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Necromancer class needs a serious buff in PVP

arch1t3ct
arch1t3ct
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Necromancer class needs a serious buff in PVP. It has the least class identity in the game right now and it cannot compete with any other class on a class toolkit and performance. It is the worst class at the moment. Let me explain why.

First, let me list what good things Necro got compared to other classes. They are:
  • Rapid Rot passive, giving 10% bonus to DoT damage. (Yet, there are no DoT skills for PVP)
  • Disdain Harm passive, giving 15% bonus to DoT mitigation.
  • Spirit Guardian skill, giving a 10% all damage mitigation.
  • Decent healing toolkit - Mortal Coil, Mender, Resistant Flesh
That’s it. For the rest this class has:

1) NO source of damage besides Blastbonbes that would perform better than weapon\guild\world skills. In fact, Blastbones is the only usable class skill that deals damage, there is simply nothing else this class can offer.
  • No single target \ spammable (Skeletal Mage and Flame Skull perform worse than other available weapon\world\guild skills).
  • No DoT (Shocking Siphon and Boneyard are both AoE, easily avoidable, and barely deal any damage).
  • No execute.
  • No gap-closer.

2) NO reliable crowd control (not even a root)
  • Totem has 2 seconds delay which makes it easily avoidable, thus useless.
  • Grave Gasp is extremely hard to aim on the opponent, i never seen anyone ever using it in my entire life.

3) NO access to buffs (not even brutality\sorcery)
  • All potential buffs necros can get are: Major Resolve, Major Breach, Major Vulnerability, Minor Protection and Minor Maim. Realistically, none of these except Resolve are actually achievable and\or reliable in PVP. This leaves necro with only Major Resolve.

All this makes necro just a blank, empty class, where you are forced to play anything but the class toolkit itself. Something must be changed. I personally offer these buffs, not necessarily all of them together.
  • Make Scythe an execute ability.
  • Give Major Brutality \ Sorcery. For example, when Skeletal Mage is active.
  • Make magicka Blastbones apply Major+Minor Breach on the enemy instead of 10% damage thing, so it would be similar to Wardens.
  • Rework Flame Skull and turn it into a single target DoT. This ability looks cool, but practically is useless now.
  • Rework Grave Gasp so it roots everyone around you, not just specific area where you need to aim.
  • Remove delay on Bone Totem
Edited by arch1t3ct on 17 March 2023 15:59
  • CameraBeardThePirate
    CameraBeardThePirate
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    arch1t3ct wrote: »
    Necromancer class needs a serious buff in PVP. It has the least class identity in the game right now and it cannot compete with any other class on a class toolkit and performance. It is the worst class at the moment. Let me explain why.

    First, let me list what good things Necro got compared to other classes. They are:
    • Rapid Rot passive, giving 10% bonus to DoT damage. (Yet, there are no DoT skills for PVP)
    • Disdain Harm passive, giving 15% bonus to DoT mitigation.
    • Spirit Guardian skill, giving a 10% all damage mitigation.
    • Decent healing toolkit - Mortal Coil, Mender, Resistant Flesh
    That’s it. For the rest this class has:
    1) NO source of damage besides Blastbonbes that would perform better than weapon\guild\world skills. In fact, Blastbones is the only usable class skill that deals damage, there is simply nothing else this class can offer.
    • No single target \ spammable (Skeletal Mage and Flame Skull perform worse than other available weapon\world\guild skills).
    • No DoT (Shocking Siphon and Boneyard are both AoE, easily avoidable, and barely deal any damage).
    • No execute.
    • No gap-closer.

    2) NO reliable crowd control (not even a root)
    • Totem has 2 seconds delay which makes it easily avoidable, thus useless.
    • Grave Gasp is extremely hard to aim on the opponent, i never seen anyone ever using it in my entire life.

    3) NO access to buffs (not even brutality\sorcery)
    • All potential buffs necros can get are: Major Resolve, Major Breach, Major Vulnerability, Minor Protection and Minor Maim. Realistically, none of these except Resolve are actually achievable and\or reliable in PVP. This leaves necro with only Major Resolve.

    All this makes necro just a blank, empty class, where you are forced to play anything but the class toolkit itself. Something must be changed. I personally offer these buffs, not necessarily all of them together.
    • Make Scythe an execute ability.
    • Give Major Brutality \ Sorcery. For example, when Skeletal Mage is active.
    • Make magicka Blastbones apply Major+Minor Breach on the enemy instead of 10% damage thing, so it would be similar to Wardens.
    • Rework Flame Skull and turn it into a single target DoT. This ability looks cool, but practically is useless now.
    • Rework Grave Gasp so it roots everyone around you, not just specific area where you need to aim.
    • Remove delay on Bone Totem

    Only thing I disagree on is Stalking Blastbones. It should remain the way it is, as the % damage modifier is much stronger than a lot of people realize (and is the only thing propping the class up at the moment).

