Behold! The solution to some of the Necromancers problems!
The issue with being a DoT (Damage over time) class is that your damage can be removed, and in the case of the Necromancer, we have no way of countering the opponents counter. Everything a Necromancer does is damage over time – everything. So this is indeed an issue… but it has a clever solution.
This video explains DoT problems pretty well for the most part:
http://www.youtube.com/watch?feature=player_detailpage&v=Skgqsry_imM#t=3004s
This is a very serious suggestion and I’ve done quite a lot of research on current issues in the game and I believe this will solve a portion of those problems for PvE, PvP and WvW. I focused on Fear and Signets because the solutions I’ve come up with go hand-in-hand and a major Necromancer issue is their lackluster Fear abilities.
Fear – Current
Opponent flees for a short time.
Issues: Fear is the weakest form of CC in the game. The boosts that Fear is able to get for each class is also extremely weak and blunt; Fear duration increase or Fear does damage. Fear is so weak that in most cases it isn’t even worth using condition removal on.
Fear – Solution
Fear duration increases by 10% for each condition on your opponent.
Boosted CC power with DoT (Damage over time).
This creates the strategic situations with all classes but most importantly the Necromancer. The longest Fear duration possible with the Necromancers 1s Fear skills would be 3s if the opponent had 11 conditions on them and you boosted Fear duration.
This change would affect all classes in a positive and non-overpowered way. Warriors Fear Me! shout could possibly last 6s if they have 3 adrenaline bars and their opponent had 10 conditions for a 100% Fear duration boost.
Fear desperately needs an adjustment and this is the adjustment to make. It’s okay Anet, just because some random guy thought of this doesn’t mean you don’t have to use this idea. You can use it EXACTLY AS WRITTEN. Really, go ahead. I won’t sue.
Signet Mastery (Adept #4) – Current
Signets recharge 20% faster.
Signet Power (Master #8) – Current
Activating a signet gives you 3 stacks of might for 10 seconds.
Issues: Weak and worthless. Even with lowered cooldowns on signets these traits are still weak because their effects are a joke. And to make things worse, the two signet traits are separated from each other AND they’re in different tiers so you’d have to waste two traits to waste utility slots on signets.
Signet Mastery & Signet Power Combined (Adept #4) – Solution
Signets recharge 20% faster and grant you 3 stacks of might for 10 seconds.
Benefits
• Isn’t overpowered and maintains reason to still choose other adept traits.
• Combining the two signet traits into the first tier creates an opening for a brand new master trait.
• Signets become viable for builds which increases build variety.