Shortcomings of the Necromancer

Shortcomings of the Necromancer

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Posted by: Quillixx.7034

Quillixx.7034

  • The only profession without access to Vigor
  • The only profession without a cleave style weapon attack
  • The only profession that has active weapon abilities that do no work on downed players
  • The only profession with a weapon projectile that takes 4s to travel to max distance
  • The worst profession at damaging objects
  • The lowest damage profession in the game
  • The profession with the fewest combo field/finishers in the game
  • The only profession that has abilities that hinder ourselves
  • The only profession without burst movement weapon attack or utility

In addition to the above list, the Necromancer is the only profession that has a bugged core class dynamic, minions… and 9 supporting traits. If those 9 traits were simply blank, and left as empty place holders, they would have the exact same practical use as they do now. There is a reason there are no videos posted showing Minion Master Necros winning in sPvP or WvW.

Minions themselves are also fundamentally flawed. The minions’ damage output is static, and they do not scale with gear. As ANet has decided to begin placing Ascended gear in game, this spec (even if it were working properly) would ultimately fall behind anyways. Even without bringing up minion AI, there are a slew of problems inherent to minions that must be resolved before they are brought into line with where they ‘should have been’ at launch.

There are 5 traits that bolster all Necro damage by a percentage (%), all of which have no impact on condition damage. The condition damage itself is all focused on a single debuff, bleed. If this one condition stack is removed, all of the necro’s condition damage is effectively reset. Poison does damage, but with it being changed from stacking in intensity to stacking in duration, back in beta, this is no longer a source of consequential damage. And of the 7 weapon loadout configs, there are only 2 attacks in the necros weapon sets that actually apply poison.

There are also abilities that require the necro’s FEET to have LOS on the target or they miss, or are obstructed. Dagger 4, Deathly Swarm is easily the most frustrating in both PvE and PvP. This is commonly seen when standing on a ledge above your target, or vise versa. Spectral Grasp requires your target’s feet to be visible in order to trigger the pull, and even then, the pull rarely ever moves the target full distance, almost always stopping halfway or less when vertical elements are in play.

The irony involved with a slew of abilities is laughable. A power signet that has an active ability to apply short duration conditions… srsly? Another signet that states, “transfer conditions from allies to self” but instead copies the conditions to the necro instead of removing them from allies. A damage cap placed on our elite Lich Form, making it deal less average damage than other professions using their regular weapon attacks… it’s okay for a rifle warrior to F1 someone for 16-30K+ dmg on a 10s cooldown (seen in a tsunami of screenshots and videos including this…) but Lich form cannot be allowed to actually kill anyone any more? The mesmer has 5% toughness given as condition damage minor trait, and +condition damage signet, but ‘The Attrition Profession’ has no +condition traits choices or utilities? Other professions can stomp players with haste, stealth, stability, and even invulnerability… but the necro has to exploit in order to DS stomp?

I’ve put so much time and effort into the necro profession… the 6+ different sets of gear/weapons/accessories for various types of builds, all the while min/maxing the different traits/boons/etc only to see limited builds and versatility when compared to the other professions. Watching the necro community wait with high expectations on the Nov patch, only to be disappointed by the lack of design enhancements. Then the Dec patch, hoping yet again to bring the necro profession in line with the others… wow… did that patch fall short of every expectation.

Is that the point of the necro profession? To get the community to fall in love with the idea that is ‘the necro’, but not actually bring into fruition a balanced and fully featured deliverable? If so, you’re spot on ANet.

  • The only profession that truly isn’t ready for a released product.

TLDR: Read the above post.

(edited by Quillixx.7034)

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Posted by: Brujeria.7536

Brujeria.7536

Things you forgot:

-weak traits, scattered traits, boring traits
-only class mechanic in the entire game which has negative drawbacks

I, sadly, have to vastly agree on the rest. I feel the Necro is underwater so much better then on land.

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Posted by: SallyStitches.4096

SallyStitches.4096

It’s all really unfortunate, as I wanted to love my necro at the beginning. She was my first 80. I so badly wanted to use axe/dagger, but sadly, the axe still hits like a wet paper towel. Are we just forever stuck as having condition builds be our only option?

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Posted by: Brujeria.7536

Brujeria.7536

Arenanet is working on it – but slowly, little steps to balance, so yeah, not forever, but i expect us to be on par with other professions in about 6 – 7 months.

