I came across a couple of brilliant posts made by Zzod in the structured pvp forum section, and I believe they deserve a thread of their own, especially in the necro forums.
Enjoy the ride.
—
Just off the top of my head:
1. Poor mobility: We have no teleport/leap type moves to gain ground with. In terms of weapons, we only have swiftness on warhorn, which is a weapon you can really only run with a mainhand dagger or axe. Impractical and very limiting. Oh, we also have swiftness on spectral walk, which is a utility that we don’t really have room for on our bar because other more important utilities take it up such as rez signet, movement speed signet, corrupt boon, epidemic, wells, etc.
2. Bad weapon sets: Axe is laughably bad. It doesn’t know what it’s trying to be. The 600 range on it is a very awkard range as its basically pushing you to be in melee range and its really only useable at all as you are gap closing to get into melee dagger range because auto attack on dagger will outdamage the axe. I will talk about its number 2 attack in the channelled attacks section.
Staff: Yes, staff. You can’t really “fight” in staff after you go through your intial rotation of marks. Basically, the cooldowns are too long on the marks, EVEN, with the reduced cooldown trait. At some point, early in the rotation, you will have chillbain’s, Putrid Mark, and Fear Mark on cooldown. The moment that happens you are left with a completely useless autoattack and a mark of blood. You can no longer effectively fight in staff once this happens and you are forced to switch. In fact, I don’t even think the reduced cooldown trait is very valuable because you will still hit the bottleneck scenario of 3,4,5 being on cooldown and then you switch to your other weapon set. You then fight in that other weaponset for enough time that when you switch back to staff, chillbain’s and putrid will be off of cooldown and reaper’s will be coming back within 5-6 seconds. You aren’t really increasing your “effective” uptime of marks because you can’t/don’t spend prolonged periods of time in staff actually fighting with an autoattack and mark of blood. Futhermore, compare this MISERABLE auto attack to a Mesmer Greatsword autoattack that hits like a mack truck and the farther away you are..the harder you hit. It is just cranking out significant damage at 1200 range and it plenty strong enough to stay in this weapon set until the other weapon skill cooldowns are back. It is not even close to the case with necromancer. It makes no sense. At max range, you are reducing your exposure to damage because you aren’t susceptible to other player’s attacks that don’t have the same weapon range as you and yet that is the range in which their weapon hits hardest..Shouldn’t reward (damage) come with risk? (closer distance) and not the other way around? Did the same person/team really design a mesmer GS autoattack and necro staff autoattack? I feel like it is two different games when I look at the huge disparity in effectiveness.
Scepter: The auto attack on scepter is just OK. The poison on it should last longer and/or be applied earlier in the chain. I even think the attack speed could be raised 10-15%. I think number 2 grasping dead should have a 2 stack of bleed on it and not 1. Number 3 is only valuable in a hybrid/power based build. This needs to get reworked to benefit condition users.
Main hand Dagger: Basically, with this build you are trying to be a “melee burst class” that uses various CC options to keep people rooted and trapped while you spam auto attack with our dagger. Cool. Except, a thief does the role of a “melee burst class” with more damage and more mobility and with access to stealth. So, why would you take a spot on a team to do this when a thief can just do it better? You have to evaluate all these builds that people call “viable” in terms of the opportunity cost of what you are giving up to bring this build into a match.
3. Chanelled attacks:
Another issue with two of our attacks is the axe 2 chanelled ability and number 4 death shroud. It is VERY hard to get the full duration out on them because you have to be closer to your targets and we are the class that is the most susceptible to CC because we have no stability. You start the attack and there is a huge chance in the thick of a fight SOMETHING happens that causes you to get interuppted. Touch a elementalist shocking aura, Boom..cancelled. Or get hit by their updraft or earthquake..cancelled. Touch a guardian ring of warding…Boom cancelled…or get knocked down by their hammer, pulled by their greatsword, knocked down by shield bubble or bump a sanctuary as you are strafing..cancelled..Get stunned/dazed by a ranger/thief/mesmer, etc..cancelled. Oh, but zzod you can get stability in death shroud!..for a whole 3 seconds! Yes, I can…Yes, I can…which brings me to my next point.
(edited by KarlaGrey.5903)