being good at boss fights in PvE, but it should help with pretty much everything else.
(edited by Drarnor Kunoram.5180)