One thing I find extremely unsettling and interesting about the necromancer community for Guild Wars 2 is just how divided we are in terms of what we expect and want form the profession and the Devs.
On one hand we have the new players who came over from other games who have played a similar class type who want the necromancer to be more like those classes.
Then we have the veterans from Guild Wars one. These players are people who have a different expectation for the profession then the new players most of the time. They want the necromancer to be closer to the GW1 counterpart. In most cases though, the Veteran players are not as happy with the GW2 necromancer as they would like to be. Myself included.
Now I’m not going to say one side is right and one side is wrong. Both sides need to be satisfied to promote a long lasting relationship with the game. This is true with any profession people come to love, but I’m just focusing on necromancer.
I want to Focus on the Old Necromancer because I personally feel that the New players are really missing out on something the GW1 necro provided that the GW2 necro hasn’t been able to simulate. I think that Arena Net is very aware of this fact and are indeed looking for ways to improve the experience for both the new and old players. Though I personally feel that they are struggling with this on multiple fronts.
Much of the problems that happened with the necro in GW1 where related to energy and secondary professions. Early in the game the necromancer could summon an unlimited number of minions. Soon that was reduced to a cap of about 10 or 13. Necromancer would also gain energy off of deaths. This would mean that they could let there minions die and gain all there energy back. This was soon nerfed to trigger 3 times every 15 seconds. Which was still a lot. Then there where problems with life stealing skills. Now this is a strange one because this wasn’t actually the necro’s fault directly. It was the mesmer’s fast casting ability and the ranger’s Expertise that reduced the casting cost of touch skills. The reason I bring this part up is because I feel that much of arena net’s fears of the necro stems from these problems specifically.
However the necromancer had some really cool abilities that haven’t been nerfed to this day in the first game that really make them stand out in GW1 and even stand out when compared to similar classes in other games. And this is what I feel people are really missing out on. Necromancer where a support class in the first game. But not at all in the same way they are in GW2. They used debuffs on the foe, sure. However their debuffs rewarded allies for attacking your target rather then just weakening them. They had a tone of skills that literally did nothing unless an ally was hitting your target. They also had buffs for allies that where fairly different then the ones they get in GW2. They could give allies a bonus life stealing effect when they attacked, extra health or just damage increase. Many of these skills had been used throughout the lifespan of the first game and changed the dynamic of how parties where formed.
Guild Wars 2 does provide some things that the necromancer did from the first game. The necromancer was really good at stacking conditions. But strangely, this was a very small part of what it meant to be a necro in the first game. The Necro also did have direct damage as well, but this was far FAR weaker then it is in GW2. They also did have some melee capabilities with touch skills.
However its the things that Arena Net as forgotten about that really disappoints the Veteran players. We miss out spiteful spirit, Mark of Pain, Disease, expendable minions, and our orders. And I don’t personally feel that its a stretch to adapt some of these concepts into Guild Wars 2. Spiteful spirit might not be an option but we could certainly have a re-imagined condition for Disease and barbs. Minions could defiantly use a trait that makes Jagged horrors when one of your primary minions die to increase the longevity of their build. The Orders could easily be included through corruptions or giving the necromancer access to a new buff that makes allies attack steal health.
Arena Net has been taking steps to help satisfy the old players. Torment was a big addition that was defiantly implemented because of the first game. So Please arena net, keep digging into our past to improve our profession. You have a good start and I believe that the new players will love it even more then we did back in GW1.