    They absolutely need a functioning spammable, sorcery/brutality/prophecy/savagery, a sticky DoT, and either an on demand stun or gap closer. At the moment there isn't much reason to use any class ability besides Resistant Flesh and Blastbones.

    The sad fact of the matter is that we've been given no indication that necro will receive any positive changes anytime soon, despite the large amount of posts discussing the class' shortcomings the last few months.
    Edited by CameraBeardThePirate on 17 March 2023 12:55
  • katorga
    katorga
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    arch1t3ct wrote: »
    Necromancer class needs a serious buff in PVP. It has the least class identity in the game right now and it cannot compete with any other class on a class toolkit and performance. It is the worst class at the moment. Let me explain why.

    First, let me list what good things Necro got compared to other classes. They are:
    • Rapid Rot passive, giving 10% bonus to DoT damage. (Yet, there are no DoT skills for PVP)
    • Disdain Harm passive, giving 15% bonus to DoT mitigation.
    • Spirit Guardian skill, giving a 10% all damage mitigation.
    • Decent healing toolkit - Mortal Coil, Mender, Resistant Flesh
    That’s it. For the rest this class has:
    1) NO source of damage besides Blastbonbes that would perform better than weapon\guild\world skills. In fact, Blastbones is the only usable class skill that deals damage, there is simply nothing else this class can offer.
    • No single target \ spammable (Skeletal Mage and Flame Skull perform worse than other available weapon\world\guild skills).
    • No DoT (Shocking Siphon and Boneyard are both AoE, easily avoidable, and barely deal any damage).
    • No execute.
    • No gap-closer.

    2) NO reliable crowd control (not even a root)
    • Totem has 2 seconds delay which makes it easily avoidable, thus useless.
    • Grave Gasp is extremely hard to aim on the opponent, i never seen anyone ever using it in my entire life.

    3) NO access to buffs (not even brutality\sorcery)
    • All potential buffs necros can get are: Major Resolve, Major Breach, Major Vulnerability, Minor Protection and Minor Maim. Realistically, none of these except Resolve are actually achievable and\or reliable in PVP. This leaves necro with only Major Resolve.

    All this makes necro just a blank, empty class, where you are forced to play anything but the class toolkit itself. Something must be changed. I personally offer these buffs, not necessarily all of them together.
    • Make Scythe an execute ability.
    • Give Major Brutality \ Sorcery. For example, when Skeletal Mage is active.
    • Make magicka Blastbones apply Major+Minor Breach on the enemy instead of 10% damage thing, so it would be similar to Wardens.
    • Rework Flame Skull and turn it into a single target DoT. This ability looks cool, but practically is useless now.
    • Rework Grave Gasp so it roots everyone around you, not just specific area where you need to aim.
    • Remove delay on Bone Totem

    Only thing I disagree on is Stalking Blastbones. It should remain the way it is, as the % damage modifier is much stronger than a lot of people realize (and is the only thing propping the class up at the moment).

    They absolutely need a functioning spammable, sorcery/brutality/prophecy/savagery, a sticky DoT, and either an on demand stun or gap closer. At the moment there isn't much reason to use any class ability besides Resistant Flesh and Blastbones.

    The sad fact of the matter is that we've been given no indication that necro will receive any positive changes anytime soon, despite the large amount of posts discussing the class' shortcomings the last few months.

    Yep. Necro and Sorc, especially mag sorc, are dead classes at this point.

    NB, DK are order of magnitude better at anything you would build with Necro or Sorc. Magden is OK, and Stamina Templar can be good...but either are still way behind NB and DK.

  • Afterip
    Afterip
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    The day will come and necromancers will rise, until then we can do PvE content...
  • NordSwordnBoard
    NordSwordnBoard
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    I did use grasp before this in pvp, but with empower gone in pvp grasp is now finally dead. No use extending durations people remove immediately. The class CCs are bad, possibly stemming from stun and power of original smesh.

    The skulls need reworking - they have so much potential to help the class.
    Fear is the Mindkiller
  • StarOfElyon
    StarOfElyon
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    katorga wrote: »
    arch1t3ct wrote: »
    Necromancer class needs a serious buff in PVP. It has the least class identity in the game right now and it cannot compete with any other class on a class toolkit and performance. It is the worst class at the moment. Let me explain why.

    First, let me list what good things Necro got compared to other classes. They are:
    • Rapid Rot passive, giving 10% bonus to DoT damage. (Yet, there are no DoT skills for PVP)
    • Disdain Harm passive, giving 15% bonus to DoT mitigation.
    • Spirit Guardian skill, giving a 10% all damage mitigation.
    • Decent healing toolkit - Mortal Coil, Mender, Resistant Flesh
    That’s it. For the rest this class has:
    1) NO source of damage besides Blastbonbes that would perform better than weapon\guild\world skills. In fact, Blastbones is the only usable class skill that deals damage, there is simply nothing else this class can offer.
    • No single target \ spammable (Skeletal Mage and Flame Skull perform worse than other available weapon\world\guild skills).
    • No DoT (Shocking Siphon and Boneyard are both AoE, easily avoidable, and barely deal any damage).
    • No execute.
    • No gap-closer.