If you like dagger/warhorn you can get happy, its our strongest weaponset so far.

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Posted by: Swadow.6213

Swadow.6213

You forgot:
*The only profession that requires a Grandmaster Trait to get Stability
*The only profession that doesnt have access to any blocking or evasion skills

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Posted by: Nautika.5376

Nautika.5376

I will disagree with you on some points..

1: The worst profession at damaging objects
I have no issues damaging objects with dagger I destroy them just as fast as any other

2: The lowest damage profession in the game
I disagree here as well I kill things just as fast as say a Mesmer or Ranger ect….. While we don’t come close to some classes we are not the worst.

Other than that you are also forgetting we have a pet(s) that are broken and do not even ATTACK at times. Not to mention their A.D.D and just go off to smell the flowers.

I am not saying Necros are fine they are not but the 2 points I listed above are really not an issue if you use Daggers: Now using other weapons maybe but not daggers.

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Posted by: Dakiaris.2798

Dakiaris.2798

  • The worst profession at damaging objects
    *The only profession with a weapon projectile that takes 4s to travel to max distance

You must be a condition necro because I have no issues fighting objects with how I build… I’m a axe/ds user….. I made a suggestion to change signet of spite that would actually help this out for condition users…. I know how painful it is when your worst enemy is a bar stool and you can’t fight it for crap because you’re condition spec…. I just favor my power spec now because it feels better and does the same damage as the old condition spec I used to run.

As for the max range thing that would be fixed if they simply made it so our projectile tracked targets again…. If not that they need to raise the projectile speed by 50-60%.

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Posted by: Quillixx.7034

Quillixx.7034

Damaging objects comes into play in all aspects; sPvP, WvW, and PvE. Necros are not only the worst at it, even with dropping both damage wells and dagger 1 spam + DS 4, we are the worst at it by a large margin. All professions can kill the treb in Kyhlo out right, by the time a necro can deal 35-45% dmg. This is very noticeable, especially to those of us that play the other professions.

Yes, condition builds have even more trouble, but power builds are still drastically behind the curve of the other professions.

  • Elementalists – Meteor Shower, Frostbow 4, even Fiery Greatsword make a joke of objects. Objects sometimes don’t even spawn when an elementalist is in the group because they know how futile it is (/kidding).
  • Warrior – Pick a weapon, face object, sneeze, object destroyed. Rumor has it, a single warrior destroyed every wall and gate in their own garrison from a single hiccup.
  • Ranger – Barrage, Rapid Fire, haste Shortbow 1 spam, pet
  • Guardian – Greatsword abilities, 1h sword 1 spam
  • Thief – Haste Shortbow 2 spam
  • Engineer – Grenade Barrage and haste Grenade 1 spam

Necro has dagger 1, wells, and Flesh Golem as the highest object damage loadout.. Assuming you can get the golem to actually hit the object, it still doesn’t compare to the other professions. I’m sure you’ve seen the complaints about Cliffside fractal.

(edited by Quillixx.7034)

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Posted by: Druitt.7629

Druitt.7629

  • The only profession without access to Vigor
  • The only profession without a cleave style weapon attack

You have some good points, but your obsession with “only profession” is problematic for a couple of reasons. First, each profession is “the only profession” that’s missing something or other. Second, some of your statements don’t matter much. For example, Necros do have (indirect) access to Vigor via Well of Power (Bleed → Vigor), and Vigor isn’t at the top of my list of important things. (Less access to Vigor coupled with less access to other damage-mitigation does become an issue, but that’s not as sexy as the “only profession” claim you want to make.)

Cleave is (directionally) limited AoE, so talking about Cleave in isolation doesn’t make sense. Talk about AoE. You may still have a point there, but let’s talk about things in context, shall we?

  • The profession with the fewest combo field/finishers in the game

Again, you go for overstatement. We do have the fewest finishers, and that needs to be remedied. We don’t have the fewest combo fields.

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Posted by: Quillixx.7034

Quillixx.7034

As for the max range thing that would be fixed if they simply made it so our projectile tracked targets again…. If not that they need to raise the projectile speed by 50-60%.

The thing that resonated the most with me was the projectile speed increase to the other professions’ projectiles in the Dec patch, but not ours. That really felt like they looked at it, and decided it didn’t warrant a speed increase.

To take the time to match up the water abilities across the professions and then blatantly leave the necro out of the projectile speed increase was quite specific and deliberate. What was even more disconcerting was the fact that the projectiles that did receive a speed increase, were already faster than the staff 1 projectile.

