Is it the best class for you? That's a matter of perspective. Also, its too early to judge all class capabilities until the game actually releases. Since we're having many betas, anything can change from them.
I'm rolling one from day one simply because there are too few games out there where you can actually play as a necromancer, the ones i know off the top of my head are Diablo 2, the first guild wars, Phantom Brave, and Valkyrie profile 1 and 2.
You can play a necro in Skyrim if you spec right but not really a true version. D2 necro was the best though. My buddy and I would play co-op and he always picked barbarian. Diablo destroyed him so many times while i just bone spiked the bastard to death
Ah I don't know. True with beta anything could change but if you look at its traits a lot of them correspond with each other maybe a little more them any other class?
On the topic of necromancers, does anyone feel like flesh worm is utterly useless?
Originally it didn't move, and you could teleport to it. Honestly while I didn't really care for that, its much better than how it is now, since its mobile. So basically you can teleport to your mobile wurm that's like two inches away. It does too low damage to really be effective in combat, and too low life to be a meat shield.
I'm thinking they should keep it mobile, but give it a much better skill to make it more valuable if its going to move.
With the alteration to the mobility of the flesh wurm the secondary ability has become completely inappropriate. The entire skill needs to be revisited.
Yeah the worm there are not to many things that can be done with it. But you can spawn it where you want soooo spawn it near a mob and then aoe them and then game? lol
See in that instance the skill would be used as a gap closer, but the Necromancer already has a gap closer in the form of Dark Path. Theres no reason to have two when you can just have the Flesh Wurm be its own, unique, viable ability.
Its the third(i think?) Deathshroud ability Necros get, it sends a spectral hand forward, teleporting the necromancer into close range if it connects with a target, and then deals aoe damage. Previously, it would simply blink the necromancer towards any location in range, which allowed for great mobility, but its been nerfed since then.
When we get into beta if the skill hasn't changed by then we will just have to make some suggestions to the devs through feedback to have the skill re-evaluated.
To be frank theres really no need for a necromancer to have a gap closer outside of PvP, since we can do all of our damage at range. However in PvP high mobility skills are valuable for obvious reasons, and old Dark Path was amazing in terms of mobility.
Range is the big factor for me. In WvW I can see many uses for a medium range port provided there is cover etc. Thinking more for the purposes of creating distance vs. closing.
Creating distance is obviously the more desirable use for a blinking ability for the necromancers, which was what pre-nerf Dark Path was. Now it is a gap closer and we also have the port to our flesh wurm.
The only issue with the flesh wurm port is minions aren't controllable and by default any ranged attacking minion will stand right next to you at all times. This means that you can now port to your left or right about 2 feet, and use dark path to go right to an enemy: those are your blink options. There is no escape blink for necros and the wurm blink is effectively useless. The entire skill needs a rehaul. =/
Honestly I think Necro should get one more weapon... preferably the two handed hammer.
C'mon, dark magic+Skull bashing weapons= Big fun. I can seriously think of a whole bunch of creative moves for the necro to have with two handed hammers.
If they are planning to keep the flesh worm as a mobile minion, then they really need to change the worm's model because having it scooting around while it is still in the ground looks pretty crappy.
100% agree best class no bias reap ALL the things
It is definitely an interesting looking class, but on my list of things classes to play it comes in 4th.
Is it the best class for you? That's a matter of perspective. Also, its too early to judge all class capabilities until the game actually releases. Since we're having many betas, anything can change from them.
I'm rolling one from day one simply because there are too few games out there where you can actually play as a necromancer, the ones i know off the top of my head are Diablo 2, the first guild wars, Phantom Brave, and Valkyrie profile 1 and 2.
Necromancers are by far the best class. Don't you know the game is balanced around Necromancers = The other classes together
Talking about necromancers being awesome:
Chuck Norris exists because Sardu doesn't squash minions that are too weak for him.
Are you a guardian? Let me introduce you to my Flesh Golem, he's getting a bit hungry.
You can play a necro in Skyrim if you spec right but not really a true version. D2 necro was the best though. My buddy and I would play co-op and he always picked barbarian. Diablo destroyed him so many times while i just bone spiked the bastard to death
Ah I don't know. True with beta anything could change but if you look at its traits a lot of them correspond with each other maybe a little more them any other class?
