Yes, this is another necro fix post. But unlike most other threads on the matter, the changes I would see implemented attempt to fix necromancer’s more fundamental issues with game balance, while also adding some new things (namely the missing utilities). While most of these changes move necromancer towards heavier condition dependency, rest assured current forms of power necro are still doable, and might even perform little better than they do currently.
All of the changes:
https://docs.google.com/spreadsheets/d/1Y7yXSD_9GqYaf_W2HHzEWjtk2Qa6_Vsy2VwCKf8uLQ0/edit?usp=sharing
To explain the changes briefly I’ll go over each traitline and their associated weapons to give an idea of how they’d work. Also do note that there are 3 damage traitlines now; Spite, Curses and Blood Magic, each with their own damaging condition. Tying conditions to traitlines gives each traitline some uniqueness and also it allows for more varied playstyles under the moniker of ‘’condition damage build’’.
Spite, Axe and Focus
The changes to Spite and its weapons, axe and focus, make it more involved with Vulnerability and boon corruption. You might also notice that there is Torment on Ghastly Claws and in couple of traits. Torment was chosen as Spite’s damaging condition as necromancer was supposed to be the premier applier of Torment. And it also makes thematically more sense than Confusion, wouldn’t want that dirty mesmer condition tainting us with its filth.
Axe and focus, especially traited, are a dual act, with axe forcing enemy to keep moving while focus destroys their boons and inflicts Torment. By making axe into a projectile weapon it becomes more user friendly and in some sense also balancing friendly as there’s no real counter other than being out of reach, beyond line of sight or stealthed to the invisible axe hits of doom. A projectile you can dodge and you instantly see where it is coming from.
Curses and Scepter
Curses has moved to be more Poison oriented, with scepter having all of its Bleed application removed in favor of applying almost exclusively Poison. Curses also includes a flat 50% base duration increase for all conditions, making it a very tempting secondary traitline for Spite and Blood Magic focused condi necros. For primary Curses users Curses offers the best condition DPS in longer engagements where the enemy does not cleanse itself and also due to amount of Poison it can put out, healing against a Curses necro is almost always at the debuffed rate. Curses is also the home of most of the Fear related traits, meaning you no longer need to take Soul Reaping for one measly trait to run a Fear oriented necromancer.
Death Magic
While Death Magic does not have it’s own weapon nor does it even have a condition to call its own, it has minions and ways to make necromancer able to take more of a beating in tough situation. In past Death Magic has had its share of problems because of how Unholy Sanctuary worked so instead of allowing it to heal necromancer it is now a support oriented trait, making you and your allies take less damage while you are in Shroud. The minion play is also more supported as Soul Comprehension now gives you Life Force from deaths of your minions, rather than increase the amount you gain from deaths of others. Yes this means you need to run minions of some kind to gain benefits from this trait, but Death Magic is the minion traitline, so it is very likely you would have one or two slotted in when you choose Death Magic.
Blood Magic, Dagger and Warhorn
Blood Magic, as the name implies, works now hand in hand with Bleeding. By making enemies Bleed more, your Life Stealing gets stronger, allowing for an offensive support type of character. While some would be saddened to see dagger lose damage, it is a itself has been made more healing support oriented, maybe even to extent that necromancer would make a competent healer.
To simplify Life Stealing and to avoid making it less likely a necro was able to stack Life Steal effects on top of each other to gain immortality, Life Stealing traits have been reduced in number, to Vampiric Presence, and new Creature of the Night grandmaster trait. Vampiric Presence is now a minor trait, allowing it to always be on when Blood Magic is chosen. Creature of the Night is more geared towards solo play by giving the necro Life Stealing on critical hits, for those who prefer to not aid their team with Transfusion or Unholy Martyr. Yes this means wells no longer have separate Life Steal tick, meaning they can now be buffed to be more useful without fear of creating an immortal vampiric wellomancer.