Unresolved Power Necro issues

Unresolved Power Necro issues

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Posted by: Zenith.7301

Zenith.7301

- Axe range. This is incredibly important, as outside staff, which is a condition weapon, power necromancers have no viable power weapons. Even going by the autoattack, the staff is a terrible weapon since the autoattack is so bad — it won’t hit sidestepping opponents and the numbers it hits for are low.

Increase Axe range to 900.

- Dagger’s lack of cleave. It would seem they’d justify daggers for both thieves and necromancers as single target because they seemingly do high single target damage, yet the guardian sword and warrior axe especially do more damage than either of the two dagger variants and cleave.

More importantly, unlike a thief with sword the melee and necromancer in general lacks aoe that scales with the power stat besides life drain on DS.

Make Dagger necro cleave 3-4 targets.

-Dark Pact’s cast time and cooldown are silly. Dark Pact has double the cd of Illusionary Leap for the same effect of a root but without any secondary benefit like the clone kittenter fodder synergy. The necromancer is too easy to peel because it has poor close-up tools.

- Focus 5 still takes too much time to cast. It’s ridiculously telegraphed.

- Dagger 5 takes too long to land. The descending animation makes it so opponents can easily walk out of it before it lands.


Most importantly, survival is an issue with the power necro. To do any significant damage, because burst is not built into the class, the power necro relies on berserker gear to output damage comparable to thieves or warrior burst in knights gear.

But, the necro is very easy to train. A D/P thief, regardless of being knight or berserker, will dispatch you in a couple of backstabs because the class is so immobile and most classes can disengage from your sustained damage, prior to having forced you heal, and come back and finish you off.

Dagger 2 could drain life from opponents around you. As an aoe, it would help a necro going into melee in group fights quite a bit. It would also give the necro more aoe options.

Life generation on axe needs to go somewhere other than the channel, because if an opponent dodges through the channel you will pretty much have zero life force generation. Axe auto also needs an increase in damage by aroun 10-20%.

Because power necros don’t have staff, they need better axes to chill or roots to keep people on wells, which are their best scaling utilities. Either a chill could be applied after Dark Pact’s root wears off, or you could apply a chill on someone for the duration of the dagger 2 channel. Or maybe at the last chain of the necrotic bite.

Lich needs a projectile increase. At greater than 400 range it is easily sidestepped — you can test this with anyone. They can even just turn around and move away and neuter your entire elite, or reflect those projectiles back at you with dagger storm.

Flesh Golem and all minions will never be used so long as a) their survivability stays as is, and most importantly b) they don’t cleave or have aoe. Single target attacks in this game are of very little value considering what most engagements emphasize, and that is aoe. Nobody needs a minion hitting a single person in a zerg of 40v40, let alone 20v20.

Unresolved Power Necro issues

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Posted by: spoj.9672

spoj.9672

Pretty much agree across the bored. I would love cleave but I dont think it will be an option on dagger.

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Posted by: Draehl.2681

Draehl.2681

I don’t necessarily agree with all of your suggestions, more than anything I would say we need further differentiation between Axe and Dagger. Give dagger more control or tanking ability. Give axe more range or aoe effects. Something to make them have a distinguished role from one another. Currently, compared to the Dagger the Axe gains range for lower damage. The skills themselves really don’t differentiate the two.

I would actually suggest that Axe autoattack hit another nearby enemy and that the final attack on Dagger apply a short weakness effect. This would at least give axe some more defined AoE and Dagger some defined tank/support focus.

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Posted by: Berullos.6928

Berullos.6928

Power necros are okay ish in spvp. In WvW its HORRIBLE. Berserker gear for thieves and mesmers just kitten on you, cause the only way to do decent damage is either zerks or knights. But they can just reset and reopen on you knights isnt even worth it. And you dont have the sustained damage nor burst to take em down.

Thievs and mesmers have zero downsides for going full zerks.
It just takes 2 bursts in WvW to kill a power necro. 1 to drain the DS, 2 to finish you off. Its so dumb.

And going soldiers for a power necro is just dumb, you do no damage.

My suggestion is Axe should be a 3 hit combo chain, with the first 2 doing vuln, the last doing cripple for 2s. That or increase the range to 900.

Dark path also needs to either be instant cast or the speed of the projectile needs to increase.

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Posted by: ODB.6891

ODB.6891

- Axe range. This is incredibly important, as outside staff, which is a condition weapon, power necromancers have no viable power weapons. Even going by the autoattack, the staff is a terrible weapon since the autoattack is so bad — it won’t hit sidestepping opponents and the numbers it hits for are low.

Increase Axe range to 900.

- Dagger’s lack of cleave. It would seem they’d justify daggers for both thieves and necromancers as single target because they seemingly do high single target damage, yet the guardian sword and warrior axe especially do more damage than either of the two dagger variants and cleave.

