Some of the primary problems that necromancers face are as follows.
1) They're the most vulnerable class in the game. They have the lowest HP in the game, they wear cloth armor, and they have no defensive spells besides armor, shield and spell ward. If you compare them to the other caster classes, their vulnerabilities are made very clear: Priests get healing spells, protection and sanctuary, shamans get sanctuary and healing spells, sorcerers get mirror image and etherealform, and warlocks get stone skin, ironguard, resist elements and healing rays. Necromancers are also vulnerable to bolt of glory. This means that necromancers are very vulnerable to ranged physical combat and ranged spells, Bolt of glory, lightie holy words, circle stabs and spell damage (especially magma spray, which will probably one-shot any necro on a failed reflex save).
2) Their primary damage sources are either risky or clunky and easy to take advantage of. The primary offensive options for a necromancer are animating undead and undead controls. Controls are more reliable and automatic, in that a few berserked controls with massive and/or reaching weapons can produce some dangerous melee damage even while the necro focuses on casting spells or using magical devices. On the other hand, controls can be countered with cancellation, remove compulsion, and BoG. Cancellation and remove compulsion are especially dangerous because they will turn the controls on the necromancer, more often than not turning his own formation into shambles. The other primary offensive weapon a necromancer has are animates. However, if a necromancer uses any more than a few animates in his group, which add a rather negligible amount of damage, he will be forced to animate undead and then have them follow him outside of his group. This means that in order for those animates to be involved in combat, the necromancer will be forced to rely on orders. As animates possess very few active combat skills since the nerf, this means that if a necromancer chooses to use animates, he relegates himself to spending the majority of any given fight in "o all hit XXX" lag. Not only is this clunky to use correctly, it's also very dangerous as order lag is front-loaded. In the time that it takes for a max charisma necro to recover from a single order, he can potentially be one-shot by magma or tagged by BoG. In addition, animated undead received a very strong nerf to their HP pools, so that a single GM holy word (a spell which has a cast time comparable to that of a max charisma order) will often one-shot animates through the damage alone.
3) Necros lack the out-of-combat utility that other caster classes provide. Sorcerers have access to gate and enchant, warlocks can brew ironguard and stone skin, and priests have access to consecrate and brew. Necromancers can scribe finger of death, but other than that they are sorely lacking: And most of the time, double petrification is more desirable than finger of death, because while finger of death is guaranteed to do -some- damage, it will never one-shot any NPC or PC that has either protection, sanctuary, or a notable amount of MP on his gear.
4) Necros are inherently untrusted. Not only are they forced to be diabolic, instantly setting them against all light-auras and certain cabals, but even groups that are not required to kill necros on sight should never fully trust one.
The strengths of necros are certainly strong, but they are simply not worth the drawbacks: They possess the highest theoretical damage output in the game with controls and animates, yet taking advantage of it requires the necro to spend the majority of his fights in order lag, and an intelligent player will take liberal advantage of ranged combat against an animate-necromancer, as necros have no ranged abilities. In addition, the majority of difficult end-game PvE areas require traversal through rooms that do not allow pets or null-magic rooms, making it impractical, if not nigh impossible, for a necro to contribute with their iconic undead armies in those areas. They possess all the maledictions in the game, including what is perhaps the most dangerous group PvP spell in the game, fear, but the class is so vulnerable that they simply do not have the luxury of spending time in combat casting maledictions.
In short, if you want to contribute to your team as a utility and control based caster, you should play a sorcerer. If you want to play a maledictor, you should play a hellion or shaman, as both are much more defensive than a necromancer and will be able to take advantage of their maledictions without constantly risking death. If you want to play a damage-focused caster, you should play a warlock. If you want to play a demanding class that has strengths in all of these areas but is outshined by those three classes and is required to be at odds with a strong portion of the playerbase, then you can roll a necro.
As for a buff, I proposed a time ago that necros should get a skill that, on success, allows them to order their animated undead (not controls) without any order lag. A failed check would either do nothing or incur the standard order lag. This would allow a necromancer to actually take advantage of their iconic (and weakened) undead army while also allowing them to do other important things in combat like casting spells, quaffing heals, or of course, zapping themselves with chain lightning. Right now they're simply the most demanding class in the game with very little reward.
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