Once again, we find ourselves in another PTS with very little changes to Necromancer in PvP (surprise, surprise). Whilst the class did receive a few buffs to two particular skills, which I will touch on later, the core issues of the class still remain, and the feedback given that focuses on these issues has still been ignored. As usual I am only going to comment on Necromancer in a PvP setting and not PvE – this will also mostly relate to a Magicka-based Necromancer however a lot of what will be said will still relate to a Stamina-based spec.
The Buff to Colossus & Deaden Pain:
Colossus is a decent ult on live in a group setting however when it comes to solo, or duo play the ult lacks behind greatly. Reducing its cost was a good change as the Major Vulnerability aspect of this ultimate was largely negated in recent years by the abundance of sets which can guarantee the effect (e.g. Turning Tide). Pestilent Colossus guaranteeing disease is a somewhat weird change, but I guess it’s better than nothing, this morph is already far superior to Frozen Colossus, so I have no issues with this – my issue lies in the Glacial Colossus morph.
Glacial Colossus on live is a pathetically weak ult, it offers less damage than Pestilent, and the stun is extremely easy for anyone to avoid, extending the duration of Major Vulnerability does nothing to increase the power of this ultimate as people will still opt for Pestilent. My suggestion would be to reverse the stun mechanic and have the ultimate stun on the first hit of the ultimate rather than the last. This accomplishes a few things: Necro will finally have a somewhat reliable stun assuming you can aim, albeit on an ultimate but beggars can’t be choosers, and opens the flexibility to opt for this morph over Pestilent.
The Deaden Pain buff is a good idea and I intend on giving this skill another bash as a replacement for Mortal Coil – no issues with this change.
The Previous Buff to Skull:
I won’t reiterate what I said in my previous PTS thread on this so I will keep this short and simple. Give each stack of skull a small crit damage buff, somewhere in the region of 5% per stack (for a total of 15%). Skull is currently a very low budget Molten Whip and Necromancer still doesn’t have any buffs to Critical Damage despite having a Critical Chance passive (again, very similar to the current issue with Magicka Sorcerer).
An Execute:
The newly bred Arcanist has something that every Necromancer player has been hoping for – an execute (albeit one that scales up to 100% but it’s still an execute). It’s finally time for Scythe to gain a scaling execute, and on the Magicka morph as to not over bloat the utility that Stamina Scythe currently offers with AoE Off-Balance and Haemorrhage. Necro struggles greatly with securing kills in PvP and a lack of an execute contributes greatly to this. This would just be a much-needed offensive buff to boost the classes finishing power.
Major Sorcery & Brutality:
Again, I won’t go too into depth of what I have already said in my previous thread but it’s time for Necromancer to finally gain access to this incredibly essential buff. Tie it to the “Death Gleaning” to allow Necromancer to have some sort of buff to provide to group as well as not squish its already extremely tight bar space already.
My Version:
https://us.v-cdn.net/cdn-cgi/image/fit=scale-down,width=1200/https://us.v-cdn.net/5020507/uploads/editor/o9/etv13utuohr1.pngMajor Prophecy/Savagery:
Not much to say here once again, another essential buff that Necro does not have access to. This should go on a skill, probably Mortal Coil again and could last for 12 seconds (the length of the skill) however the buff would retain if the tether was broken. This would work in a similar way to the newly buffed Shadowy Disguise except would require a cast.
Ghost/Mender:
This was perhaps one of the most over nerfed skills in recent history. Intensive Mender was too strong before the nerf, there is no denying that, but the current change to this skill was very over the top. I would never suggest reverting the skill to the value it used to heal for however a small buff to its healing output would be much appreciated. Also making Spirit Guardian unkillable again would be a massive help to Necro in open world, this "kill" mechanic completely ruins the flow of gameplay and has no place in this game. This skill is also fairly buggy as it can occasionally run off and refuse to heal you.
Conclusion:
To conclude, these are just a few of the changes I would love to see given to Necromancer. The class is bottom of the barrel in PvP currently and some minor buffs to Colossus and Deaden Pain aren’t going to solve that. As I have said in my previous thread, I have no desire to see Harmony return to the class (or the game for that matter) as there is no denying it was extremely overtuned, however Necromancer has been left in the dirt ever since it was removed and with only a few changes it can finally achieve PvP viability once again.
*edited for formatting and grammar corrections*