Ok, now i’ve gotten quite a bit more experience with the necro…and I think I see what the developers were going for and kinda what they ended up with. Be warned i’m trying to avoid a wall of text but it might happen regardless.
Death-shroud: “Ok, Necromancer is all about being a bringer of death. The second lifebar mechanic is nice, but lets add some abilities that show necromancers mean buisness! Even better lets let people augment the mode to their playstyle!” I think that is what they were thinking when they came up with this… but it is clunky to say the least. Not only does it make us a highly visible target but the traits and the lines they are in don’t synergize. Ok we have a trait that makes DS pierce and cause vulnerability, but lets put it in a line not where minion masters could take natural advantage of it. On top of that lets put everything in DS on long cast times and cooldowns then reduce the attack speed to painfully slow.
Fear: As far as I can tell no other class can reliably put fear up like the necromancer. However this condition does…nothing. Yes it interrupts, and is useful if not lifesaving. But as a control mechanic, and it took me a while to realize that this IS our reliable control mechanic, it falls flat. When a thief can steal an AoE fear that lasts 3 seconds at range, well they have stolen a fear that is better then ANYTHING a necromancer can normally do. Read that again, they STEAL an ability that is better then what the class can naturally do even with traits! To make it worse all our cooldowns with fear last upwards to at least 40 seconds. I have verified that a thief could steal and fear about 2 times easily if traited. So not only do they get our control but better, they can use it more often!
Conditions: This is pretty much the trade of the Necromancer. Everything we do leaves a condition of some sort. Well no, actually the staff only one that does not but that is a different matter. Now no other class deals with conditions quite like we do. They basically do the inverse of Guardians in that we are better at turning boons into conditions to their turning conditions into boons. But the problem is that we…kinda lack at it. We have ONE ability that spreads conditions around, and here is the thing. With our corrupting wells, our ability to suck conditions from people around us to send back at foes, and just in general almost everything we do dealing with conditions it has lead me to one conclusion. We are supposed to be the answer to large amounts of damage dealing targets; in pvp terms the “zerg”. But we fall flat because we have a hard time spreading the conditions out, and that is our flaw because conditions is our bread and butter.
TL, DR; I could go on but basically i’m getting tired of, assuming I see this class for what it is, the flaws. We are the class that is supposed to be able to confront large groups and have our power increase. The more people we see the better! But with no burst, trouble spreading conditions, very limited CC, and basically what feels like a half backed class. This is not me saying that the class is ineffectual or broken however! It is like a hybrid car, if you take the battery out can you still drive it? Yes. Is it as good as it could/should be? Not really. Can we play this class while succeeding and enjoy it? Yes. Is it as good as it could/should be? Not really.