This discussion is going to be primarily from a trials point of view, but I will try to consider other aspects of the game. In the current 12 player group, Major Vulnerability from Necromancer is a crucial debuff, and keeping near 100% uptime is important. The problem is that it only lasts 15s, and the ultimate can only be used about once per minute (assuming ult gen of 3.75 per second). This means that 4 Necros are needed for an optimized group. 4 out of 12 is too much for one class IMO, ideally each of the 6 classes would fill about 1/6 or 2/12 spots. It is always difficult to find players that want to play Necro, especially since most players have been around long enough that their “main” character is one of the original 4 classes.
Now to look at the numbers of what Necromancer brings to the table. Their ultimate currently provides ~25% uptime on “10% damage taken”. I put that in quotes because it is additive with other debuffs (Minor Vuln, Engulfing Flames, Morag Tong, Martial Knowledge, Z’en’s Redress, Encratis Behemoth) and therefore gives a true DPS boost of about 8% while active. So 25% of 8% means 2% group DPS per Necromancer assuming timing and coordination is flawless.
Let’s compare that to other unique class buffs to allies. Sorcerer brings 6% Spell Crit through Minor Prophecy, resulting in 4-4.5% group DPS. Templar brings 10% Spell Damage, again typically adding 4-4.5% group DPS. In stamina groups these are mirrored by Dragonknight’s Minor Brutality and Nightblade’s Minor Savagery. Warden, like Necro, has no bias toward stam or mag composition, and provides the same boost to either. Fetcher/Swarm applies Minor Vulnerability for “5%” damage taken, or ~4% group DPS. The point here is that every other class gives roughly the same benefit, and it is double what Necro gives. Sure Necro’s is stackable, while other classes are unique (2 Templars isn’t any better for the group than 1), but this is really just causing more of a problem by obligating Necro stacking.
So what is the solution? I propose making Necromancer’s ultimate provide Major Vulnerability for 30s. This would do 2 important things:
- Make 2 Necros able to provide full uptime on the buff, so they could truly be 1/6 of a meta group (feel free to bring more if you want, they can use Meteor/Destro and be just as valuable as any other class at that point)
- Each Necro would then be contributing 8% DPS x 50% uptime, or 4% group DPS, just like all the other classes.
This change would have additional benefits as well, especially for less organized groups or console players without addons. By increasing the duration, and reducing the number of players involved in a colossus rotation, it would be much easier to coordinate timing. And if you’re off by 5s that’s much less of an issue when it’s 5/30 instead of 5/15.
In smaller groups, like for 4 man or even solo content, it would help Major Vuln uptimes significantly, since it was never reasonable to bring 3-4 Necros there.
As far as burst, this change would have little to no impact. By keeping the same damage cap of “10%” on Major Vuln, it wouldn’t help burn past any dungeon or trial mechanics. It also wouldn’t give any more burst in PVP (for bombing or ganks). The main difference against other players would be against tanky builds, where the extended duration could help wear them down over 30s. It would also be purgeable, so it may have no impact on PVP at all.
Edited by WrathOfInnos on June 29, 2021 5:32PM