Surprising lack of understanding...hints needed?
Necro will probably never be popular for that very reason. Something has to be strong and basic for it to be popular—like Warrior.
I think this is a straw man.
Many of us love transfer conditions and consume conditions. That said, many of us also don’t want to have 1 or 2 mandatory skills.
We were told that the game is about options and many of us don’t feel like we have options.
Not to mention that ‘Deathly Swarm’ is bugged. ‘Plague Signet’ is bugged.
This is personal opinion, and I have absolutely no information to back it up- so take it with a grain of salt:
Whereas power builds benefit from crit chance, critical damage, and power itself, condition builds rely upon only a singular stat for their primary source of damage (excluding on-crit effects, which happens to be in the same tree as condition damage anyway). I feel like this was done in an attempt to either use conditions as supplementary effect to weaken the target and add a secondary source of damage (hybridization), or to allow condition based builds to focus heavily on other stats that grant survivability (healing power, toughness, vitality).
I don’t believe condition-based necromancers were ever designed with damage as their primary role, as many people set out to make it.
Now to unopinionated information:
Necromancers do use self-applied conditions such as blood is power, corrosive poison cloud, corrupt boon, and epidemic. All of these, I’d like to point out, are affected by the reduced corruption cool-down trait in curses. However- much like any class- necromancers are limited to only 3 utility skills (not accounting for the heal and elite), and this leaves absolutely no room for defensive utilities. Even if I were to run a condition based build again, I’d be tempted to only use 1 or possibly even 2 self-inflicting conditions.
More to the point, all of these afflictions require methods of removal. In PvE, this is a relatively easy task. But for PvP, let’s take a closer look at these “transfer” abilities.
Offhand Dagger #4 (Deathly Swarm)- This transfers only a single condition, unless you’re fighting multiple opponents in close proximity. Chances are pretty high that your opponent already has his own conditions that he’ll be applying to you, and removing the one you just placed on yourself becomes problematic. This issue compounds when fighting more players, as even though you can remove up to 3 conditions, the chance of those enemies applying a variety of conditions to you increases significantly.
Staff #4 (Putrid Mark)- This is the absolute best condition transfer we have, and a well placed one results in every condition you just applied on yourself to be transferred to the enemy, alongside anything he applied to you in the process. In PvE, this is a very simple task. In PvP, unless you specifically trait for increased mark size, it can be extremely problematic. Now, before people exclaim “gg learn to place marks,” I’m sure many of you already understand how unreliable an untraited mark is against a mobile player who knows how to avoid your marks through either dodging, charging, teleporting, pulling you, or a myriad of other abilities designed to grant them avoidance. The best part? You have to be within basically melee range to make use of it.
Well of Power- Not much to say about this one… it requires you to stand in a big target on the ground while you get pummeled in melee with only a 5 second duration and 60 second cool-down. You’ll have more conditions applied while standing in it than you would have otherwise removed.
Plague Signet- The only saving grace that allows condition necromancers to pull this off reliably. However, chances are pretty good that it’s your only stun breaker, and the fact that it has such a large cool-down makes it questionable to use for anything but that.
Seriously, condition necros do use the abilities you’re suggesting. But they’re not as useful, nor reliable, as you seem to think.
(edited by Kayotik.5790)