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Posted by: Sheobix.8796

Sheobix.8796

As for the max range thing that would be fixed if they simply made it so our projectile tracked targets again…. If not that they need to raise the projectile speed by 50-60%.

The thing that resonated the most with me was the projectile speed increase to the other professions’ projectiles in the Dec patch, but not ours. That really felt like they looked at it, and decided it didn’t warrant a speed increase.

To take the time to match up the water abilities across the professions and then blatantly leave the necro out of the projectile speed increase was quite specific and deliberate. What was even more disconcerting was the fact that the projectiles that did receive a speed increase, were already faster than the staff 1 projectile.

There is a reason why it is slow btw. Use it to kite while you run in an arc. The straight trajectory hits a lot of foes and can fill your LF bar in a couple hits. If they made it a super fast projectile, you would have a lot of necromancers in pve upset.

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Posted by: Kiriakulos.1690

Kiriakulos.1690

I don’t have much experience with other professions, so I’m not sure how some stuff compares to them, but I seriously hate our weapons’ and utilities’ casting times.
Most of them seem to be at a 0.75+ sec casting time and when you include matters of ping and lag into it well… I’ve missed Epidemic and putrid marks way too often because of long casting times.

Attrition – A pretty name for taking longer than anyone else to kill something.

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Posted by: Quillixx.7034

Quillixx.7034

@ Druitt. Vigor is important due to the meta in sPvP and tPvP, granted more so than the other areas of the game. While yes, we have the indirect ‘condition to boon’ ability to gain vigor, it is no where near the level of access the other professions receive. This also was the first statement made in my list because ANet specifically calls out necros as having an attrition playstyle. The hypocrisy of the situation of imposing a playstyle on a profession and not following through with the abilities that assist in achieving those ends is only highlighted by that fact. But, different players spend their time in different facets of the game, I can see why Vigor would, for instance, not be of substantial value to a person that PvE’s primarily.

As for the ‘only profession’ comments, they are made because most abilities are spread across 3 or more professions, yet in many cases, we are the ONLY profession out of the 8 that can’t do something.

7 of the 8 professions have access to vigor, 7 of the 8 professions have a cleave attack, 7 of the 8 professions don’t have 4 out of 5 staff weapon abilities that don’t affect downed players… etc. These items weren’t to call out one off abilities, but to point out where the Necromancer profession is the only class without it when all others have it.

For the combo fields/finishers, I was adding them all together, fields and finishers. Effectively showing an aggregate participation in the combo field mechanic of the game as a whole. Again, there was a slew of changes for other professions to add to their participation level of this mechanic in a previous patch, but not for the necro.

(edited by Quillixx.7034)

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Posted by: Sheobix.8796

Sheobix.8796

@ Druitt. Vigor is important due to the meta in sPvP and tPvP, granted more so than the other areas of the game. While yes, we have the indirect ‘condition to boon’ ability to gain vigor, it is no where near the level of access the other professions receive. This also was the first statement made in my list because ANet specifically calls out necros as having an attrition playstyle. The hypocrisy of the situation of imposing a playstyle on a profession and not following through with the abilities that assist in achieving those ends is only highlighted by that fact. But, different players spend their time in different facets of the game, I can see why Vigor would, for instance, not be of substantial value to a person that PvE’s primarily.

As for the ‘only profession’ comments, they are made because most abilities are spread across 3 or more professions, yet in many cases, we are the ONLY profession out of the 8 that can’t do something.

7 of the 8 professions have access to vigor, 7 of the 8 professions have a cleave attack, 7 of the 8 professions don’t have 4 out of 5 staff weapon abilities that don’t affect downed players… etc. These items weren’t to call out one off abilities, but to point out where the Necromancer profession is the only class without it when all others have it.

For the combo fields/finishers, I was adding them all together, fields and finishers. Effectively showing an aggregate participation in the combo field mechanic of the game as a whole. Again, there was a slew of changes for other professions to add to their participation level of this mechanic in a previous patch, but not for the necro.

I agree with a lot of what you just said.

My only feeling about vigor is that its not that important to this class. We have one trait that triggers on dodging and it has an internal cd.

I don’t like how the ele has many different close quarters cleave skills, and i think we should have something similar to help compliment our power builds.

