Hey everyone, I was hoping to get a bit of constructive discussion going regarding Necromancer Utilities. In my opinion, it is the Necro’s utilities that represent the biggest weakness the class faces.
A number of problems plague our utilities: some are nearly useless or so situational that few people would run with them on the off chance they would make a difference (ie spectral wall, or corrosive poison cloud). Others are good but are too easily avoided or ignored to justify the long cooldown (Most of the Well abilities for example).
So I thought I’d quickly take a look at all of the utilities we have access to and hopefully get some community thoughts going about how we can improve them without being overpowered. (note, I will not be considering Elite skills or healing skills at this time. But feel free to talk about them if you have feedback)
You may disagree with my assessment of some of these skills and that’s a good thing. If you can show me how I should be using/approaching an ability then that will only help with my understanding of some utilities that I may have overlooked. I really hope this can be a constructive thread with a focus on utilities. I want to be able to bring some concerns of the community to the devs who will hopefully keep an eye on this thread. Our utility skills suffer from a number of the same perceived problems that ranger utilities suffer from (useless for many builds, boring, ineffective, etc) and I think many Necromancers are concerned that a disproportionate amount of attention is being shown to Rangers in this regard, while the Necromancer’s concerns are being overlooked/ignored.
I will give these all a number ranking from1-10, 10 being must-haves, and 1s being must-avoids.
(note: my perspective comes from someone with thousands of wvw kills, and 4 level 80s – necro, engineer, thief and guardian. I also have a mesmer and elementalist in the 60s, and I’ve done a lot of wvw with all of these characters. I’m not an expert but I do play a lot and so I think I can offer a pretty good opinion)
Minions 1/10 or 10/10 (see below)
I’m going to deal with these first hopefully quickly. We all know the problems that minions suffer from (they’re weak, die quickly, buggy, etc). That’s all been hashed out before so I’m not going to do it again. Instead I want to point out something else that bugs me about minion utilities: With the exception of Flesh Wurm, these are an ‘all or nothing’ utility skill. What I mean is that you either spec entirely towards minions, or you ignore them all completely. So if you decide not to spec for minions, you can immediately cross 1 heal skill, 1 elite skill and 3 utility skill off your list of options.
The exception is Flesh Wurm, which I would give a 6/10. The teleport is great, but the cast time makes it impractical as a panic/escape button. I’d like to see the other summons get utilities that could be practical in application to non minion spec builds. For example: perhaps, instead of blinding, the shadow fiend sacrifices itself to grant stability for 8s to the caster. Suddenly some non-minion builds might find a reason to run it.
Spectral Walk - 5/10
SW is a good ability but the cooldown is what kills this for me. The tether CAN be useful, but our overall lack of escape abilities makes this only delay the inevitable in wvw if we’re trying to use it to juke someone (they’ll probably catch up anyways!). The spectral ability that allows you to refill lifeforce, to me, is a bit of a waste. Most players getting beat on will go to deathshroud. If they come out of or have DS knocked off, 8 seconds of life-force generation on hit is only going to matter if they’re getting hit a lot, which means it is more likely they will die before deathshroud comes off cooldown anyways. So I see the lifeforce regen as a bit of a non-factor (which might sometimes be useful). Otherwise this is 30s of swiftness and a stunbreak on a 60s cooldown. It gets downgraded to a 5 to me because signet of the locust makes the swiftness redundant. Which makes this a stunbreak every minute. Compare to ‘Shake it off’ a warrior shout that is an AoE condition removal and stunbreak every 25 seconds. I’m not sure swiftness, the most common boon in the game, justifies this as being more than twice as long of a cooldown.
Spectral Wall 3/10
I have never really found this ability to be worthwhile. It doesn’t really act as a ‘wall’ since it neither blocks nor reflects projectiles. Which effectively makes it just another non-damaging aoe field that’s harder to hit with. As an ethereal combo field it can find some use in groups, but a lack of combo finishers from the necro make this hard to recommend as useful skill.
(edited by Manos.5486)