4. Stability, Vigor, Stunbreakers: Where are they?
I have to spend 30 points in a trait line to get acess to 3 seconds of stabilty in death shroud. 30 points is a build-defining amount. I have to spend 3/7 of my points to basically get 3 seconds of stability in a tree where the first choice of 10 point traits are super, super lackluster. I want stability in utilities or somewhere else that is more accessible and practical. We have..no vigor anywhere. Why? Our stunbreakers are bad and can’t be used because our other utilities are too needed by our team, so we have no place to put them. SIMPLE solution that would help necromancers everywhere: Make our deathshroud activation be a stunbreaker with a 30-45 second internal cooldown. Clean, simple solution that would help EVERY single necromancer build.
5. Area damage pressure:
Another class I can’t help but look at when I think of marks and even wells look at the rate at which engineer’s with their grenade kit can impose condition AND direct damage presence in a fight? Their cooldowns are much lower (granted nades are harder to land), but they can sustain a barrage of AE conditions on a point much better than we can on staff. Or a trap ranger..Their traps are on much lower cooldowns and they PULSE their effects. These classes completely outshine our AE damage presence on a point. If someone dodge rolls through my mark it is gone. If you dodge roll through a ranger trap and stay there for a second, you will be hit by the conditions. We need reduced cooldown on at least chillbain’s, and possibly reaper’s by 10-20%. I think putrid mark is fine. I don’t think wells are effective enough either. It is extremely hard to keep someone trapped in your well for its full duration. The “payoff” for doing so is not big enough. Classes have too many escapes or damage avoidance abilities to make them effective. Let’s say you CC someone and get them “trapped” in your wells. You are using anywhere from 2-3 of your utility wells now that all have cooldowns in the 40ish sec+ range. Other classes just have too many escapes to get out of them…Ele (mistform,lightning flash), Mesmer(staff, blink), ranger (protect me), guardian (renewed focus) or (insert class here with condition cleanse/stunbreak/dodge roll out).You use 2-3 big cooldown utilities to attempt that and they used 1 utility that could be on a same or shorter cooldown as yours to completely negate your well rotation. Our cost to attempt this versus their cost to escape is disproportional and unbalanced. The cooldowns should be shorter(with wells possibly having less damage) or the “payoff” should be much bigger with escalating damage with each second spent in a well to the point of significant health loss.
6. Bad traits and fragmentation of trait lines
We have bad, fragmented traits all over the place..In our power tree, our 25 point minor trait is gain might when hit and your health reaches 25%…Why on earth would I want might when MY health reaches 25% health? Let alone one measly stack of it. This should be something like you gain 3-5 stacks of might when your opponent’s health reaches 25% health. That would make a lot more sense. We have a 25 minor trait in the curse(condition) tree that gives us 2% more direct damage for each conditon applied. This only helps out power builds/hybrid builds. This along with scepter 3 needs to get looked at/reworked to be effective in helping/augmenting various builds including condition ones especially since scepter/curse tree are condition genre.
We have our traits spread across all over the place. For example, we have 4 traits that effect staff: Marks deal more damage, Marks are unblockable and bigger, reduced CDs on staff, and marks generate lifeforce on trigger..These 4 traits are spread across THREE different trees, and the marks deal more damage and lifeforce trigger require 20 point investments just to access those! Why is that? Was there deliberate, thoughtful planning and vision when this was done or was this slapped together in about 5 minutes becasue the necromancer class designer has a deadline to make? Compare this to say the Alchemy tree of Engineers. They have ALL things pertaining to their elixirs all neatly packed in one tree, tic tac toe. AND passive boon duration too, so that when they make their HGH builds they get their might stacks/other boons to last longer. to make it such a great tree/set of traits that synergizes with so many options in various builds they have.. How convenient for them! Again, a huge glaring disparity in build potential we have there versus other classes.
Or how about our wells? We have wells are ground targetted as a 20 point trait in the curse tree and reduced cooldowns 20 points into the blood magic tree. Look at ranger traps. They have both traits that affect their traps neatly packed together in the same trait line. Why is that? Who bumbled their way through our terrible class design?
(edited by KarlaGrey.5903)