Mat'hir Uth Gan
New member
On the beta forums, one of the main developers said the three classes they are least happy with are Mesmer, Necro, and Thief and that they will get a lot of attention between now and launch.
Apparently, the big problem with the necros is that they got nerfed extremely hard for this beta which resulted in all but two builds being completely worthless (Condition and Power), while all Support and Tank oriented builds were destroyed with the overnerfs to Deathshroud and Wells.
A bigger problem apparently was that Necro's were not desired in Spvp tournament play unless they were paired with a Mesmer (for Time Warp) and were spec'd max power/crit/crit damage to utilize Lich Form. The main problem with most Condition builds is that they are massively bleed oriented and for whatever reason, bleed is always the first condition removed by condition removal abilities. And with most classes having a condition removal on their heals, along with many other abilities to remove conditions, a bleed based condition-mancer is of limited use in a structured match with experienced players. And until the damage on poison starts to become more in-line with burning, that's of limited use as well, but at least isn't removed immediately.
From the Dev comments, the goal appears to be to make the other Necro specs viable to play again (Support, Tank) while getting Minion and Life Steal builds simply viable overall.
Now, for PvE and WvWvW, these concerns aren't nearly as pressing. Minion Master works incredibly well for PvE, and while the tank (Deathshroud focused builds) can be difficult, it's still functional with at least one pet to take some damage. And, of course, these were only tested up to ~30ish last build. I, personally, only got to 22 and I ran a tank-type build that I was mostly happy with in PvE. I used the Norn racial pet worm to tank extensively though on any harder fight. Loved that. The true test for PvE builds will be in dungeons on explorable mode, and we don't have that data yet. And in WvWvW, which I spent a solid 24 hours doing at least, I had a blast with the Necro, though it absolutely sucks running around until you unlock Spectral Walk for the 30 seconds of Swiftness. Also, Spectral Grasp for snatching people off the walls of keeps to the ground outside is priceless. Easily the most fun I had in the game. I could do that all day. With the dynamics of fights and the abilities needed changing on circumstance (sieging/assaulting/etc...), along with a great many of the best Necro utility skills being in tier 3, I plan on really focusing on porting around doing skill challenges and getting to level 20ish asap so I can be effective in WvWvW at launch.
Anyway, I just wanted to throw in the heads up from the AN Devs that Necro's are going to get heavy attention prior to launch, as well as mention a few of my personal thoughts from this beta weekend. Any other thoughts/opinions are definitely welcome as well.
Apparently, the big problem with the necros is that they got nerfed extremely hard for this beta which resulted in all but two builds being completely worthless (Condition and Power), while all Support and Tank oriented builds were destroyed with the overnerfs to Deathshroud and Wells.
A bigger problem apparently was that Necro's were not desired in Spvp tournament play unless they were paired with a Mesmer (for Time Warp) and were spec'd max power/crit/crit damage to utilize Lich Form. The main problem with most Condition builds is that they are massively bleed oriented and for whatever reason, bleed is always the first condition removed by condition removal abilities. And with most classes having a condition removal on their heals, along with many other abilities to remove conditions, a bleed based condition-mancer is of limited use in a structured match with experienced players. And until the damage on poison starts to become more in-line with burning, that's of limited use as well, but at least isn't removed immediately.
From the Dev comments, the goal appears to be to make the other Necro specs viable to play again (Support, Tank) while getting Minion and Life Steal builds simply viable overall.
Now, for PvE and WvWvW, these concerns aren't nearly as pressing. Minion Master works incredibly well for PvE, and while the tank (Deathshroud focused builds) can be difficult, it's still functional with at least one pet to take some damage. And, of course, these were only tested up to ~30ish last build. I, personally, only got to 22 and I ran a tank-type build that I was mostly happy with in PvE. I used the Norn racial pet worm to tank extensively though on any harder fight. Loved that. The true test for PvE builds will be in dungeons on explorable mode, and we don't have that data yet. And in WvWvW, which I spent a solid 24 hours doing at least, I had a blast with the Necro, though it absolutely sucks running around until you unlock Spectral Walk for the 30 seconds of Swiftness. Also, Spectral Grasp for snatching people off the walls of keeps to the ground outside is priceless. Easily the most fun I had in the game. I could do that all day. With the dynamics of fights and the abilities needed changing on circumstance (sieging/assaulting/etc...), along with a great many of the best Necro utility skills being in tier 3, I plan on really focusing on porting around doing skill challenges and getting to level 20ish asap so I can be effective in WvWvW at launch.
Anyway, I just wanted to throw in the heads up from the AN Devs that Necro's are going to get heavy attention prior to launch, as well as mention a few of my personal thoughts from this beta weekend. Any other thoughts/opinions are definitely welcome as well.