[PvE]Necro lacks team utility

[PvE]Necro lacks team utility

in Necromancer

Posted by: The V.8759

The V.8759

hey guys,

Just what the title says but let me explain:
When makinga party you choose between classes for dps but also for utility. Think about the banners of Warriors, Time Warp on Mesmers, Frost spirit on Ranger etc etc.

Now think about necromancers. In terms of utility which are useful for your team nothing stands out that would define the necromancer good for a certain thing in dungeons.
Plague signet cleansing off conditions on allies? Let’s be honest…How many conditions do you get in dungeons…. Answer:Way too less.

Let me hear what you think!

Greetings Fvux

One of the Firstborn Channel of Fvux

[PvE]Necro lacks team utility

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Posted by: Bhawb.7408

Bhawb.7408

There is some utility you can bring, like weakness, poison, vuln stacks, etc. but its all something someone else could do better, while also bringing other unique utility, fields, finishers, etc.

We need new mechanics, mainly ones that either buff our teammates with Necro-like things (life steal for instance) or unique unremovable debuffs for bosses to be meaningful.

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[PvE]Necro lacks team utility

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Posted by: The V.8759

The V.8759

There is some utility you can bring, like weakness, poison, vuln stacks, etc. but its all something someone else could do better, while also bringing other unique utility, fields, finishers, etc.

We need new mechanics, mainly ones that either buff our teammates with Necro-like things (life steal for instance) or unique unremovable debuffs for bosses to be meaningful.

Just like you said. When speaking in terms of weakness it doesn’t affect bosses. Poison: Enemies barely heal. Vulnerability: When you have a team of 5 man its really easy to stack 25 vuln cause you only need 5 pp. The fields aren’t really stunning too (blind => bosses).
Your idea does appeal to me very much.

One of the Firstborn Channel of Fvux

[PvE]Necro lacks team utility

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Posted by: Wasbunny.6531

Wasbunny.6531

There is some utility you can bring, like weakness, poison, vuln stacks, etc. but its all something someone else could do better, while also bringing other unique utility, fields, finishers, etc.

We need new mechanics, mainly ones that either buff our teammates with Necro-like things (life steal for instance) or unique unremovable debuffs for bosses to be meaningful.

Agreed. I’ve been wracking my brain trying to find that ‘something special’ that could make Necromancers a more vital part in group compositions in PvE.

Sad truth is once you boil it down the only thing we do better than any other profession is soak up damage (high health pool when adding in DS) for ourselves and Fear. Possibly boon stripping (Mesmers do this about as good) but boons are almost non-existent in PvE. Fear being all but useless in PvE, sometimes even counterproductive since you don’t want mobs scattering from the killzone.

I’ve come to the same suspicion as Bhawb, that maybe a form of Lifesteal or Siphoning that a Necromancer can share with the group might be something unique we could bring to the fight. I feel the Signet of Vampirism was a step in the right direction along these lines but a much more powerful utility/trait would be needed in order for a group to choose a Necromancer over, say a Ranger with Spotter & Frost Spirit.

~An intellectual says a simple thing in a hard way. An artist says a hard thing in a simple way.~

(edited by Wasbunny.6531)