Clywd wrote:
I completely agree with Sabutai, currently there are many reaidforces that do not even have a necro, and that do not look for one either. Also a necro has a hard time finding groups, because in this expansion the mage must do really big dps or be able to mez.
Soloing necro is not the best choice, but playable.
So I would suggest the following:
- change the fear spell to a single mez
- change the ooze pet to an additional ability of the other pets as already suggested (and make sure the debuff lands on raid encounters)
- add equipment slots to the pets
There are also some spells that need to be looked at (all mentioned in this thread), but the above three little changes would make the necro class an option in groups and raids again.
Also it would be very nice if a Dev could actually post something, in what the direction the necro class will be developed this year (or if it is developed at all).
Thanks for reading!
God I would love to see equipment slots on our pets.
But don't be too hard on Necro. Last I checked a few of the highest parsing players in the game are Necro. While it's true that a raid doesn't need a Necro for anything other than DPS (assuming that Necro knows how to DPS) but on the same token raids don't need Assassin either. You can just as easily replace the Assassin with another Brigand as you can replace the Necro with another chanter.
I mean really at this point you can raid pretty much anything with 8 SK 4 bard 4 chanter 6 healers a brig and a swash. Maybe even take out another healer and put in a second brigand...
But Necro can top the parse if they are played well and geared/specd correctly. (gear includes masters)
I think a lot of the problem is Necro is such a complicated class to learn to play well that there is a lot of false information about the class floating around and people get the wrong idea. Kinda like the guide at the top of this forum that suggests using dispersion gear for raiding which effectively destroys any chance a Necro has to DPS...
I do think we need to be a lot less dependant on others though for the amount of Utility we bring. We really need either a large boost to Utility or a sustainable (not 5 and 15 minute cooldown) increase in base DPS so the DPS we bring merits our lack of utility.
But we'll see who's paying attention. Great call on the equipment slots for pets.
I'd like to expand on that further and suggest that out pets recieve archetype based bonuses in the form of looted augments. Something like a set of scout augments, fighter augments, mage augments and allow each pet to be modified with them in some way.
Weapons and armor would be fantastic (Imagine visible armor and equipment for pets) but normal player equipment stats wouldn't scale correctly so if they would need to create a new set of equipment for summoner pets they might as well make it functional and specific to summoners in some way.
Vanguard had a system similar to this where you would harvest parts of corpses to augment your pet with them. Really cool feature... terrible execution...