Context
This is partially - but far from exclusively, or even majorly - from a PvP standpoint. I find necromancer’s shortcomings are most visible in PvP as that’s when the abilities of a class and how it measures up against the others is most visible. There are certain issues, imo, that wouldn’t otherwise be visible in stuff like end game PvE where it’s easier to hit stuff. Still, this is primarily aimed at class fantasy and making necro ‘feel like necro’ more, as I currently feel there are a lot of small issues adding up that diminishes my enjoyment of the class. I doubt a full class rework is on the table, so I tried to think more about stuff that could be done the easiest for maximum impact.
Thoughts
I feel necromancer is a class that started out with a solid mechanic but never really integrated that class mechanic as deep as it needed to be across the 3 skill lines it has. Corpse generation and consumption mechanics are there, but feel limited in use and availability, particularly with the skill Bitter Harvest. Bitter Harvest is quite strong, but it feels like the corpse mechanic crutches on it to take care of ‘leftovers’ that should have been used up by other skills.
One of my necros is a stam/mag hybrid, resto/DW, running blighted blastbones and intensive mender. I always have a bunch of leftover corpses whenever I run without Bitter Harvest because not enough skills consume them.
Additionally, necromancer’s skill density feels weak compared to other classes, and finding ways to fit the things I want on my bars is a struggle. The class has options, but a lot of them turn out lackluster. It feels like I’m always missing something in my loadout…Which would actually be perfectly fine if every other class was designed this way, as I’m very enthusiastic about pros/cons class design, but that isn’t the case.
Some skills have good foundations, but feel diminished or lackluster in execution, such as Expunge or Resistant Flesh. On paper those two skills seem great (and I still think they’re both cool), but don’t really bring enough to the table. Skills having drawbacks are fine, but those that have those drawbacks don’t really make up for them, resulting in them just being plain ‘ol weaker, instead of creating a more interesting interaction between a very strong skill that comes with a drawback.
Overall, these things result in a class that is supposed to be durable with an array of thematic options to fight opponents and stay upright despite lacking mobility, but in practice doesn’t really fulfill many aspects of the class fantasy, or does so halfheartedly. Necro is clearly supposed to be durable, but its own heal makes it squishier and the purge skill hurts it without providing enough benefit. The class is, based on the existence of certain passives, supposed to have strong ‘rot’ potential but doesn’t actually have many usable DoTs or HoTs. I’m down with the idea of a class lacking in self buffs but having a much wider array of debilitating debuffs, but necro doesn’t really have that either…That is, it kind of has the debuffs, but they’re spread out and too slow to hit anyone (Grave Grasp) consistently.
General ideas
Armor buff skill: Armor per summon, or give another summon skill the armor buff instead. This could help fit more stuff on our bars while still letting people use Bone Armor for more durability. This skill also have a corpse gen issue where it lasts for 20-30 seconds and generates a corpse on expiration, and that's...really long and not all that great. Generating a corpse every 5-10 seconds when struck would be lovely.
Shocking Siphon and Restoring Tether: Nice skills with nice buffs, but it'd be great to let us attach the DoT/HoT to an enemy/ally as an option. The DoT doesn't feel great in PvP because everyone is so fast (and necro can be so, so slow). The HoT is easier to manage, imo, but could still use the same love.
Render Flesh: Resistant Flesh could have a corpse-consume mechanic to increase the effectiveness and duration of the armor buff. I'd love to see this skill enable light/medium armor using necromancers to still have decent durability when not taking mobility. Life Amid Death has a morph that increases the duration of the ground HoT per corpse consumed, up to five, and I'd love to see this mechanic elsewhere, such as letting Blood Sacrifice heal an extra target per corpse instead of being limited to just one.
Bone Totem: I think this is a low hanging fruit that'd make a small, but valued difference. I like this skill but the 2 sec windup is quite slow. 1 second would be lovely.