More importantly, unlike a thief with sword the melee and necromancer in general lacks aoe that scales with the power stat besides life drain on DS.

Make Dagger necro cleave 3-4 targets.

-Dark Pact’s cast time and cooldown are silly. Dark Pact has double the cd of Illusionary Leap for the same effect of a root but without any secondary benefit like the clone kittenter fodder synergy. The necromancer is too easy to peel because it has poor close-up tools.

- Focus 5 still takes too much time to cast. It’s ridiculously telegraphed.

- Dagger 5 takes too long to land. The descending animation makes it so opponents can easily walk out of it before it lands.


Most importantly, survival is an issue with the power necro. To do any significant damage, because burst is not built into the class, the power necro relies on berserker gear to output damage comparable to thieves or warrior burst in knights gear.

But, the necro is very easy to train. A D/P thief, regardless of being knight or berserker, will dispatch you in a couple of backstabs because the class is so immobile and most classes can disengage from your sustained damage, prior to having forced you heal, and come back and finish you off.

Dagger 2 could drain life from opponents around you. As an aoe, it would help a necro going into melee in group fights quite a bit. It would also give the necro more aoe options.

Life generation on axe needs to go somewhere other than the channel, because if an opponent dodges through the channel you will pretty much have zero life force generation. Axe auto also needs an increase in damage by aroun 10-20%.

Because power necros don’t have staff, they need better axes to chill or roots to keep people on wells, which are their best scaling utilities. Either a chill could be applied after Dark Pact’s root wears off, or you could apply a chill on someone for the duration of the dagger 2 channel. Or maybe at the last chain of the necrotic bite.

Lich needs a projectile increase. At greater than 400 range it is easily sidestepped — you can test this with anyone. They can even just turn around and move away and neuter your entire elite, or reflect those projectiles back at you with dagger storm.

Flesh Golem and all minions will never be used so long as a) their survivability stays as is, and most importantly b) they don’t cleave or have aoe. Single target attacks in this game are of very little value considering what most engagements emphasize, and that is aoe. Nobody needs a minion hitting a single person in a zerg of 40v40, let alone 20v20.

This

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Posted by: Blaine Tog.8304

Blaine Tog.8304

Typing from my phone so I’ll have to keep this brief for now.

The axe’s range is fine, IMO. It’s supposed to be a pressure weapon so giving it a lowish range but instant damage and an AoE cripple means it has clear counterplay while still being able to do its job. Powermancers have two interesting options for 1200 skills now: staff (primarily for utility, though the auto hits decently hard) and Death Shroud. Since Powermancers usually take heavy amounts of Soul Reaping, they usually have better LF regen, and the larger LF pool really helps with their survivability.

Not that I don’t think some changes might be in order. Focus 5’s cast time really needs to come down and Dagger 5 is painfully slow in falling. The axe’s niche is interesting but it ultimately doesn’t have the tools for the job. Letting the auto cleave would be great, and/or what if the third attack in the chain increased the duration of all existing Vuln stacks on the target by, say, 25% or 1 second or something like that? Dagger 2 sucks. It lowers your DPS and gives a negligible heal on a ridiculously long cast time.

I think that’s it for now.

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

Unresolved Power Necro issues

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Posted by: Tobbygnome.6793

Tobbygnome.6793

Ye i have a power set for PvE and i really don’t have many options for AoE. I run Axe/Focus with the talents but other than Axe 3 and Focus 4 which are both very weak against mobs, the only other time i get to AoE is my Wells and DS 4/5, all of which have more than a 30 second CD. I shouldn’t have to rely on utilities and CDs to do some AoE.

I mean i look at my Ele and i count x13 PBAOEs all from just weapon skills :P I am forced to switch to staff in order to AoE mobs.

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Posted by: ODB.6891

ODB.6891

Ye i have a power set for PvE and i really don’t have many options for AoE. I run Axe/Focus with the talents but other than Axe 3 and Focus 4 which are both very weak against mobs, the only other time i get to AoE is my Wells and DS 4/5, all of which have more than a 30 second CD. I shouldn’t have to rely on utilities and CDs to do some AoE.

I mean i look at my Ele and i count x13 PBAOEs all from just weapon skills :P I am forced to switch to staff in order to AoE mobs.

We should have viable setups besides wells for our utilities. I’d prefer to go with a spectal skill line up in my utilities…but wells are so dominant in their functionality currently.

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Posted by: Azraeel.1238

Azraeel.1238

Totally agree.

80 Necromancer (Main) | 80 Thief | 80 Guardian | 80 Warrior
Engineer and Elementalist in progress…

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Posted by: Linguistically Inept.6583

Linguistically Inept.6583

-
Increase Axe range to 900.

Make Dagger necro cleave 3 targets.

strongly agree with these two

Desolation: 80 ranger [Nightwither], 80 necro [Dusk Grimsoul]
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]