This is the question i ask myself constantly while playing,
Please note that this may seem like a rant, it is not intended to be such but rather and observation/idea
Let me just state that i love the concept of the necromancer, the problem i have with it tho is that i don’t feel like one while im playing it, in PVP especially and the way the class uses weapons reminds me of this the most.
To explain what i mean by this let’s start with the staff,
“Inscribe a mark (to cause X effect)” is what most of the skills open with, you place your mark on the ground either under an enemy or just as a trap/roadblock, placing it under your target triggers the mark with no delay and aply’s the effect on the spot,
using it as a roadblock however makes it so that people who pay attention to it’s placement can dodgeroll through it to ignore (in some cases) all of the damage,
wich makes me think that staff use forces me into a supporting role rather then it actually being a valid offencive weapon choice.
Wich brings me to Dagger/axe/scepter +offhand of choice
Should you choose to drop the staff from your build alltogether you will be painfully reminded that you significantly lack cast range anytime you are not in shroud,
the currently most populare weapon pick being dagger mainhand makes you feel like a melee class, and the way necro’s get focused without any means of escape other then a 180 sec CD plague cloud or the more comenly used walking sticks attached to your hips you really don’t want to be walking around in a SPVP match for 10 minutes while half of that time is spend in death timer or walking back to a control point because the focus train comes around every 60 seconds.
On a class experiance note, in my eyes the necromancer leans towards caster the most, so let’s take a look at other casters. in terms of casting skills
The mesmer:
GS 3 – AOE damage without any delay no matter how it is placed, instant damage.
GS 5 – cone cast pushback to give you some breathing space, CC/helps with escape and survival
Torch 4 – stealth and blind, CC/helps with escape and survival
Elementalist:
Fire:
Staff 3 – AOE (burning) damage aplied instantly, no delay damage (tho aplied over time)
Staff 4 – Rollback/dodge, gives breathing space(to cast safely)/helps with escape and survival
Air:
Staff 3 – Push foes backward, gives breathing space/helps with escape and survival
Wich brings me back to the question at the top, what am i?
the one thing i could think of that might really chance the experiance from what it is now to a more necromancer like experiance, is a (complete) revamp of the staff skills, but since i have not played as long as some other necro’s this might hit a sore spot for players who love the way the staff works, so i would love to get feedback on this and ofcourse your own idea’s on what could be changed especially if you feel the same way.