Now that I have played my necro to 65 and beyond I feel I have a better grasp on the pitfalls and benefits of necromancers. I feel that they are in need of some balancing to make them more desireable in groups and raids.
Here are my suggestions:
1.) Necromancer spells post 60 are generally very weak. Our best DPS spell is caress of sivyana (excluding marlows cremation which is very rare and very few necros have it and claws of the chill because no necros have it) which is shared with shamans, and while it is good, is not exception dps, clocking in at 157 if constantly cast with no tick skips. Skitterpox is decent dps, but nothing special. The spells wherein the problem lies are Hand and Spirit of Kaezul and Embedding Darkness.
Hand and Spirit of Kaezul are nigh useless, they are extremely mana inefficient, do low damage and have little use in raids or groups. Since our pets are not designed for tanking, then a pet heal for around 300 per tick (with afflict 5) is useless, considering the ample mana cost, and the fact that a spell like that can not support our pets for very long. Hand of Kaezul is even worse, considering the much easier to get Lifebane is a better damage/healing to mana ratio.
Embedding Darkness is completely useless, and there is a thread about it so I won't go on about it.
My suggestion is to make Hand/Spirit non-relic and level 64 and put in a Relic poison dot that lasts for 4 ticks, does 270 DD on landing and 699 per tick, making it just over 3000 total damage over 4 ticks. This would drastically improve Necro raid dps, and provide a good spread of relic and archaic DoT damage.
2.) Necromancer pets are incredibly weak and have very little support. While raiding in DHK, my lvl 63 pet cannont last more than 2 or 3 trash mobs because of the AE's they cast, and because I have no other pet heals, besides a mana draining relic and a low level spell that doesnt provide enough healing to be usefull. What I suggest is increasing the damage/healing their lifetaps do and lowering their melee dps slightly and giving necros some sort of useful post 60 pet heal. Not something to the degree that mages have, but something that can be like Wraithbond, but instead of a 1:1 make it a 1:3 for like 500 necro health heals the pet for 1500?
3.) Necromancer AA's are somewhat spread thin and they are retirable relatively low. I suggest changing a few of the AA's to better serve the necro. A few of my suggestions:
a.) Critical DoT AA - give necromancers a chance to do the same kind of critical damage on their mana efficient spells that all the other int caster classes get. To go along with this, remove some of the lifetap crit AA's, changing them over to DoT crit aa's
b.) Pet DPS increase AA - no explaination needed
c.) Mez Improvement AA - something to increase the length or effectiveness of the necromancer mezzes, giving them more use in certain raid situations and in groups.
d.) AOE DoT AA - When this AA is triggered the next targeted DoT spell a necromancer casts will hit up to 4 targets.
These are just a few of my suggestions, and I'm sure more experienced necros could add on, or criticize them, but I'm sure that we all feel that necros are not as useful as they should be.
Here are my suggestions:
1.) Necromancer spells post 60 are generally very weak. Our best DPS spell is caress of sivyana (excluding marlows cremation which is very rare and very few necros have it and claws of the chill because no necros have it) which is shared with shamans, and while it is good, is not exception dps, clocking in at 157 if constantly cast with no tick skips. Skitterpox is decent dps, but nothing special. The spells wherein the problem lies are Hand and Spirit of Kaezul and Embedding Darkness.
Hand and Spirit of Kaezul are nigh useless, they are extremely mana inefficient, do low damage and have little use in raids or groups. Since our pets are not designed for tanking, then a pet heal for around 300 per tick (with afflict 5) is useless, considering the ample mana cost, and the fact that a spell like that can not support our pets for very long. Hand of Kaezul is even worse, considering the much easier to get Lifebane is a better damage/healing to mana ratio.
Embedding Darkness is completely useless, and there is a thread about it so I won't go on about it.
My suggestion is to make Hand/Spirit non-relic and level 64 and put in a Relic poison dot that lasts for 4 ticks, does 270 DD on landing and 699 per tick, making it just over 3000 total damage over 4 ticks. This would drastically improve Necro raid dps, and provide a good spread of relic and archaic DoT damage.
2.) Necromancer pets are incredibly weak and have very little support. While raiding in DHK, my lvl 63 pet cannont last more than 2 or 3 trash mobs because of the AE's they cast, and because I have no other pet heals, besides a mana draining relic and a low level spell that doesnt provide enough healing to be usefull. What I suggest is increasing the damage/healing their lifetaps do and lowering their melee dps slightly and giving necros some sort of useful post 60 pet heal. Not something to the degree that mages have, but something that can be like Wraithbond, but instead of a 1:1 make it a 1:3 for like 500 necro health heals the pet for 1500?
3.) Necromancer AA's are somewhat spread thin and they are retirable relatively low. I suggest changing a few of the AA's to better serve the necro. A few of my suggestions:
a.) Critical DoT AA - give necromancers a chance to do the same kind of critical damage on their mana efficient spells that all the other int caster classes get. To go along with this, remove some of the lifetap crit AA's, changing them over to DoT crit aa's
b.) Pet DPS increase AA - no explaination needed
c.) Mez Improvement AA - something to increase the length or effectiveness of the necromancer mezzes, giving them more use in certain raid situations and in groups.
d.) AOE DoT AA - When this AA is triggered the next targeted DoT spell a necromancer casts will hit up to 4 targets.
These are just a few of my suggestions, and I'm sure more experienced necros could add on, or criticize them, but I'm sure that we all feel that necros are not as useful as they should be.