These are some improvements and quality of life changes I think the necro needs. I feel the class is/was supposed to be a condition master (not always damage) but I am able to put far greater conditions on more than one mob with my other two mains Ranger and Engineer and I can do it without even having to debuff myself. I would like to see some overall increase to the idea we are cold hearted death dealing machines… emphasis on cold. Chill should be an even stronger condition we bring to the table. These are my opinions, if you disagree I ask only you do it constructively. I tried to look at the overall picture when bringing them up and I do not mean for all to be implemented, maybe just some.
WEAPON SKILLS
Death Shroud
This comment I believe should happen universally to all projectiles when they are set to pierce because ranged in this game is very weak to compared to melee at taking on more than one mob or a very mobile mob. I find it personally very difficult to hit good players because the ranged mobility versus the melee mobility in this game is a little backwards. Greatsword warriors are more mobile than slotting for kiting on ranger. Therefore, if the piercing projectiles are allowed to “cleave”, players would hit more targets than just ones dumb enough to be in a line or stack right on top of one another when rezzing. When fighting two targets even in PVE, if one stops to cast or gets its speed hindered, it will be far more difficult to line them up. 2 mobs will be right on your face and as a ranged player you aren’t able to hit them both nor are you designed to have them on top of you. Your ranged is your CC and is often only going to hit one target. But cone shaped or wider attacks would help alleviate some of the pain.
Life Blast – Projectile wider or cone shaped (at close range).
Dark Path – Since it has a cast animation already with it, the teleport should be directly to the target without a travel path as to prevent other mobs from getting in the way. If someone dashes in front of them last minute or say trying to finish off a player running back to the safety of the zerg, the caster should not end up directly on top of the intervening character.
Gathering Plague – (underwater) should also siphon like the ground version of the spell.
Staff
Necrotic grasp – is the main attack and should have a much faster projectile speed. There is already a wind up cast. The projectile needs to be faster since it also pierces to get successful attacks off more often. I would say it needs to be a minimum of 50% increase.
Chillbains – this is the trademark spell and most useful to necro IMHO. The CD for this spell should be 15 seconds and 12 seconds traited.
Axe
Rending claws – add some CC such as cripple to the first attack or improved damage by roughly 15 to 20% of the AA.
Unholy feast – this ability should chill the target instead of cripple.
Scepter – this obviously is meant to be our condition giving weapon but really doesn’t have that much it can do. The skills do about as much direct damage as condition.
Blood rending – both of the first two attacks on number 1 are very slow lowering the usefulness of sigils, traits, and applied conditions. The bleeding stacks and the cast time animation should be increased. Shortbow ranger can stack faster and higher than the necro by far with only AA. The poison on the third attack should last to 4 seconds by default.
Grasping dead – the cast time for this ground targeting spell could be lowered to ½ second instead of ¾ and/or chill effect instead of cripple.
Dagger
Dark pact – lower CD to 20 seconds and/or lower cast time animation.
Focus
Spinal Shivers – strong ability but can be difficult to cast on smart players and especially if you are trying to shut down boons. Cast time speed decrease to ¾ of a second.
Warhorn
Locust swarm – Wider range of cripple and/or adding a bleed or siphoning during durations. Nothing to strong on the damage scale but there should be come applied damage.
Spear
Deadly catch – lower CD in order for use to use other skills effectively more often, down to 20.
Dark spear – Every time I use this skill I get a small self stun upon landing that should be removed. And according to wiki can use Reaper’s Protection if specced for it, which could either be good or bad, but I feel a self stun on an ability to put yourself in melee range is a bad idea.
Trident
Frozen abyss – lower cast time to 1.5 seconds or 1 (one may be a bit OP).
(edited by dirtyshame.1863)