The_Titan_Tim wrote: »And Necromancer as a whole needs a rework, it’s missing so many important things.
MurkyWetWolf198 wrote: »The_Titan_Tim wrote: »And Necromancer as a whole needs a rework, it’s missing so many important things.
What do you think it's missing?
propertyOfUndefined wrote: »What the class needs in pvp, imho, is an offensive identity to call its own. Every other class seems to have one. Nightblades put out extreme burst from stealth and are gone in the blink of an eye. Dragonknights are the kings of wars of attrition, and will outlast you with their HoTs and DoTs. Sorcerers are the masters of speed, and can hit and run better than any other class. Wardens' game is usually AoE CCs -- snaring, rooting and stunning their way to victory. Templars are versatile healers with a great execute. the best cleanse in the game, and offering the most utility to their group.
Necromancers have blastbones, which is unreliable even on good days. Outside of that, they have nothing worth mentioning. Their summons (archer and arcanist) deal laughable damage and are literally more useful dead (as corpses to be consumed). Their AoE DoT abilities (shocking siphon and boneyard) pale in comparison to skills like Cinder Storm, and are too easy to just walk away from.
Necromancer honestly feels like the redheaded stepchild of classes right now.
The_Titan_Tim wrote: »MurkyWetWolf198 wrote: »The_Titan_Tim wrote: »And Necromancer as a whole needs a rework, it’s missing so many important things.
What do you think it's missing?
It doesn’t have a Minor buff to provide to the group.
It has maybe two DoTs and the class damage passive scales with DoTs.
The class has a sustain passive that requires kills to proc which is a very heavy cost, as there are often long drawn out fights with one enemy.
Avid Boneyard is significantly better than its other morph, literally night and day.
All of the class Ultimates cost 225+
The most iconic skill of a Necromancer, a pet skeleton; Skeletal Archer, is absolutely useless in its current state.
The list goes on…
CameraBeardThePirate wrote: »The class needs the basic buffs that are now available to every other class through their class skills (one of either major sorc/brut or proph/sav, if not access to both). The mage/archer were given a 50% stealth nerf for no reason recently - this should either be reverted or the skills completely reworked, especially since the skills don't even count as dots and are not buffed by the dot passive. Finally their spammable needs love. Whether it's a total rework, or at the very least given one of the aforementioned buffs, there needs to be a reason to use those skills because as is, they are straight downgrades (at most you could argue theyre sidegrades) to other spammables, and in PvP they're absolutely useless outside of anything other than melee range because of how slow the projectiles travel.
That's really about it. Add the named buffs so that they aren't shoehorned into 2h/entropy/green or blue pots and give them a reason to use their class damage abilities. They have strong healing, and good burst from blastbones, but they're very 1 note.
Editing to add: it irks me that they attempted to buff empowering grasp just to nuke it by removing Empower from pvp entirely. Changes to Empower aside, this skill needs to either give its pet buff passively while slotted or on cast - whether or not you hit the pets themselves. It is nigh impossible to actually hit your pets with this.
Necrotech_Master wrote: »i agree the necromancer skull throw does seem lackluster, a little on the slow side (but not as slow as the cliff racer wardens have)
i think the utility that necromancers brought to the team before u35 was empower, but since thats basically only for heavy attack builds now and most of those self build for that buff, it certainly doesnt make much sense, nor actually being helpful anymore
i like the suggestion that the skull applies some kind of dot on the 3rd cast (it could apply fire for mag morph or poison for stam morph)
i also agree with the sentiment that the pets are mostly garbage
the other thing i would say the necromancer needs work on is they have a class passive dedicated to buffing dots, but out of their class passive they have maybe 2 real dots, 1 of which is a dmg tether and the other is boneyard, all the dmg pets dont count as dots and count as direct dmg
the other major problem i have with necromancers is that their primary dmg skill, blastbones, cant trigger procs and is useless in a majority of scenarios (cyro examples being attacking from a keep wall, the blastbones cannot jump down), and i find the very slow spawn time and the hard lock on being able to summon another until the first explodes extremely annoying