Many people are trying to find ways not to run necromancer in raids and actively looking for reasons why the necromancer is the worst possible profession to use. I’ve seen countless posts about it from “Necros have no damage”, “necros have no support”, “reaper is pointless”. But these people are not considering the unique abilities that the necromancer offers that will actually out preform in a raid.
Damage:
In terms of damage the necromancer can easily fill ever single on of the required role of this without a problem. Once you understand their condition damage rotation its incredibly high and very sustainable. Their power type damage is also extremely high probably the strongest at range making them very effective at mobile DPS. Which the necromancer’s mobile DPS is one of the reasons that they’re known for it in WvW. Raids do actually force the group to keep moving which means that stationary moves like 100b blades gain increased chance to get someone killed rather than to help them. Its also notable that the bosses will move out of aoe meaning that the necromancer’s ability to provide solid damage at range becomes even more valuable.
Does this mean that necromancer is the only profession that can provide damage? Of course not. Engineers also have very solid ranged DPS. The difference between them is how they pump it out. Its something that people should consider for a raid encounter. The death perception necromancer with its life blast is solid enough damage at range and you can bring transfusion on the bar without actually sacrificing anything major for it.
The condition damage that the reaper provides out preforms the core necromancer and can also be used in combination with control as well as boon stripping to fill that role without issue. Dark path comes to mind since one of the bosses requires you to remove a special boon before it can be damaged. This gives the necromancer the unique versatility to actually move between bosses in one of the phases being capable of punishing both at once. The chill is extremely important on a reaper build. The damage output of it is slightly higher than a stack of burning above 50% and is a bit over 2 stacks of burning at below 50%. The advantage is that it both severely weakens the break bar as well as providing this bonus damage on something you’re going to be doing anyway. The versatility of their condition spec that allows them to stack 2-5k ticks from each of their condition stacks all at once means that if bosses that are both weak to condition damage but have reduced damage to some forms of condition damage such as burning or poison this go wide strategy means that the necromancer will flat out out preform many other professions which includes the engineer. However that’s just speculation on my part.
Control:
I’ve already mentioned chill and boon stripping. Two powerful abilities that the necromancer can provide both at the same time without sacrificing much if anything on their build. But they can also provide so much more on the control end of things. The corruption necromancer/reaper build provides projectile destruction, extremely high weakness up time, boon stripping, condition spreading and lock out abilities such as executioner’s scythe and fear spams.
Corrosive poison cloud deserves its own medal for being one of the best skills in this kit. As we continue to move through raids multi functional skills such as cpc will be invaluable to a group. The fact that the condimancer can take this skill into a fight without actually sacrificing damage will have a major impact on your build. You can put this skill on a boss, crippling their physical damage as well as locking them out of being able to use their projectiles if they have some. And later bosses will have them. You can count on that for sure. Another element of this is you can protect yourself with it by placing it over you. I’ve even combined this skill in the Mai Trin fight while training the guildies in fractals. Placing this around me and using transfusion to pull them out of her focus as well as preventing shots being fired by Horrik and as well as Mai’s herself. The usefulness of this skill will only increase with raids.
Further control is that the boss seems to stick on high toughness allies. The necromancer can take a hit far better than most other professions and compared to highly mobile professions such as thief or mesmer the necromancer is in a unique position with both flesh wurm and spectral walk to both take the hits and lure the boss into a favorable position with lowest possible risk. I know this concept may sound a bit alien to some people reading this. However I’ve had massive success using both of these skills in fractals while soloing or fighting in the aetherblade fractal boss fight.
The necromancer also has a high number of unblockable skills and even a trait that makes marks unblockable putting the staff as a seriously useful control weapon. Nothing can save will will see heavy use in raids if we find a boss who has a break bar while blocking that also causes heavy damage. Why would you want to struggle with your group to out heal the damage when a reaper can just cast nothing can save you and rip through their break bar with their high number of stuns and long lasting chill.