What i’d like to add is that we have no actual move skills, like grenade jump, mesmer portal, charges, leaps, shadowsteps, ride the lightning, etc. And because of that, we have some of the crappiest mobility. Ds2 doesn’t cut it for mobility because it requires a target and connection for it to work.

There are a few minor things that we do in fact miss out exclusively just as you say, and i agree, but some of those things are minor.

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Posted by: Quillixx.7034

Quillixx.7034

There is a reason why it is slow btw. Use it to kite while you run in an arc. The straight trajectory hits a lot of foes and can fill your LF bar in a couple hits. If they made it a super fast projectile, you would have a lot of necromancers in pve upset.

On the contrary, ranger arrows pierce when traited, warrior rifle shots automatically pierce, same goes for engineer rifle and traited pistol. All of which are ~5x faster than necro staff 1, and all kite pretty much the same.

PvE kiting is based on mob speed, and player speed and positioning. These are the big 3 that establish ranged kiting. Projectile speed being faster, makes for a more accurate hit/miss ratio than a slower projectile. This will be more noticeable when factoring in range. The closer the mobs are, the less of a factor projectile speed has because time it takes for even a slow projectile to reach its target is lessened.

If the mobs aren’t clumped up enough, then it’s not the projectile speed, but the player’s speed and positioning that will need to change to hit more targets with a piercing projectile.

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Posted by: Brujeria.7536

Brujeria.7536

There is a reason why it is slow btw. Use it to kite while you run in an arc. The straight trajectory hits a lot of foes and can fill your LF bar in a couple hits. If they made it a super fast projectile, you would have a lot of necromancers in pve upset.

On the contrary, ranger arrows pierce when traited, warrior rifle shots automatically pierce, same goes for engineer rifle and traited pistol. All of which are ~5x faster than necro staff 1, and all kite pretty much the same.

PvE kiting is based on mob speed, and player speed and positioning. These are the big 3 that establish ranged kiting. Projectile speed being faster, makes for a more accurate hit/miss ratio than a slower projectile. This will be more noticeable when factoring in range. The closer the mobs are, the less of a factor projectile speed has because time it takes for even a slow projectile to reach its target is lessened.

If the mobs aren’t clumped up enough, then it’s not the projectile speed, but the player’s speed and positioning that will need to change to hit more targets with a piercing projectile.

And also: if i recall correctly our staff is the only AOE skill that is limited to 3 Targets. Every other AOE skill can hit up to 5.

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Posted by: Quillixx.7034

Quillixx.7034

True, the only profession without a burst movement weapon skill or utility. Surprised I left that off of my initial list, as that is one of the more annoying ones. And one, if not the most defining lack of, the ability for either disengaging from combat, or pursuing those that have used their movement abilities to leave combat. You’re left in the dead zone of not being able to get away, and not being able to chase down.

The problem is that everything adds up. Then you see changes in the patch notes to other professions in the exact areas the nercos need the most help with, and necros are the only ones not on the list of changes.

Granted, the last 2 patches have been large holiday content driven releases, but there was so much more class balancing and tuning during beta than now. And after months of patches, there really hasn’t been any changes on the scale necros will need to be considered a polished profession. I think the 6-7 month estimate mentioned by Brujeria above, is on the wishful thinking side if they continue at the pace they are.

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Posted by: Brujeria.7536

Brujeria.7536

You could also add:

- Elite Transformations eliminate some of our utility skills. Why do they remove all spectral effects and kill all minions?

- No reliable long range damage. Our reliable damage source (scepter) stop at 900. Staff projectile is way to slow. If we get bad mobility and gapclosers we should at least get reliable max range damage to compensate.

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Posted by: Syko.3726

Syko.3726

Necromancers are suposed to be the one that master fear, yet our only skills that do fear are 1s long when Warriors or Thieves get 3s+ fears, seems legit .

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Posted by: Aenesthesia.1697

Aenesthesia.1697

Necromancers are suposed to be the one that master fear, yet our only skills that do fear are 1s long when Warriors or Thieves get 3s+ fears, seems legit .

and, for what i’ve seen, our 1s fear doesn’t affect bosses any longer? now we can’t even use it as an interrupt!!!

