Necromancers in Guild Wars 2 are completely different from their Guild Wars 1 counterparts. This has it’s strong points as it creates a distinct playstyle and feel compared with their predecessors. Many of the aspects of Necromancer need work and I’m sure many players agree with that sentiment. I don’t intend to cover all of the avenues of the profession in this thread, but I do want to make a suggestion.
With the reveal of the core specializations, it’s apparent that MM necro is being buffed slightly. However, I feel the core problem with MM being unviable in almost every aspect of the game has not been addressed. Minions simply die too quickly in dungeons, zergs, and other high end content where deadly AoE skills litter the ground. The whole reason to build a MM necro is to have a large uptime on minions, however; long cooldowns mean the quick and timely demise of our minions leaves us naked and lacking in DPS.
One potential way to address this issue is to buff minion health and defense to make them more durable. However, I feel buffing them enough to make them viable in these end game scenarios would have negative side effects. PvP skills and PvE skills can be separated and that is one way to solve the issue, but I feel it still doesn’t quite fix the problem. With super tanky minions, you would risk trivializing most general pve content because minions would be invincible to all but the strongest of mobs.
So how do we solve this problem to make MM necro a viable and most importantly a fun build choice to make. If I had one wish for a change to minions, it would be this: Remove minion Cooldown timers entirely, instead replaced by a life force cost. Precise balancing aside, this would make it so that given the necro has the life force to spare, they can constantly have minions up. So what does such a change do to make the play style more fun?
Personally, when I think of Minion Master, I think of Guild Wars 1. The point of sacrificing utility slots for minion summons, is to have those minions out dealing damage and contributing some of their utility to fights. I want my minions to always be alive and I absolutely hate waiting on a cooldown timer to summon a new one. I think this change solves the problem of the waiting without making minions too overpowered. As I mentioned, the exact life force cost would need to undergo balancing. Additionally, minion damage might be scaled back slightly to account for the increase in uptime. You also don’t need to buff minions up to make them as tanky either, if they die the MM can summon more if they have the life force to spare.
It feels like Staves were made for MM necros as well. The idea of sitting in the back laying down marks and firing claws from a distance while your minions are in combat seems natural to the playstyle. Marks as well as the auto-attack can generate life force which means a MM has methods for fueling their army.
I think this one change could improve the fun factor of MM builds by a lot and I think additional uses for life force should be considered for other skills. As it stands, the only use for life force is in Death Shroud and for many necro builds including MM builds, hopping into death shroud creates an awkward change of pace in the class that doesn’t feel quite right outside of a few scenarios. Right now my build revolves around using DS purely for a fury buff before swapping back out to using daggers. I don’t stay in the form for more than a half a second and I certainly don’t use any of the life force unless I need another health pool.
Please share your thoughts on the coming buffs to minions and even provide your own insights that could make the necro more exciting to play in pve content.