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Necro Tank Good and Bads
May be this is too early for me as a Necro Tank (played few days only) but been tanking from Years. Noticed Necro are good enough for Dungeon contents but Vet HM Trials they may not be top dogs (main tank):
Goods:
1. Generate Ultimate Faster
2. Easy access to debuff Major and Minor Vulnerability
3. Damage Reduction Gaining via Passive and Skills
4. 1250 Max Health Stat increase
5. Necromancer summon active grants Magicka and Stamina Recovery increased by 200
6. Healing Done Increase via Passive (while having negative effect)
7. Healing Received by 3% for each Bone Tyrant ability slotted
8. Can use own Synergy (useful in Dungeons runs)
9. Some Skills useful for Tanks giving synergy
10. Can remove negative effects on self
11. Can rez 3 players with an ultimate to save wipe
Bads:
1. Weak Self Sustain Healing (especially where getting lot of harder hits in dungeons or Trails or may have to pull harder enemy solo), healing is much weaker comparing Sorcerer Clanfear or DK Green Blood
2. Not much use of Bone Goliath Transformation if preferring debuff Major Vulnerability
3. Higher cost of skllls on tank especially for Tank useful skills like Bone Totem
4. Not easier resource Management
5. Nothing as strong as Magma Shell (sometime very handy)
Edited by Lord_Eomer on July 23, 2019 1:03PM