Dulrik wrote:
Edoras wrote:
To be completely honest, you can pretty much throw all maledictions out the window here when it comes to PvP, because if you wanted to roll a class that casts maledictions in PvP, you should have rolled a class that doesn't have to immediately recall upon reaching the second row ie: shaman or hellion.
This is really the only thing that interests me right now.
Give up on raising the damage of animates back up, because that's just not going to happen. But I DO want necromancers to be viable as a malediction class. Previous to these changes, you could never, ever have raised the hit points of animates because they were already murderous. Now... well, it's at least conceivable that we could do that. But I will need to see weeks, perhaps months, of testing across multiple people before I would think about it. So why don't you come back to this in 2013?
The real reason necros aren't a malediction class is that they have too many other great options at their disposal to waste time with maledictions. Do you want to cast plague on a guy or dispel him? Do you want to cast poison on a guy or cast fear to wreck his formation? Why cast curse when you can brandish a curse staff and nail the entire enemy team? Yeah, sure, in specific instances you might want to actually sit there and cast a malediction but, generally speaking, you are going to have better options as a necromancer: brandish, zap, recite, other spells, order all, etc.
Necromancers weren't a malediction class before this change, and they are not any closer to being one after the change, but it has nothing to do with animate dead and everything to do with the myriad other tactics available to them. Shamans and hellions cannot recite double finger of death scrolls or cast fear. They cannot zap. They cannot order a massive army to do stuff. This is why they use maledictions and necromancers don't, not because the necromancer is "too squishy" to maledict. If you consider that just to get at a necromancer you frequently have to plow through his undead and various pets first, he definitely has plenty of time to throw some maledictions out. They just don't tend to because the opportunity cost is too high. You would have to be a very dedicated RP-oriented necromancer to be a heavy-duty maledictor. For instance, maybe you just love spreading disease. Maybe that's your thing. That's about the only way you're going to get a necromancer to spend his time throwing plagues around in PvP.
If you want to see necromancers use maledictions, you either need to buff maledictions (which is not needed), or debuff all the other stuff a necromancer can do (also not needed... yet) to make the maledictions relatively better.