Boon corruption is also a thing on necromancer. They have high number of targets hit in a 600 radius meaning that their focus can be where it needs to be while also breaking through those boons without having to break agro. The mesmer has extremely strong boon stripping but their issue is that their aoe boon stripping is no where near as powerful as the necromancer’s. This will most likely be extremely valuable in the raid as we progress further and the content gets harder and harder.
Support:
The necromancers support is something that people don’t value too highly. But even a pure berserker necromancer provides a tone of support for allies that people might not even realize. Just on my power wells set I provide protection to allies as well as a dark field. The dark field is actually extremely handy for increasing a party’s DPS as well as providing healing. Whirling in a dark field or firing projectiles can provide a bit of healing while increasing their overall damage. And since might and vuln shouldn’t be much of a problem in raids this puts a stronger focus on these extremely powerful fields.
The vampiric aura is minor in terms of our support but can be absolutely vital for allies survivability. Anyone who’s run a flamethrower with a necromancer around in a world boss knows the feeling of going from almost dead to full health from this trait. Other life stealing abilities such as Signet of Vampirism which normally take a while to trigger can cause some more minor healing to your entire raid as they focus a boss as well as boost the damage.
I’ve already mentioned transfusion. I’ll mention it again. In the first raid boss I’d personally probably require this trait to be used in my raid. The effectiveness of this trait is just too high not to consider it. Battle Standard and revive skills lack the ability to pull allies out of damage while this can do just that. I saw a lot of raid runs where people where going down and going down trying to revive their allies that I couldn’t find a good reason not to have at least one necromancer running this trait. Even if you’re not specked into healing power the teleport can mean the difference between a dead ally and a living one. This trait can be a bit tricky to use at first but once you get it down you’ll love it.
Well of power and well of blood have also been useful for helping allies. Buffering attacks with healing and well of power being an extremely solid counter to burning with its conversion to aegis. I’ve used this skill against the imbued shaman on many occasions to nullify its attacks, against Mai trin to save my allies from the 14 stacks of bleeding. This might not sounds so great to some people who think a shout guardian can do the same thing. But remember that there is a major difference between 600 and 900 range. You’re also not doing anything different than what a berserker necromancer will probably be doing anyway.
More testing required:
There are a few ideas that I’d like to test out in raids a bit more. The minion master is something I want to see. There is a tone of talk about endless minions thanks to rise and that can seem valuable with the high toughness that the minions will provide. Using something like Apothecary stats on a minion builds with dozens of little bombs sounds like a solid strategy and would have been extremely notable in GW1. The added bonus of transfusion in this sort of set and being almost exclusively focus with its extremely high sustain could make this a build worth looking into.
Conclusion:
The abilities that the necromancer provides are numerous. Although when compared side by side with abilities of other professions it might seem like the age old tale of “Everything the necromancer can do someone else can do it better” but the fact that most of the necromancer’s abilities actually overlap in multiple roles that the raid requires anyway should make any group consider the necromancer for their raid. Our highly effective skills that might not preform as well in some situations as other skills, such as Corrosive poison cloud when compared to wall of reflection, are more tool box skills that can do everything that you need it to do all at once. The necromancer has multiple examples of this from their wells to their corruptions, to signets and even shouts.
The necromancer might surprise you. Many people during the beta weekend really wanted to try the reaper as it looked to be the coolest. Though many of these people didn’t have a firm grasp at what the necromancer was capable of before they decided to do the raid. The devs of GW2 are not lying to us when they say they pretty much always bring at least one necromancer into a raid. And considering the first boss and that’s supposed to be the easy one I only see more and more reasons to consider 1-2 necromancers in a group.
Although we will have to wait and see the more I think about it and the more I’m practicing for raids by doing fractals without using abusive stacking mechanics the more valuable me and my guild are noticing the necromancer truly is. I hope this is helpful to some people. I’ll see you all in the mists.