Stability now more than ever...
but you can take more hits while taking face plants into the ground or standing on the spot confused and dazed so you get nothing to help you mitigate damage or help you actually cast a skill without it being put on cd because they got “too close/walked through you or was just so long to cast they interrupted it” the higher tier my necro gets the less skills I can actually cast without being first hit by some form of faster/instant cc
anet logic…………….
I disagree. Let me tell you why:
Anet wants necromancer to be an offensive attrition class. If one day, aNet decide to scrap necromancer in order to apply this intended design, necromancer should receive in theory:
-Substain: death shroud receives heal from bloodmagic traits.
-Probably more access to condition debuff such as frost, torment and weakness. (They might add reveal)
-Slight buff to LF substain.
-Signet of Locus, signet of undeath, blood is power, corrosive poison cloud and shadow fiend rework or buff.
Counters to this kind of design should be:
-To prevent necromancer to put to much pressure in a teamfight, and become immortal the longer the fight goes, it must be weak against CC and burst damage. In other words, be the best focus target in the begining of the match. This will force necromancer to keep watching their position despite the buffs they might receive.
Now what we’re missing really is a way to substain ourselves so we can actually become that attrition class we were told about. Currently, we are both weak against CC and attrition… If it wasn’t for corrupt boon, we will be useless. Literaly. I dare you to tell me the opposite with a straight face. Imo, I want them to nerf it more, lower its cd to 20sec and make it remove only 3 boons. Enough of that condition bomb burst niche playstyle.
But aNet are to stubborn to actually admit they kittened up necromancers.
(edited by Poplolita.2638)
Starting with more health is not, by itself, the definition of an attrition profession. Necromancer needs to heal fast enough to replenish its higher health or avoid more damage. Death Shroud is supposed to be a damage avoidance mechanic but the lack of stability is a huge weakness. If hard CC and other combat control / mobility skills were not as plentiful, Necromancer would have more attrition but the thing about this game is that all professions are supposed to be able to perform close to the same in similar situations. That means conditions are a commodity the same way “attrition” is.
(edited by Anchoku.8142)
I believe Necro is in a pretty good place right now from a WvW perspective – I still take both my Necros out on a regular basis and do quite well – especially with the well/zerk Necro in zerg battles.
The class is still fun to play, however it requires substantially more work than most of my other toons – they are much more forgiving classes due to the mitigation or sustain mechanics available to them.
The last patch was a bit hit and miss as far as I’m concerned – not as bad as many people are saying, but there could have been so many more improvements, such as;
- Terribad traits
- Long-term bugs
- Life siphoning
- Signet of Vampirism
- Minion improvements – I realise this falls into the category of overall pet mechanic improvements but at least with the Ranger you can hit F1 and the pet always attacks. At least Mesmer phantasms always attack. Necro seems to be the only class where the pet/minion stands around watching Lady Bugs.
Playing Mediation Guardian extensively over the last few weeks, I’ve had the pleasure of cutting down a heap of Necros – quite easy for the Mediation Guardian imo.
I’ve been giving some thought to Necro issues and how to make them more sustainable in WvW (and PvP, though I have never tried this game mode).
A number of people have brought up improvements to siphoning and siphoning working in DS – I think these are all reasonable suggestions, but I’ve noticed a trend that seems to happen every time we cut down an opposition Necro and feast on their salty tears.
Necro is especially vulnerable to focus fire – more so than any profession that I have played.
I think the main culprit is Deathshroud – it add some extra health, but while in this form the Necro’s options for survival are extremely limited – I think this limitation is holding us back somewhat.
When a Necro is in a pressure situation, being focussed by multiple enemies they will enter Deathshroud – the funny thing about DS is that there are no stun-breaks or condition clears available to us when we are using our class mechanic.
I’ve been seeing this time and time and time again – practically every Necro death follows the same pattern:
1. Necro starts to get focussed by enemies
2. Necro goes into Deathshroud
2. Necro gets Immobilised or Stun-Locked
3. Necro cannot move
4. Necro dies
What if our utilities 6 – 8 where available while in Deathshroud – this would give us access to stun-breaks and condition clears that would allow us a chance at getting off the Ping-Pong table. There is potential for this to be unbalanced – I realise this.
Perhaps a new Deathshroud skill “5” that was a condition clear and a stun-break or a “5” and “6” skill for each ability.
Just a thought – tossing some ideas out there.
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)