Jump Fa
Oh, you're serious.
Well I just don't know what to say.
Ohhhhhhh yeah I am lol I just want to know everyone thoughts. Hoping I wasn't going crazy :o
Jump Fa
On the topic of necromancers, does anyone feel like flesh worm is utterly useless?
Originally it didn't move, and you could teleport to it. Honestly while I didn't really care for that, its much better than how it is now, since its mobile. So basically you can teleport to your mobile wurm that's like two inches away. It does too low damage to really be effective in combat, and too low life to be a meat shield.
I'm thinking they should keep it mobile, but give it a much better skill to make it more valuable if its going to move.
With the alteration to the mobility of the flesh wurm the secondary ability has become completely inappropriate. The entire skill needs to be revisited.
Yeah the worm there are not to many things that can be done with it. But you can spawn it where you want soooo spawn it near a mob and then aoe them and then game? lol
Jump Fa
See in that instance the skill would be used as a gap closer, but the Necromancer already has a gap closer in the form of Dark Path. Theres no reason to have two when you can just have the Flesh Wurm be its own, unique, viable ability.
ah agreed. What does this other skill do again?
Jump Fa
Its the third(i think?) Deathshroud ability Necros get, it sends a spectral hand forward, teleporting the necromancer into close range if it connects with a target, and then deals aoe damage. Previously, it would simply blink the necromancer towards any location in range, which allowed for great mobility, but its been nerfed since then.
When we get into beta if the skill hasn't changed by then we will just have to make some suggestions to the devs through feedback to have the skill re-evaluated.
But would you really want to waste deathshroud for that? Maybe if your farming by yourself but in a group? I'm not sure.
Jump Fa
To be frank theres really no need for a necromancer to have a gap closer outside of PvP, since we can do all of our damage at range. However in PvP high mobility skills are valuable for obvious reasons, and old Dark Path was amazing in terms of mobility.
Check out this video of early (outdated) Necro PvP in which the player uses this skill to blink around the battlefield: http://www.youtube.com/watch?v=iVFJAVrzDXI
Also, how's shadow fiend? I rarely see videos of it, but I did see one from the latest beta where its secondary skill did like 2500 damage.
Range is the big factor for me. In WvW I can see many uses for a medium range port provided there is cover etc. Thinking more for the purposes of creating distance vs. closing.
Creating distance is obviously the more desirable use for a blinking ability for the necromancers, which was what pre-nerf Dark Path was. Now it is a gap closer and we also have the port to our flesh wurm.
The only issue with the flesh wurm port is minions aren't controllable and by default any ranged attacking minion will stand right next to you at all times. This means that you can now port to your left or right about 2 feet, and use dark path to go right to an enemy: those are your blink options. There is no escape blink for necros and the wurm blink is effectively useless. The entire skill needs a rehaul. =/
Yeah I understand but with the range thing that one guy said and your gap closer wont apply with this guy
http://www.youtube.com/watch?v=a5btWctwe3c&feature=related
I feel like his class if over looked...
btw great vid Scootermouse
Jump Fa
Honestly I think Necro should get one more weapon... preferably the two handed hammer.
C'mon, dark magic+Skull bashing weapons= Big fun. I can seriously think of a whole bunch of creative moves for the necro to have with two handed hammers.
can it include a dark shroud of magic that envelops the hammers head right before we smash it into their crotches?
Good idea! See, we're creative like this. We should tell Anet this during the next beta.
If they are planning to keep the flesh worm as a mobile minion, then they really need to change the worm's model because having it scooting around while it is still in the ground looks pretty crappy.
Seahorse minion!
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Well, if they should have a water oriented minion I think the obvious choices are a big demon leech, and a zombie crocodile/alligator.
Dalor / Varkeer
Necromancer
Distortion
Undead dolphin torpedos
You guys are coming up with some crazy ideas haha I like them. I agree with Haelyn It does look pretty bad.
Jump Fa
Yeah but it's a flesh worm, outside of redoing the model to look like genitalia it's got to scoot across the ground!
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