Johnathan Sharp posted this in the patch notes at the last part.
“The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.”
This is a opinion thread so if you don’t like what someone says don’t flame… I’m going to post my opinions on this view and the current state of the necromancer vs other classes…
“They have access to poison on multiple weapons” I have to comment on this first because we only have access to poison on 2 weapons… Chilblains 20 second cooldown and scepter 3rd auto attack… I’m not arguing about this but we are not the only class with multiple poisons on weapons linking the wiki for poison so you can see for yourself http://wiki.guildwars2.com/wiki/Poison .
“While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights.”
Ok I’m not sure if this has been thought of but the thief,engineer and mesmer all do this much better then us due to escape mechanics and damage reduction…. We are not a attrition class like this post is attempting to claim and that’s something I wanted the necromancer to be…. I wanna be able to do sustained damage and slowly gain the edge as the fight wears on.. The escape and damage reduction capabilities of other classes is something they need to think about as well….. Even if a ele has 13-14k health the damage absorb + other survival and escape abilities/traits can make it so that the character has well over 20-30k EFFECTIVE health… Necromancers have a high base health true but with the lack of survival mechanics our effective health is actually really low vs other classes unless we build spacificly for survival and skimp on the damage/conditions….
“they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills.”
As a axe user on the necromancer this one doesn’t hold much to me and makes me feel as though they only want us using the weapons that you can mix staff/scepter/focus/oh dagger The main hand dagger may not have conditions but it has health steal and high sustained damage on top of a Immobilize…. I would like to be able to play a attrition class that is using sustained direct damage with small spikes over a period of time and the axe fits this best but because the unreliable sustain from the no.1 it kinda falls behind in that regard… I posted a simple fix for this that would also help it to be combined with conditions to give the axe a more attrition feel because the small damage boost to the 3rd hit + small chunks of life steal that depend on the number of conditions on the target… This post was simply ignored by not only players but devs as well…
The Scepter+dagger/staff combo is really our best attrition combo at the moment but I would like them to go forward and look at direct damage attrition with the dagger/axe and really look at what’s making the thief/engie/mesmer all preform attrition roles better at the moment…
TL;DR
Just my personal opinions on what was said about the class…. If we are to be a attrition class we should excel at it and be able to alternate between direct damage based attrition and condition based attrition… The rest are just my personal opinions that have no bearing on anything.