High Warlord Sikari is well known as great MM Necromancer. Go to any duel server, odds are you will see him. Ask about any good necro, odds are you will be given his name. I am somewhat new to MM Necros in PVP and TPVP, but I not new to SPVP and TPVP as a whole. I have two TPVP guilds and over 1000 hours on my thief which is ranked champion shadow, so I decided to take a break and try out the Necromancer. I have tried condition necromancer, tank with wells , hybrid power build and straight glass cannon necromancer in both regular PVP and TPVP. I enjoy dueling 1v1 and I also enjoy TPVP with my guilds. I cannot agree which Erk, MM does offer much beneficial support to my team, my minions in TPVP make my team look like a much larger army and provide CC skills that can stop a finisher, stop a resurrection, or just stop a player from using their skills which can mean life or death for me and my team mates. The people I play with are higher levels, 40 and up PVP rank, who know what they are doing and expect me to do the same. I have found Sikari’s MM build to not only be the most fun type of Necro build to play- solo 1v1 and team PVP- and the most useful in supporting your team while being able to survive long enough to put out good DPS with your minions. In a way Sikari has become a mentor to me and other “noobie” Necros looking for a good build.
That all being said, you can only go so far with a build as good as Sikari’s, when there are flaws as listed above in the original post. There is nothing I can really add to the list of things that need to be changed to the Necromancer MM build that hasn’t already been said. However I will go over some of the biggest complications I have encountered during TPVP and SPVP and 1v1 duels. One of the biggest problems I have, is how slow minions are to get out of combat and how slow they are to follow you around the map while trying to cap points and run away. It would be helpful to have some type of range that the minions won’t leave your side, which in my opinion should be a small range very close to you. To counter this, its usually a good idea to stay at one point with a MM build. However sometimes I find I need to run and or go to another point and I find my minions far behind me. AOE can be a big problem in TPVP, and I agree that minions need some type of AOE and condition defense, as well as some way to regenerate or heal back up over time. They really have nothing they can do against AOE, other than die too quickly. Another big problem as stated in OP, is the large amount of cast time for resurrecting minions. I literally have to run away so I am not either dazed, knocked backed, or stunned while trying to perform the long animation to cast a minion back to life. Also seeing as they can die fast, I am often recasting, and often wasting precious time. Rangers pets heal, and Mesmer’s have zero cast times to reproduce another clone, or phantasm. Necromancer minions need some type of buff, possibly as suggested to reduce the damage they do for added tankiness. Cast times, minion interface, and dying too fast without anyway or healing or invulnerability skills to prolong the life of a minion, are the biggest problems I have found while running this build. There are much smaller issues all stated above, but these are the biggest problems I run into every single fight. That being said, this build is still amazing and super fun to play. With a few fixes I see no reason why the MM Necromancer build can’t be completely viable in all situations.
Thank you Sikari for this needed post.
My two cents.
Ba Zin Gaa 80 Mesmer
Zing Zinga 80 Thief
Zin Ga Zing 80 Necro
(edited by itiana.8417)