alright, please leave this thread up to the people who actually know something about the class, no offense to the rest of you
1. Yes we can stack dots, for nice damage. i can do almost 1.6k per tick (every 6 seconds) now that scitterpox was upgraded.
with Affliction 4 (Gorilla Hide Armband)...
Embedding Darkness does 81/tick for 24 ticks for 425 mana and takes 5.6 seconds to cast
Scitterpox does 391/tick for 9 ticks (pretty sure since the damage was doubled and duration was halved if i have read correctly) for 525 mana and takes 6.1 seconds to cast
Funeral Pyre does 445/tick for 6 ticks for 450 mana and takes 5.5 seconds to cast
Caress of Sivyana does 671/tick for 4 ticks for 505 mana and takes 3.75 seconds to cast
adding in a minimum 1.5 second delay between casting of spells, thats an extra 6 seconds.
so in total, it takes me 26.95 seconds to cast these 4 spells for a total of 1905 mana to do a total damage of 6352 for 4 ticks (when caress ends). two more ticks later 8186 when funeral pyre ends, three more ticks later 9602, fifteen ticks later when embedding darkness ends, for a grand total of 10817 damage unless my math is off of these hard numbers.
that is basically the 4 dots i stack on a mob i am solo'ing. please take note of this.
now, against a raid mob, i can easily cast with little fear Scitterpox (which seems to get resisted a lot), Funeral Pyre, and Caress of Sivyana, then FD until effect ends, and recast. problem is though the time required for all dots to run their course in a normal end boss fight. i will use the standard boss kill time of 5 minutes.
Nice_Fat_Boss_1 will act as the target
standard caster wait until 80% before casting, which would take about 1 min (100/20=5, so 20% would = 1/5 which would equal 1 minute)
alright, lets boogie, starting off with scitterpox for light caster damage, then FD to lower myself on the hate list. so, once scitterpox ends, mob should be at 60% (6 seconds per tick for 9 ticks = 54 + the 6.1 second cast time on scitterpox) dealing 3519 damage. not bad, i've only wasted 525 mana so far. hell lets get a little cocky and toss in a funeral pyre to help speed things up after scitterpox doing 2670 damage then FD'ing the rest of the minute waiting for spells to resolve. this bumps my mana usage up to 975 for 6189 damage.
yay mob is at 60%!!
alright, staying FD'd to furthur lower myself on the boss's agrolist, the mob hits 50% after 30 seconds. yes halfway through the fight, 2.5 minutes to go. time for the heavy dotting and to pop that mod rod (what is it? 250-500 mana? no idea on the actual mana regained)!!
hit it with scitterpox, funeral pyre, and caress of sivyana, then FD after caress lands to wait out the dot's resolve. after a minute, doing 8873 damage, im feeling really special and groovy =D but a little low on mana. 975 + 1480 = 2455 mana, over half my mana bar.
so now there is only 1.5 minutes left. lets see, i think i'll load my three dots again on Nice_Fat_Boss_1. this will do another 8873 damage for another 1480 mana. that means i've used a total of 3935 mana for a total of 23935 damage on the raid mob with little to no effort with FD under optimal conditions with no spell resists, fizzles, or Stuns. i only have enough mana for one more spell, but only 30 seconds until the mob dies. so lets hit it with Caress, doing 2684 in 24 seconds. there, 5 minutes have passed, the Boss mob is dead, and ive done a grand total of 27173 (forgot to add in my two initial 277 damage per Caress)
now i wont include in the pet, because even in optimal conditions, the pet is more than likely going to die but if you want to say the necro pet child of night is 30 DPS against the Boss, that is going to be 30x60x5=9000 damage, but generally this is damage that isnt seen.
but like i said, this is only under optimal conditions with no resists. adding a resist in easily starts to subtract at minimum 2.5k damage per resist as there are no partial resists for dots. dots are either hit or miss.
lets say the boss resists one scitterpox (27173-3519=23654) one funeral pyre (23654-2670=20984) and one caress of sivyana (20984-2684-277=18023)
so with three resists on the boss fight, drops the total damage to 18023. which i think is about the average damage a necro can put out on a boss mob.
2. our last undead charm spell sucks, yes it may have a low resist addition to it, but waiting 5 minutes to only have the mob for 48 seconds just isnt worth it at all to have up, as most of the mobs the necros are fighting while charming wont die before the spell duration ends, which means the necro now has two mobs that hit hard and all over him. with the 5 minute timer it means once the spell breaks, you cant recharm using the nice low resist and have to resort to losing both mobs, and forcing yourself to go FD (if you live)
3. an upgrade to Mind Wrack would be nice, as would (as i stated much earlier) an upgrade to Zavfeer's Theft of Vitae in replace of Spirit of Kaezul and Hand of Kaezul. changing two of our single target relics into group based relics, one for mana and the other for hp, would be awesome for utility.
4. necro's are given the spell Banshee Aura, which is a self only DS. grim aura which is a self only attack buff, and vampiric embrace, which is a weapon proc lifetap. i see these spells are pretty much useless in the endgame and would like to possibly revive them. given that our pets are supposed to be lower level undead that follow us, could it be possible that they can cast banshee aura, grim aura, and vampiric embrace on themselves or give necros a pet-only line of those spells? currently necro's only have two pet buffs, one is the pet haste/str line, the other is our lvl 16 Spirit Armor spell which gives AC. this will allow pets to deal slightly more damage tanking, have two lifetap procs, and hit slightly more with the increased attack. if we were given a targetable lifetap proc line that did a considerable amount of damage at the last spell, maybe 100 damage total per proc, it would help out necro's utility solo'ing and in groups giving melee's lifetap procs, which slows down total damage done to the tank and increases group dps slightly like the wizard blade line.
5. wake the dead isn't that good. the pet at most is only going to be a lvl 70 pet, hitting for not much more than the lvl 63 pet child of night. the only thing useful about the spell is scaring the shit out of everyone who just glances up to see the mob you just killed right in front of you walking around.
6. lastly, i wish the necro feed line wasnt taken out. most people dont see this as a nerf to "Raiding", because they dont understand the full effects of the raid situation with twitch, and all the damage prolonged by twitching is hidden or illusionary to them. what the necro adds to raids with twitch is the ability to keep the clerics going longer than they normally would go. i like to think of all the extra time added in by necro mana into cleric mana as sort of my dps. if i can use all my mana (about 4500 with mod rod) to twitch a cleric to say last him 4 more casts of cheal, and there are two other necros doing the same thing, that means the raid has now lasted a minute more. take the time to think of one minute of raid dps is, and taking the normal 5 minute raid, and allowing it to last 6 minutes. since necro's were the ones that helped give the raid the extra minute, i view all DPS in that minute to be the work of the three necro's. which essentially equals the same amount of damage, gives raids an extra cushion when going through long fights.