Grave Grasp: I'd much rather a larger AoE that pulses the debuffs in that area, once per second, instead of having very small circles extending in a line. Keep it melee-ish if you must but an AoE similar to Time Stop would be cool. The pulsing would also still allow people to try to get out of it.
Renimate: This ult is extremely expensive. It'd be nice if it was at least worth casting without someone dead. It's strong, but I'm not fond of 'things that are only ever useful if something goes very wrong'. A cost reduction and adding some sort of healing absorb to enemies, or a cheat death for allies if it doesn't rez anyone, would be sweet.
Expunge: Hexproof and Expunge and Modify. Some opportunity here for adding more corpse consume mechanics. It can be anything, from a HoT on one morph on cleanse and a DoT on another, to converting debuffs to buffs for one and sending the debuffs to an enemy on another. Also, 2 cleanses feels a little low considering how many effects exist in PvP, though I'm unsure how useful this skill is in PvE. Upping both to 4 would be good.
Bone Goliath: A designated group-support morph (+health and leech on strike?) and a selfish morph would be best, imo. For 250 ultimate is ridiculously expensive - barrier costs the same and has better secondary effects, plus is AoE. At the very least, shave 50 ult off of this.
Boneyard: I crave making one of these morphs a sticky DoT. Necromancer, for being the rot class, has so few sticky DoTs and damage over time stuff.
Overall, I’d like to see a lot of necromancer skills tweaked slightly, both for effectiveness and QoL. I don’t think vast, sweeping and drastic changes are needed. I think the class would be in a good spot if a lot of ‘meh’ stuff was just taken care of. For example, maybe sustain wouldn’t be as awful if it was easier to run Restoring Tether and Shocking Siphon by making the latter enemy-targeted and the former base skill have a PBAoE. Both skills consume corpses but no resources. Changing Death Gleaning to be more useful in combat when you’re fighting opponents who don’t die often, or there’s just one them (PvE boss fights, PvP in general), would also alleviate sustain-pain. Speaking from personal experience, I’ve run a setup with Telvanni Efficiency and Wretched Vitality plus Mortal Coil (+170 regen) and Mystic Siphon (+150 regen) and it can still feel bad (not to mention neutering damage anyway, but still).
Tweaking skills like Resistant Flesh to consume corpses for a stronger effect would enable more build choices if the armor buff became longer lasting, stronger, and more reliable outside of spamming the skill. It’d be nice to have light armor more of an option, and for heavy armor necros to have more power budget available that’d let them put resources elsewhere, or just get tanky enough to stand more without mobility.
Adding more corpse-consume mechanics to skills, while fixing any minor issues with the base skills, would go a long way towards providing variety in how a necromancer wasn’t to use the corpse resources without making them OP and solidifying the class fantasy.
Ideally, I’d really hope to see a state of necro where base class skills are slightly buffed/QoL’d to bring them up to snuff with other class skills, then an array of corpse consumption options so the necro has to pick and plan how they want to spend that extra resource and how they want to generate the corpses. On the flip side, I’d never want to see a state of necro where every skill is consistently corpse-empowered, and I know getting everything I ask for would probably be too much. Still, overall, I hope necro gets:
More ways to consume corpses, and some adjustments to corpse generation so there are options for it (our armor skill lasts 20-30 seconds and generates a corpse on expiration, which is lackluster)
A way to get more durability and sustain so that necro has a bit of an easier time standing on its own without mobility
Skills to be brought in line with the design other classes seem to get, making them more reliable and consistent to use/land
Using all of the above to make necromancer feel more like a necromancer - summons, durability, debuffs, etc.
TLDR: Necromancer class fantasy feels very lacking. I had a whole skill-by-skill and passive-by-passive writeup, but I couldn't figure out how to add collapsable sections to a forum post, so...Here's the 'shorter' version with just a few ideas. Ofc I'd also like to see, for example, passives like Death Gleaning get some love, as it really only feels applicable in open world clearing. Currently necro just feels like an ult gen bot and forced to use Bitter Harvest.