One of the biggest complaints about the necromancer is its inability to deal with focus fire and poor ability to escape or pursue an enemy. Personally, I wouldn’t mind this so much as other people do if we had a few more options for defense. Death Shroud (And by extension reaper’s shroud) is supposed to make up for all the other defensive abilities other professions have in the game. Most of our defensive game play comes from us being aggressive. Which is again, something I don’t personally mind. Weakness, blindness along with soft cc abilities are what make up the majority of our defense outside of Death shroud. The issue with this is that its far more difficult to applies these debuffs when fighting multiple foes. And Death shroud itself doesn’t scale up the more foes you fight. And quite frankly there really isn’t a way it could.
It honestly doesn’t matter how you spin it the necromancer really does need access to some form of scaling defense. easy access to resistance would be an excellent start but I feel it wouldn’t quite be enough. Giving the necromancer that along with a single Projectile block skill could easily push them from being useless in something like PvE to an actual desire profession.
So my Suggestion here would be to have the toxic landing trait also grant Resistance to you and your allies. Currently, the trait is pretty bad. And even with the corruption reduction its not something people are going to want to take. Giving us a way to grant resistance to ourselves and allies could go along way.
In that same Idea. One skill that I’ve always personally liked but felt it was a bit underwhelming was Corrosive poison cloud. A suggestion I heard awhile ago was to have it destroy projectiles. Which could make the skill extremely good. With it comboing with the Toxic landing suggestion you could provide resistance to allies along with protecting them by triggering it, giving some more defensive play to the necromancer which they normally don’t have.
And last, since I’m kinda scatterbrain at the moment, Would be Death’s charge. When I first saw this skill the first question that popped into my head was “Does this block projectiles?” and I was a bit confused when it was revealed to not have this function because of how it looked along with its rather short range. Personally, I think it should block projectiles to add to the necromancer’s defensive and proactive game play.
Would these suggestions be too much? I honestly highly doubt it. Health is no substitute for active defense. And the necromancer is in some desperate need of scaling defenses.
