To start I think power Necro is turning out to be more viable than we initially thought at launch. It still could use some work, but it goes to show how experiencing the game can impact our perceptions… That being said I would like to offer a few suggestions from my time since launch playing a power/toughness Necro.
Preface I play a tanky/power hybrid build in soldier gear with Dagger/WH + Staff. These observations are strictly from this perspective. I’m neither a full-on control tank, nor a glass cannon type of build. This will certainly influence my perceptions.
1) Staff
-Marks need a higher power coefficient OR Spiteful Marks needs to go from 10% to 100% to be of any real use. Or a little of both.
-Necrotic Grasp projectile speed needs a solid increase. The channel time on it is fine. Damage feels well balanced. It’s just too slow.
2) Dagger
-Dagger sound effect is entirely too loud and “impact” sounding. A nice ripping or slashing sound would be much more appreciated. As it is everyone within 10 miles knows there’s a dagger Necro around.
-Dark Pact does not belong on the dagger. Admittedly, I appreciate it in WvW/SPvP, but in PvE it is largely a dead skill on my bar as the only mobs I would care to immobilize are immune to it and everything else I’m fine just going toe-to-toe with. I would like to see this skill go in one of a few directions.
a) Swap it with Unholy Feast. Dagger is a toe-to-toe weapon and tends to be within range of more enemies at once. PBAOE damage + Retaliation makes a great deal of sense on this weapon. Axe attacks from range anyway and could actually appreciate an Immobilize, even in PvE if only to avoid damage from a Veteran.
b) Give dagger some mobility. A leap similar to the Warrior’s sword skill (on a longer cooldown) with AoE lifesteal on landing would fit rather appropriately. This would leave dagger without any control, but I would be fine with that given 2/3 of our offhands have control options.
c) A land version of the spear’s “Deadly Catch” that pulls enemies to you and applies Weakness. This is the sort of control skill I would expect on the dagger, not a ranged Immobilize.
3) Axe
-As stated in the dagger section, Axe could benefit greatly from a ranged immobilize as it has 600 range to make use of, rather than a PBAOE skill, which isn’t always of the best use, and if it is used you’re in a situation that you would probably rather not be in anyway.
-Autoattack would do well to simply speed up somewhat. Not a whole lot, but enough to help in the damage department and allow for slightly more Vuln stacks to go up. It would also benefit “on crit” builds as well as lifesteal due to the rapid hits.
4) Death Shroud
-Dark Pact Projectile speed needs an increase in a big way. I don’t think there’s much argument on this one.
-Life Blast doesn’t do enough damage. Combined with the Dark Path issue, all I ever use Death Shroud for is to eat big hits I can’t dodge, tag mobs in large group events with LT, and the occasional fear in PvP. I realize that by having zero traits in Soul Reaping I shouldn’t be hugely effective in DS, but while blasting from 100% to ~70% or so it should at least out-damage dagger and be worth using in some manner. I feel like it’s a largely wasted class mechanic, similar to steal on a purely ranged Thief.
5) Traits
-I’d like to see a trait that gave an inverse effect to the Ranger’s Longbow. The closer you are to your target the more damage you deal. The bonus could apply differently depending on the weapon. Dagger might get little/no benefit, Axe a moderate benefit, with Staff and Scepter gaining a much larger one. This could benefit Condition/Power hybrid builds as well as tanky builds that could use a slight damage bump while in the thick of it. This could replace some sort of existing trait
-I actually don’t mind Reanimator. The Horror could use a little more health and better AI, but in the grand scheme of things I don’t have a problem with it. The larger issue is Protection of the Horde as speccing into Death Magic doesn’t guarantee you’ll be using minions. So a free minion for some extra damage or taking a hit/two isn’t a terrible proposition. Move Dark Armor to the minor 5 slot. Move Reanimator up to the 15 minor slot with a moderate HP increase. Protection of the Horde goes to the major slots as it should.
All of these suggestions, if implemented in “nerfed” versions and buffed up over time as developers observe their effectiveness would do well to move everything in the right direction.