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Posted by: Jayce.5632

Jayce.5632

i had to login for this topic/discussion as the root problems were getting covered. if i recall correctly, the necromancer is also the only profession to have their class mechanic revamped almost completely different from it’s original design. only the thief received a similar change that even comes close. but my point is, you can’t make these types of changes without them effecting every other aspect of the character. they designed them with a core concept in mind, but later change probably the biggest feature or mechanic behind the profession. great, now we just have to redesign most of the skills and utilities that was also designed around said feature or mechanic we just changed. outstanding, it only took about 3 years the first time, should be able to do this in 2.

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(edited by Jayce.5632)

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Posted by: Brujeria.7536

Brujeria.7536

Lol yeah, it feels like the decay of the LF while in DS was just “forgotten” to remove, as it was supposed to be as tronger downstate before the revamp. Downstate has that HP decay as well.

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Posted by: wiazabi.2549

wiazabi.2549

You forgot how Death Shroud, Lich Form & Plaque disables the ability to watch your cooldowns.

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Posted by: Opt.3714

Opt.3714

I wanted to echo the complaints about Fear being very weak compared to other professions. Doom is the worst fear skill in the game because it only lasts one second, and imo the relatively short recharge of 20 seconds doesn’t make up for it. Even the necro downed skill that causes fear lasts for 2 seconds—doesn’t seem right that a downed skill is stronger than its equivalent Death Shroud skill. The other main fear skill, Reaper’s Mark, has a long cooldown even when traited and also only has a 1-second fear duration.

Compared to warriors and thieves who can get 2-3 second fears and lots of PvE mobs and bosses can fear for 5 seconds in rapid succession (or more, even though that’s not supposed to be possible,) the necro’s fear abilities are very underpowered.

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Posted by: Quillixx.7034

Quillixx.7034

The mechanics behind Death Shroud also needs to be looked at. The fact that having a staff equipped in the background directly impacts damage over the other weapons is a problem. If you don’t use staff in a DS build, you are limiting your DS 1 damage output. The currently equipped weapon shouldn’t impact damage output.

It seems like most utilities or traits the necro has, are watered down, or mechanics in play work against the design of the profession. So many traits affect only power based builds, while the profession is heavily designed around conditions and condition manipulation, yet no traits that bolster +condition damage itself, because evidently the mesmer needed them more.

Of the 75 total trait options, both minor and major, there are only 4 that actually increase damage, not duration, for conditions builds. 2 traits are an increase because they apply conditions, Barbed Precision has a 66% chance to add a bleed on crit, and Weakening Shroud casts Enfeebling Blood at the necro’s current position when entering Death Shroud, and has a 15s internal recharge. The other 2 add might; Reaper’s Might, and Signet Power which adds 3 stacks of might when using a signet. And no, I don’t count Siphoned Power in this lackluster list, because no one has actually ever found a means of using it what-so-ever to actually benefit necro play.

There is so little direction and continuity with the necro profession. The profession honestly needs a complete overhaul on traits, utilities, and mechanics. But the downside is, I don’t see that happening, just ANet doing bandaid patches, which ultimately won’t fix the profession, even long term.

(edited by Quillixx.7034)

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Posted by: insanitymatrix.9240

insanitymatrix.9240

I’m quite happy with my Necro, but I have found myself agreeing with quite a bit of this.

One more problem with Lich form, Attack 1 doesn’t aim at objects, so you can’t do any DPS to objects while in it.

I find that the only thing that Necros are extremely good at is flat out survival. You could argue Mesmers can survive too, but mainly because of clones. I have just recently gotten to level 80, and at the temple of Lyssa in Malchor’s Leap, the group event for charging the neutralizer device, I managed to survive while constantly fighting for well over 15 minutes.

With Dagger 2, you have to kite in tight circles while it’s active, because if you let the enemy you’re kiting get to the side of you, it just stops working.

With Downed 2, it seems really fickle. Plus, it’s confusing to see the little cloud of darkness descend, but the fear only happens after nearly a whole second of it being there.

These are the main complains I have about the normal attacks.

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Posted by: Quillixx.7034

Quillixx.7034

Yeah, the projectile trajectory of both Staff 1 and Lich 1 were raised vertically. This caused so many of the piercing attacks that used to occur during beta to no longer occur. The angle of the projectile barely skims your target’s head, and is too high to hit most everything else in between. There are times when a small asura will be standing on a slope or ledge, standing still, and you’ll have 100% miss rate with Lich 1, it just goes right over their head.

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Posted by: Martacus.4085

Martacus.4085

Yeah, I’ve also noticed that going into Death Shroud cancels my might from Blood is Power…

Wat do, Arenanet?

