- 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.