If there is one thing about the necromancer that seems to hold us back when it comes to PvE… Well its actually 2 major things. Its our poor damage and our bad support. A few small changes could make us viable as an option for a group.
First thing I’m going to talk about is wells. Wells are often something people talk about on the forums that should be buffed. And I agree. A few small changes could make wells a decent option for groups.
Well of power: This is a decent skill. Probably one of our best support. But its often out classed by warrior and guardian shouts that can do similar things without requiring allies to stand still in your field to get the full benefit. The suggestion I’d make for this one is have it pulse 1(s) of Stability in addition to its normal effects. Not giving the necromancer reliable access to stability makes no sense to me from a lore or balance perspective. We defiantly need more options for this. And having a stability on a cleansing skill that also acts as a stun break would be amazing. Would it be too much? I don’t think so. But seeing as I’m not a tester for the game, I can’t test it.
Well of Blood: This skill should be changed to a water field. I thought about it and well of blood only lasts 5 seconds as it stands. It wouldn’t be the longest water field in the game. Also, the necromancer would have to do much more set up to take advantage of it as compared to other professions such as the engineer. But it would be worth it. I don’t think it would be too much to ask for this.
A grandmaster trait that applies might on well pulls: An idea that my guild gave me. And it actually makes sense thematically and would be really good considering that wells will occasionally override more valuable fields such as water or fire.
Onto other changes I’d suggest.
Vampiric Aura/dark aura: This is something that I find odd. We have a a light aura now. But no vampiric? Having an aura that can easily be applied to allies that is much easier for the necromancer to apply the other professions that provides some sort of life stealing benefit would be interesting to see exactly what the community does with it. And with the new rune set dealing with auras this would make this even more interesting.
Unholy Martyr: Increase its radius from 600 to 1,200. Reduce its life force gain from 5% to 1%-3%(depending on how it would work with balance) per condition. Have it draw 1 condition from up to 4 allies in the area. Keep the transfer every 3 seconds. Make it so life blast transfers a condition from yourself to your target on contact, 1 second cool down.
Unholy Martyr is a disappointing grandmaster trait. It just doesn’t work well enough in a party. If you want to remove conditions from allies just take a guardian. Thats what it feels like. With this at least you’d have a very interesting option to keep pressure going while keeping your allies a bit more healthy.
Plague signet: Also make it draw conditions from up to 4 allies every 3 seconds.
I have a few trait idea that could also help them with support. But I’ll save those for a later post. Seeing as I’m going to try and make a list of about 15 trait concepts for that(one for each tier and 3 for each line.)
Discuss what you think and leave a comment on what you would change. If you think a few of these ideas are broken please explain why in excruciating detail.