(edited by lorndarken.3702)
attrition to play necro
No evade on weap, no vigor or endurance regen of any kind, no block/invul/reflect.
Terrible healing power co-efficient on non-burst heals, no heals in DS, DS eating our life.
No reliable combo finisher to use others combos to heal/cleanse.
Total nerf to all our ‘condi manipluation’ excluding our eat condi’s to heal.
Defense only built by constantly attacking, so double countered by CC, with only short burst of stability with no stun brake thrown in. (Single Knockback totally counters that)
Bunker hasn’t been viable ever vs war/guard/eng/range bunkers. Even when we could use DS as a block.
Despite everything you have read, the necromancer is not an attrition class.
3 months ago:
“JonPeters
Game Design Lead
Necromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act."
5 days ago:
“Karl McLain
Game Designer
Necromancer:
One of our goals with the past few balance updates has been to add counterplay to various skills that lacked telegraphs. With necromancer, we’re changing the way that Dhuumfire is activated – allowing players the opportunity to react. This will also allow the necromancer to carefully plan their burning application. We’ve also adjusted some values for Minion Master builds based on player feedback."
Despite everything you have read, the necromancer is not an attrition class.
Oh, didn’t the dev’s say we were, that’s why we get no mobility, escape, and have to melee range a single target only with any power builds?
3 months ago:
“JonPeters
Game Design LeadNecromancer:
For the necromancer, we felt that a few traits and skills were too powerful, while others were lacking in efficacy. We brought down some of the raw DPS conditions that necromancer enjoys, while also maintaining their pressure and sustain elements. The necromancer’s mobility will remain where it is currently, as we want the Necromancers to be focused on sustaining themselves through death shroud, siphoning health, and slowing down their opponent’s ability to act."5 days ago:
And I wonder, does anyone see the actual necro as is depicted in these lines? Worst, as is written in the official web page description or the wiki?
(edited by fonvitale.9621)
Well, in defense of Jon, he never stated that these changes will happen in that patch or in the next one. But sad thing is sad, we are far away from that concept now. :/
Well, in defense of Jon, he never stated that these changes will happen in that patch or in the next one. But sad thing is sad, we are far away from that concept now. :/
I’m not blaming Jon. I’m talking about the concept, and as you said it is far from what it should be (considering their own descriptions).
Well, in defense of Jon, he never stated that these changes will happen in that patch or in the next one. But sad thing is sad, we are far away from that concept now. :/
I’m not blaming Jon. I’m talking about the concept, and as you said it is far from what it should be (considering their own descriptions).
A lot of classes descriptions are nothing like they’re described. In the warrior description it talks about how warriors need support from team mates and have trouble dealing with conditions, but warriors now have a ton of ways to deal with conditions now.