Showing Posts For Daikaze.6708:
Different classes are gonna have a different perspective, and different players will have their own experiences.
From the perspective of a Necromancer there’s nothing worse than a Warrior. Every Warrior I’ve seen will either have greater mobility or crowd control, both of which do very well against the Necromancer. Mostly, I find this to be more of an issue with the Necromancer more than the Warrior… Although, I do question the power of Healing Signet, but I don’t play a Warrior so I can’t be too certain. Warriors generally have me leaning towards wanting to take up the Terrormancer spec (which seems a bit strong).
I would imagine the more significant bug fixes would come with the December 10th patch. This patch was just tooltip updates tacked on to the Fractured content release.
As much as I love my necro, my complaint is the same as the others: A lack of stability.
I can’t justify going 30 points into a tree for stability when I don’t like the rest of the tree. I might be able to justify it if there were some useful traits for my power or minion builds in there. I’m just not a fan of the spectral abilities and so the tree offers me very little.
Had the skins been in the gem shop, I’d have purchased a few of them… They look great, but gambling to get them is just silly.
While I would prefer Pistol or off-hand Torch, I wouldn’t object to a Greatsword (they have all the cool skins). I think that the specialty of the weapon should be chilling effects.
Torch could offer up some nice spectral flames… and Pistol could make for a nice minion master weapon.
Necro is one of the better WvW classes out there.
It’s possible I’m doing something wrong. I’ve tried a few builds and have had limited success with each.
A staff based build is nice for keeps/forts but it’s incredibly dull and really just requires the enemy to get too close to the edge to do anything. I still keep a staff on hand, but I really don’t find enough use for it.
Scepter + Dagger works amazingly well in skirmishes due to the AOE options, but I find conditions are cleansed pretty quickly. It’s a bit harder to use at forts/keeps as it requires me to get a bit close for comfort.
As for utility options… I’ve recently switched over to a condition/DS build that focuses on building up might. It’s worked reasonably well so far, but I’m always disappointed when it comes to keeps/forts. All too often, I find that my corruption skills are easily “obstructed” (seems like skills go from chest to the enemy’s feet) or they get cleansed/converted. Sometimes, I’m not even sure if my corruption skill sare working properly. My survivability is really good in WvW, but I still find that my skills are easily countered.
It’s a great class, I just find myself disappointed with some aspects. Basically, my disappointment stems from the bugs and seeing how easy it is for my abilities to be countered by the enemy.
I love the necromancer class… for PVE. WvW isn’t fun as a necromancer from my experience. I can soak up conditions, where the only reward seems to be the increased chance of winning. Or, I can unload/spread conditions onto the enemy force. This is great and all, but it’s so easy to remove/convert conditions and this class doesn’t offer any of the important ones (confusion is non-existent and retaliation is minimal) for WvW.
As a necromancer you typically end up stuck at 900 range trying to attack enemies, or you can stick to the staff for the extra range. Having one decent option for that range is kind of disappointing.
Bleed and poison seem to have little value in WvW, and that’s pretty much our bread and butter. Beyond that we simply make a good support class (again, WvW).
Of course, WvW isn’t the only aspect of the game.
While I can’t deny that the Necro has some issues, I find it odd that people don’t really see the value of the class in WvW. In WvW I’m not much for murdering enemies, but I soak up conditions quite nicely, which keeps my allies alive. As a necromancer I can easily handle a large sum of conditions that have been placed on my allies. It’s great being able to counter all of those condition builds out there.
If anything, I just wish that I had a another 1200 range weapon on the Necromancer. It’s kind of annoying being limited to the staff if you want to maintain a comfortable distance. However, a few of the classes have this same issue. Hopefully they’re planning to add some additional range weapons for some of the classes.