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Posted by: BobJoeXXI.2493

BobJoeXXI.2493

Yeah, I’ve also noticed that going into Death Shroud cancels my might from Blood is Power…

Wat do, Arenanet?

Based on how they “fixed” previous issues they will say that is way as intended. They are either A: too lazy to fix it, or B: wanting to hinder the necromancer “because they boast so much health.”

Apicharr Science [ASci] – Maguuma
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(edited by BobJoeXXI.2493)

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Posted by: Burjis.3087

Burjis.3087

*The only profession that requires a Grandmaster Trait to get Stability

A stability that only lasts 3 seconds, 1 second of which is wasted on transition from DS, and completely useless for stomping.

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Posted by: XiL.4318

XiL.4318

I really dislike fake Guru’s jumping in rational well articulated threads just to feel Guru. Especially when they just ramble misleading and often completely false information and defend it rabidly.

Also Quill is 100% correct. Save the semantics. If you dissagree with anything stated by Quill in the OP you are dissagreeing with reality and no one needs to know what you think about your own imagination.

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Posted by: CHIPS.6018

CHIPS.6018

I will sum up the short comings of the necromancer:

Because they have so much hp and 2 health bars, EVERYTHING about them must be trash and UPed for game balance.

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Posted by: ThCakeIsALie.5306

ThCakeIsALie.5306

I’ve put so much time and effort into the necro profession…

When did this game come out again? …so much time …already? O_o

Is that the point of the necro profession? To get the community to fall in love with the idea that is ‘the necro’, but not actually bring into fruition a balanced and fully featured deliverable?

I LOVE the Necromancer class! However, I think it’s mainly those who do hardcore PvP/WvW that cry the most about the necros being weak compared to other classes. I’m primarily PvE and so far I only have the complaint of the nerf to Fear w/ Defiant. But that’s only in dungeons so it’s no biggy, imo.

Chillax man, Anet’s working on it! The game hasn’t been out for a year yet, lol!

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Posted by: leman.7682

leman.7682

I will sum up the short comings of the necromancer:

Because they have so much hp and 2 health bars, EVERYTHING about them must be trash and UPed for game balance.

I second this. Necro lacks access to significant mechanics and those he has access to are hard to pull off and easy-to-counter.

Just think of it – necro doesn’t have a blink to break stun and create a gap/run away. He lacks exit routes. We could agree to that if we had capabilities to tank through our escape. The additional hp and DS should do the trick on paper, but they utterly fail at it in practice.
Even if we say that necro shouldn’t have any mobility, because he’s an attrition class – he can’t escape, but his foes can’t either, we find ourselves ‘crippled’.
Two most ‘powerful’ abilities used here are Dark Path and Spectral Grasp. both easily countered by a single dodge, ON TOP of several leaps/blinks/shadowsteps, HELL EVEN LOS.

Combine it with completely boring weapon skills and we have a great attrition profession – a necromancer.

Anet needs to realise that there is no middle ground. Necro needs a rework in some places. I wouldn’t scrap it all, just some things like weapon sets need more variety and viability. Signets suck or are broken, minions should do something and be interesting to use (currently they are neither), wells are strong but still completely boring and darn fire-and forget.

We need more combo finishers we could use ourselves. It adds whole new dimension when playing (when I play my ranger I always look for combo fields I can utilise, I position myself and just throw some axes/arrows/leaps).

We need a cleave attack, a thing asked for so long now.

These are no major number tunings. Time to give necros, what you owe them, Anet.

Leman

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Posted by: Burjis.3087

Burjis.3087

Necro needs higher life force build up through skills and lower life force build up through enemy deaths.
Their life steals require to scale better with healing power.
These changes can dramatically improve a necromancer’s attrition ability in pvp.

And the utility skill Spectral Armor should give them stability for a short time. That can solve many of the necromancer’s defense problems.

Everlasting Sacred Path [ESP] (www.espguild.com)

(edited by Burjis.3087)

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Posted by: Specterryu Quipter.8412

Specterryu Quipter.8412

Character is higher than intellect. A great soul will be strong to live, as well as think.
-Ralph Waldo Emerson

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Posted by: Drachshyish.2319

Drachshyish.2319

Necros and Engis are by far the most underwhelming classes i’ve played. Possibly why they are also among the least played classes.