    2) NO reliable crowd control (not even a root)
    • Totem has 2 seconds delay which makes it easily avoidable, thus useless.
    • Grave Gasp is extremely hard to aim on the opponent, i never seen anyone ever using it in my entire life.

    3) NO access to buffs (not even brutality\sorcery)
    • All potential buffs necros can get are: Major Resolve, Major Breach, Major Vulnerability, Minor Protection and Minor Maim. Realistically, none of these except Resolve are actually achievable and\or reliable in PVP. This leaves necro with only Major Resolve.

    All this makes necro just a blank, empty class, where you are forced to play anything but the class toolkit itself. Something must be changed. I personally offer these buffs, not necessarily all of them together.
    • Make Scythe an execute ability.
    • Give Major Brutality \ Sorcery. For example, when Skeletal Mage is active.
    • Make magicka Blastbones apply Major+Minor Breach on the enemy instead of 10% damage thing, so it would be similar to Wardens.
    • Rework Flame Skull and turn it into a single target DoT. This ability looks cool, but practically is useless now.
    • Rework Grave Gasp so it roots everyone around you, not just specific area where you need to aim.
    • Remove delay on Bone Totem

    Only thing I disagree on is Stalking Blastbones. It should remain the way it is, as the % damage modifier is much stronger than a lot of people realize (and is the only thing propping the class up at the moment).

    They absolutely need a functioning spammable, sorcery/brutality/prophecy/savagery, a sticky DoT, and either an on demand stun or gap closer. At the moment there isn't much reason to use any class ability besides Resistant Flesh and Blastbones.

    The sad fact of the matter is that we've been given no indication that necro will receive any positive changes anytime soon, despite the large amount of posts discussing the class' shortcomings the last few months.

    Yep. Necro and Sorc, especially mag sorc, are dead classes at this point.

    NB, DK are order of magnitude better at anything you would build with Necro or Sorc. Magden is OK, and Stamina Templar can be good...but either are still way behind NB and DK.

    Those who do still play magsorc in PVP are doing well. I saw someone go 16-0 the other night. I don't think they're doing that bad when you play the meta with them. My problem with the sorc class is that its very hard to build off-meta with them and still do well. I like to play off-meta (more of a mag-bow sorc right now) and it's garbage.

    I see much fewer necros around. My cro is my main for PVP at the moment. The only non-class skills I use are race against time, executioner, and dawn breaker. I do okay. Lately, I've been having a lot of trouble because skills like the scythe won't even work when there are multiple targets in front of me and also the tether skills don't work. Also, blastbones is horribly unpredictable. So many times I've summoned blast bones and found myself looking around seconds later to see what happened to it when I should be setting up a combo. If I had a dollar for every time I said "where the F is blastbones?!"

    And then people can stun blastbones so easily and leave you with no hard hitting skills until you can resummon it—wew boy, that's always a fun time. Having said that, with some tweaks, I'll be happy. I would like an alternative to Dawnbreaker to use as an ultimate. I am so sick of 90% of everyone in the game using that same ultimate because there's nothing else better. The ultimate to raise blastbones would be fun to use if it didn't cost so much ultimate. Scythe could use a damage boost.
    Edited by StarOfElyon on 5 April 2023 02:33
  • Greek_Hellspawn
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    I would also add to the list making colossus ultimate target cast like take flight so that you can't accidentally miss it, and making it cheaper like at least 200.
  • ZDunlain
    ZDunlain
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    I always say it, necro and templars need a buff
    Only Templar PvP player
  • Holycannoli
    Holycannoli
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    I'm not happy with my necro anymore. For a while it was my main.

    It has blastbones and colossus and that's about it really. Skeletal mage and archer suck and can't even be used from walls even though they're ranged, the skulls suck, the scythe is useful in melee but it's not a melee class. It's sort of like using a stam sorc for melee: sure you can do it (and I do lol) but why? Barely any of the class skills support a melee style.

    The class is in a bad spot right now and my necro is mostly shelved for now. I get to level 3 in my monthly campaign with him and that's it.
  • Iriidius
    Iriidius
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    Maybe they should revert graverobber nerf and buff it by 20% like other synergys, one overperforming ability is not a problem if the class is underperforming in other aspects/abilitys and altogether still in line with other classes. Colossus without dark convergence doesnt hit anything, maybe the pull could be included in the ultimate(otherwise we dont want more pulls, they are annoying). The spammable is useless and looks stupid, maybe we could have a scythe spammable with included execute scaling. We could move mag scythe to base morph to make place for it or replace fire skulls or 1 of the 2 underperforming stuns to malke place for it. The vampire spammable also fits the class very well.
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