Necromancer class masteries feel like a wasted opportunity. They have no flair and really don't help fill the substantial class gaps. Necro has languished for YEARS in the damage department and has had to heavily crutch on generic skills. While not perfect, the tanking and healing side has generally been much stronger and more synergistic. It's wild that zos is now primarily acknowledging the support side of class mastery for necro, but seems apathetic (as always) to necro dps.
Why can't necro get a dot proc passive like DK is being given? Why does DK get ALL the dot additions like pyrebrand or class mastery, but Necro gets none? Necro is also supposed to be a dot class, and has a major passive AND skill(that Stalking Blastbones was deleted for) dedicated to boosting dots, yet doesn't have a single class sticky dot besides the ridiculously clunky Ghostly Embrace one. It similarly receives no new dot sources whenever there's new class content added. Even werewolf receives more "dot support" than necro does.
Other classes are receiving UNIQUE damage procs or passives that provide alternate or interesting build/playstyle variations. Instead, Necro gets:
- Nothing Wasted: Generic stat boost that's extremely similar to the existing class script. This'll be nice for PvE parsing, but a lot of necro PvP builds don't even use corpse consuming abilities because they're generally too clunky and static to be widely viable. This seems like a wasted opportunity to give necro something unique and flavorful.
- Malevolent Promise: Makes corpse consumption a bit more dynamic and closer to how it should probably function by default. This is really the only interesting damage passive, but for some reason you can't even use it in PvP, so necro is essentially getting scammed with one less mastery passive than other classes. Even if it did work in PvP, it would only be potentially busted on Corpse Burster builds, so it's hardly a widely applicable damage passive for the class as a whole. Compared to the crazy damage procs other classes are getting, this passive ONLY allows necro to actually use its existing skills. Also, only allowing the closest enemy to be targeted as a corpse instead of any enemy would be an annoying mess when fighting groups. Why should a Necro not be able to target the person they're already focusing on just because another player stepped a foot closer for half a second? This passive desperately requires adjustment. If zos is concerned about Corpse Burster spam, it would be much better to just add a restriction for use with that set and then allow this passive for PvP.
- Cycle Unending: Conditional, generic damage done bonus that will once again help with PvE parsing but doesn't expand necro's actual damage options. Despite being extremely conditional in PvP, since you're not going to consistently be sitting at 25% more relative health than your opponents, this passive is of course halved in PvP. Most of the time you might be getting an extra couple percent damage done against decent opponents. At that point, why not just subclass for stronger damage passives and skills? Also, Arcanist gets a very similar passive with Unbound Potential, except that's a consistent, essentially unconditional 15% damage done. Why does Arcanist get a consistent, reliable damage done passive that's also 3%(5% in PvE) higher than Cycle's max, while Necro gets something that won't even give the max bonus the majority of the time? Arcanist's damage kit is stronger than Necro's already.
- Pound of Flesh: Amazing passive and the only one that feels widely applicable in both PvP and PvE. It also feels appropriately thematic to Necro, though I would prefer if it also restored 5% magicka to give more options for different build types. Either way though, a solid passive.
- At the Precipice: Once again, this is just letting Necro actually use its skills like every other class can already do by default.
Necro is already six feet under damage wise, and has been for years. Not only do these passives not help much with build variety, damage source options, or flavor, they're also just not competitive with subclassing. You can already source strong stat boosting passives with subclassing and you get entire lines with multiple strong skills on top of that. Necro really could've used a unique damage proc and/or more thoughtful, flavorful passives that aren't just generic stat boosts or a conditional passive that is completely disabled in PvP. Why not have a passive that makes your light attacks give a ramping empower to your skelly summons, a passive that adds a flat Xhundred damage done to all your dots, or a passive that makes all your direct damage class abilities explode for an additional X damage to all enemies in the area? There's innumerable unique, flavorful options that could've been implemented, just like what other classes are getting. It's so disappointing seeing Necro get the short end of the stick once again.