It is by far the worst major ward/resolve skill of all casses, It doesn't provide us a worthy bonus to deal with, let's compare:
>DK: dot/shield + dmg return if under attack
>Templar: high regen
>Sorcerer: dmg + minor expedition
>Warden: aoe + minor protection to the caster
>NB: passive
and...
>Necro: skill cost reduction (2 of them are not spammables) and a uncontrollable stun/pull.
What I suggest:
- Reduce the cost of spirit mender, blastbones and skeletal mage by 12% (always)
Morph 1: Summoner's armor: Increases your healing done by 12% while you have an active summon. Create a corpse when the effects completes.
Morph 2: Beckoning armor: This morph allows you to reactivate the ability free of cost, which allows you to pull an enemy within 22m toward you, dealing XXXX magic damage and immobilizing them for 4 seconds. Create a corpse when the effects completes.
Or something like that, just a few ideas
Personally I use the cost reduction morph unless im running dungeons. The unpredictable pull is fairly useless in trials since most things can't be chained, and for the few things that are and need to be you can use leash. You can't even run it if you're the skinrai tank in MoL unless you wanna mess up adds.
So, I use summoners.
What I'd really like to see is either a damage shield added to a morph and/or a block cost reduction/block amount increase for having it active or slotted. These are the areas where necro tanks are weakest. Meanwhile DK tank gets two magicka-based damage shields and a passive for the block, on top of better resource regen.
I was really hoping to main a necro tank - but the combination of no magicka-cost damage shield, block cost/damage reduction, and difficult resource management just makes it detrimental to play. Add in the fact that their main burst heal has to hit a target to work - Their skills have great combo utility and do a lot of things but that's moot if you simply can't survive as well as most other classes.