User:Readem/Necromancer

Reason for Buffs/Nerfs/Reverts: One has to be careful, when dealing with Necromancers, as they are very fragile and tend to rely on a multitude of factors. For one, when the Necromancer class was originally designed, Soul Reaping allowed developers a great deal of leverage. In other words, Necromancers had an infinite supply of energy. Due to insufficient Hex-removal, and the power of Hexes in general, Hex-meta flourished in 2007. Combined with the fact Necromancers were great healers (due to spirits/minions est.), the class as a whole took a huge nerf. They lost their original purpose, and now are merely used to increase the power of thumper's tenfold.

Corrupt is merely too powerful; especially in 4 vs. 4 situations. Barbs needs a limitation of some sort, as when coupled with a pet the DPS can easily overwhelm good monks. Jagged Bones, nerfed due to the return of Minion factory and Soul Reaping, is not the threat is once was. It adds depth to the game; which is what we are striving for. Reaper's Mark, once the most powerful hex in the game due to its “spammability”, needs a slight buff (decrease rec, lose 1-pip degeneration, duration linked). Reckless Haste is far too expensive in its present state; especially with its duration and effect. HV just needs to be rewritten. Atrophy is a powerful skill, that deserves to see more play (should have been a Mesmer skill tbh).