Death Shroud, sure is nice… But not very long lasting and not very effective considering that its mostly just another health bar with a 3 decent dmg shots(and those dmg shots drains that health), things most other classes dont even need given that their weapon skills hit for tons of dmg.

Staff… sucks.

Direct dmg for necros compared to just about every other class i’ve played is loooow and lack in AoE ability.
Conditions on the other hand are very easy to remove in PvP situations and when they are removed all the dmg capability of the conditionmancer goes poof.

I really want to like necros, and I do when i’m underwater, but as I said when compared to every other class(except engineer) they are underwhelming in every area… Elementalist does everything better, except surviving at times, and that class also has better group dynamics and is very versatile.

//If it takes A.Net 6-7 months to fix necros… Well, will be just in time for TES Online to hit the shelves and I’ll probably not care anyway.

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Posted by: Troodo.9315

Troodo.9315

I agree in most of the problems listed above.
And to add my own.
I really REALLY hate how my minions sometimes stands around doing nothing while I fight, or even worse (flesh golem being really bad at this) runs off on their own to pick a fight… I though that I was supposed to be in control of my minion? Guess not

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Posted by: Luke.4562

Luke.4562

The Spear does Cleave.
Btw i agree, totally bad design of the class, it seems like they had to throw something in quickly to hasten times.
I’d redesign it for free, more funny and ofc working, without having a certificate for being a “senior game designer”

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

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Posted by: RashanDale.3609

RashanDale.3609

Yeah, I’ve also noticed that going into Death Shroud cancels my might from Blood is Power…

This is not correct,
tested this in PvE and WvW and it worked fine.

Death Shroud, sure is nice… But not very long lasting and not very effective considering that its mostly just another health bar with a 3 decent dmg shots(and those dmg shots drains that health), things most other classes dont even need given that their weapon skills hit for tons of dmg.

DS-Skills drain your life force? Are you high?

Staff… sucks.

…at attacking stationary targets, yes. otherwise, no.

i agree that necro is in a bad shape right now, but in no way does it need a complete redesign/overhaul. Just a lot of changes to kittened up traits and meh skills.
But the concept of the class mechanic is fine, imo.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

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Posted by: Shoryuken.9435

Shoryuken.9435

Your spot on Quill but, some people really don’t get what they are doing.
They are counter arguing with them selves.

Are the state of the Necro bad or not? Yes or No. Must there be a scale?

This post is ment to bering out the major flaws that are obvious to the community. Cant you see it don’t counter argue it’s not helping anyone more that a weak ego boost. A right out silly(they are not that bad but they are bad type of response). Did I miss a problem weight scale somewere?

Necros or not MAYBE bad they ARE. And what do you do with problems you fix them, you don’t learn how to live with them. Unless your one of those weak minded people out there.

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Posted by: wiazabi.2549

wiazabi.2549

Could be fun to have a discussion with anet just about the Death Shroud mechanic,

How much healing does a person inside death shroud gain from.

Wells syphoning health.
Parasitic bond
regen
Vampiric
Vampiric Precision
Vampiric Master
Blood Fiend
……

Great class mechanic :<

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Posted by: rglaredo.9467

rglaredo.9467

Dont have a high necro but at lower levels is more hard to survive than any other profession single target damage and self healing spells need a bump…

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Posted by: CHIPS.6018

CHIPS.6018

I was running away from a zerg in wvw. One of my minions got hit or started attacking. I instantly run much slower. Then the enemies (in non-combat running speed) caught up and snared me. The rest is history.

I was fighting a guardian 1v1 in wvw. I started winning and got him to 25% hp with my minions, and he started running. I snared him and bleed him, but he just won’t die due to my low damage. My minions cannot catch up to him, so they can’t hit him. After a minute of chasing he found a group of zerg ally to help him out. Now I started running. I didn’t make it home.

I was defending a wall. Since I cannot cast my marks on enemies below, I had to jump onto the edge. A second later I was pulled down. I was chained, frozen, crippled, knocked down, bleed, poisoned all at once. Didn’t make it back up.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

(edited by CHIPS.6018)

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Posted by: rglaredo.9467

rglaredo.9467

Yea it seems other classes who are not plate users have an escape skill except the guys who hit less and run slow aka ..necros lol …we either need better temp armor skills (10 secs lol) or a “ride the shadows button” lol or “invisible skill”… although the rangers have the same problem when someone hits their pet ..this intended bug needs to go ..or slow the pet and not the owner kind of a thing ..

