Let me start my saying that this thread is derived from my personal experience trying to create viable builds for tPvp as well as Pve. I understand that many people might disagree with me on this issue and that is fine, but this is where I feel the Necromancer goes wrong. This is not a thread about the way the necromancer’s actual traits are arranged but instead about how stat bonuses are organized between trait lines and synergy between Necro weapons and trait spreads.
As with all other classes, the Necro has 5 trait lines, but its trait attribute bonuses (power, toughness, etc) are distributed in a unique and confusing way.
Spite: Power and Condition Duration
Curses: Precision and Condition Damage (!)
Death Magic: Toughness and Boon Duration
Blood Magic: Healing and Vitality
Soul Reaping: Crit Damage and Life Force Pool
Without discussing any other variables such as individual traits and sigils, it is clear that Curses is a peculiarity. Precision and Condition Damage are about as far away from synergetic as one can get. For example, Spite combos well with weapons such as the Axe or mainhand Dagger (Vulnerability or Immobilize duration). Death Magic increases toughness and boons such as regeneration or retaliation which is clearly synergetic. Blood Magic is probably the Necro’s most coherent trait line (and why siphon builds work so well). Finally Soul Reaping pairs the powerful attack life blast with high crit damage.
Then there is the Curses line. Curses is different in a bad way. Apart from Barbed Precision (66% chance to cause bleeding on critical hits), Precision and Condition Damage are completely unconnected in the trait line. This essentially means that a person who wants to create a Crit or condition damage based Necro build must try and find a way to dish out damage both with critical hits and condition damage, or else waste 300 points in either stat.
For example, I have a build that I call the Ragereaper.
It looks something like this:
Dagger/Warhorn & Axe/Focus
Runes of Rage (Crit Damage/20% Fury Duration) and Berserker’s Amulet
10 5
30 4,8,12
0
0
30 3,7,12
What this build does is essentially flip between Death Shroud causing Retaliation for 3sec, Enfeebling blood cast, and Fury for 5 seconds. It then has a 25% chance to cause weakness on targets from Curses #12. This means that if everything is working correctly I have about a 70% crit chance and weakness on the target at most times (because enfeebling blood also causes weakness).
However! Although this build sounds good on paper…the fact is that the Curses trait line also has condition damage, meaning that I’m essentially wasting 300 points of condition damage. That is a big deal. And I know some people are going to say: Well, just toss on some sigils of bloodlust and cause bleeding, but ultimately that mechanic isn’t really strong enough to be viable.
Now let’s take a look at other classes. If I log onto my thief here is what I’m presented with:
Deadly Arts: Power and Condition Duration
Critical Strikes: Precision and Critical Damage
Shadow Arts: Toughness and Healing
Acrobatics: Vitality and Boon Duration
Trickery: Condition Damage and Steal Recharge Rate
Looking at this, the immediate thing that stands out to me is Critical Strikes, and the fact that Precision and Critical Damage and grouped together… Perfect Synergy.
Edit: Also mesmers, rangers, elementalists have precision + crit damage grouped together.
So… All other light armor classes have Precision and Crit Damage grouped together except for Necro.
This is one of the biggest reasons the Necro is so hard to build for.
Thieves, Rangers, Elementalists and Mesmers can easily fill out their second trait line for high Critical chance and damage.
In my opinion, the Necro trait lines should be swapped something like this:
Spite: Precision and Critical Damage
Curses: Condition Damage and Duration
-
-
Soul Reaping: Power and Life Force Pool
This would have to be balanced slightly (as well as traits rearranged between the two trait lines), but what it does:
What this would do (after balancing and trait rearrangement):
-Enable a full burst Death Shroud Necro (With Spite and Soul Reaping)
-Allow for a true ‘Conditionmancer’
-Well & Minion Builds would remain viable
I realize my suggestion might actually be overly optimized and require a ton of balancing… but it just bugs me to no end knowing EVERY OTHER class has Precision and Crit grouped together except Necro.
In order to get a desirable power/crit necro build, currently you’d be spread pretty thin across Spite, Curses, and Soul Reaping… With the condition damage of Curses as a wasted asset.
And uh….I guess that’s the end of my thread for now. I’ll revise later.
(edited by infantrydiv.1620)