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Posted by: Jknifer.6803

Jknifer.6803

I agree necro has some problems but they make an excellent support class. Maybe you guys should stop focusing on what a necro cant do and work with what they can do.

I play a wells support build and have laughably pathetic dps but I can stand in the face of a zerg and while they try and beat me down my healing wells and marks are healing my front line for 11k+ over 10 seconds (32sec cd). My wells are turning conditions into boons, melee isn’t even touching us with AoE blind and their boons are getting turned into conditions. And if things get nasty I just pop DS and get back to the back lines, by then my wells are off cool down and I can run in and do it again. I don’t even run a stun breaker cause DS+ fear works for me. I play necro for its utility. Screw theorycrafting!

And while I’m ranting; the signet that says “transfer conditions from allies to self” does not say it removes the conditions, that would be extremely OP.

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Posted by: Engels.8537

Engels.8537

I agree necro has some problems but they make an excellent support class. Maybe you guys should stop focusing on what a necro cant do and work with what they can do.

I play a wells support build and have laughably pathetic dps but I can stand in the face of a zerg and while they try and beat me down my healing wells and marks are healing my front line for 11k+ over 10 seconds (32sec cd). My wells are turning conditions into boons, melee isn’t even touching us with AoE blind and their boons are getting turned into conditions. And if things get nasty I just pop DS and get back to the back lines, by then my wells are off cool down and I can run in and do it again. I don’t even run a stun breaker cause DS+ fear works for me. I play necro for its utility. Screw theorycrafting!

And while I’m ranting; the signet that says “transfer conditions from allies to self” does not say it removes the conditions, that would be extremely OP.

Yep one random condition every teen seconds would be extremely OP…

Don’t talk to me about toughness and vitality, damage avoidance is all in this game

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Posted by: Luke.4562

Luke.4562

I agree necro has some problems but they make an excellent support class. Maybe you guys should stop focusing on what a necro cant do and work with what they can do.

I play a wells support build and have laughably pathetic dps but I can stand in the face of a zerg and while they try and beat me down my healing wells and marks are healing my front line for 11k+ over 10 seconds (32sec cd). My wells are turning conditions into boons, melee isn’t even touching us with AoE blind and their boons are getting turned into conditions. And if things get nasty I just pop DS and get back to the back lines, by then my wells are off cool down and I can run in and do it again. I don’t even run a stun breaker cause DS+ fear works for me. I play necro for its utility. Screw theorycrafting!

And while I’m ranting; the signet that says “transfer conditions from allies to self” does not say it removes the conditions, that would be extremely OP.

Hoho man “Necromancer” in fantasy isn’t THIS bunch of random skills and traits, if i had known i had to be a Janitor i wouldn’t have ever bought GW2.
I don’t wanna play McGiver with the garbage Anet gave to me.

ALPHA, BETA, several months, … 1 Year later…“When it’s ready”[cit.]

(edited by Luke.4562)

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Posted by: Junkpile.7439

Junkpile.7439

Does necro have any good heals? Guardian have dodge roll heal, altruistic Healing, shouts and virtues + other ok heals, warrior have shouts, ele have many many heals. Necro seems to have very short regen and some shipponing crap which heal like 50/tic.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

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Posted by: Jknifer.6803

Jknifer.6803

Does necro have any good heals? Guardian have dodge roll heal, altruistic Healing, shouts and virtues + other ok heals, warrior have shouts, ele have many many heals. Necro seems to have very short regen and some shipponing crap which heal like 50/tic.

I wear healing gear on my necro and ill give you some examples.

Well of Blood heals me for almost 7000 hp instant, then AoE heal for 7500hp over 10 secs.

My mark of blood heals about 350hp per second and lasts 8-9 seconds on a 4.75sec cooldown, so you get perma regen. You can also add focus 4 for another 15 seconds and if u go under 90% hp you get more regen duration from passive trait, I can get over 30sec regen easily if I want.

Syphoning only heals for 40hp on hits but when u have wells that syphon that’s 5×40hp per sec for 5 seconds = 1000hp, or 10 secs with well of blood = 2000hp. You can run 4 wells so thats 5000hp from your wells in the middle of a zerg.

Or you can use the signet that increases speed by 25% and use the 1200 range AoE syphon, it heals for about 1100 per hit, hit 5 enemies there’s 6000hp. I prefer running 4 wells and staying tight with my group tho.

All those numbers add up and I also have 28k hp + DS.