Quote:
Originally Posted by Pestalince
We arent OP anymore in fact for the most part we arent needed at all, when was the last time you have seen anyone looking for a necro "Maidens run last spot looking for a necro..." It doesnt happen, EVER. So dont feel bad to ask for a bump in in our effectiveness.
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Here's the thing about regular groups. You don't *need* anything other than Tank+Healer.
The 4 other slots can be whatever. You'll have either extra dps, extra regens, extra utility or whatever if you get too many of same class (like having 3 healers and an extra tank, or 4 scouts).
Whenever I am forming groups as a necro (and yes I form, lead and replace the group myself) there's only the tank and healer that concerns me. I commonly have messages such as "Need a healer and two randoms for <insert dungeon>"
Scouts and mages are not a *needed* type of class for regular groups. You don't see people shouting for swashy's any more than they shout for conjurors or necro's. So a necro isn't less wanted, it's just not a requirement for getting a group rolling.
Though, in some cases, getting a necro in the group if you are missing just the tank, might get you started on clearing yardtrash and such using your pet to tank (as long as group doesn't go haywire with dps etc).
If you have your spec set for grouping, you add quite a bit of nice extras for a group (just as any class does really. some add more direct DPS, some add indirect dps like bards, some add regen, some add CC, some add utility). I always pass out hearts and demand anyone who is below 50% to eat their proteins. I help the healers with the Exchange health spell to top off people hit by AE's. You get your 100% FD combined with a 1 minute in-combat usable rez to avoid wiping. You have stun, roots and fear to assist with CC when in a pinch.
And hey, you get cool looking pet on top. Everyone just loves to oogle at necro pets.
Anyways, I've been derailing this thread.
As for the new AA's, I can't see any link etc in the OP's post so can't really comment on what's been there?
I'm hoping for some fast-damage dots or even direct nukes though. In groups especially it's hard to apply enough dots fast enough for them to get much effect in before the mobs die. Especially larger encounters of heroic mobs (with 3 or more mobs in them) each mob dies so fast that coil and rot is pointless to cast, more so if you haven't upgraded them through the EoF Rot-line.
In groups I find myself casting Lifetap, Locust Swarm and when it's safe to do so, the PBAoE spell (I forget it's name. I'm at work

). Sometimes I even stop assisting the tank, and I just apply Coil on all the mobs in the encounter before the tank focuses on them just to get the damage in.
More, or improved, fast working dots would really be nice. Also, I wish they'd revamp the Summoner AA tree. They removed most, if not all, the requirements for wielding a specific weapon for each of the KoS AA's. Examples, Guardians had to use Axe for the Str tree skill, Spear/Lance for the Agi tree and so forth.
Summoners still have to keep a specific pet up though, which makes us have to make a decision. Do we want mage, or scout pet? If we focus our AA's on mage pet, then we get lucky (I know it never happens) and we win the drop for an M1 scout pet... why should we be forced to waste money and redo our AA's to suit the better spell/pet?
Other classes no longer have to redo their AA to tailor it to a new weapon they loot. If you are using a legendary sword and got AA for the sword, then a Fabled axe drops. Of course you are going to use the axe. But after they cleared the weapon requirements, other classes no longer need to pay to change their AA specs.
For example, we need a fighter pet for the Sta line, because the Sta line gives our pet better taunt/health/knockdowns. Why can't the AA be made to boost all 3 pets?
(this is just a quick on-the-fly example)
Today: The AA gives our fighter pet a knockdown.
Improved:
Gives our pet an AE knockdown - If Fighter
Gives our pet a high damage/regen encounter-AE lifedrain -If Mage
Gives our pet an encounter-AE stun - If Scout
This way you decide what pet to keep up and you can switch our pet to better suit the situations you are in, and the AA will grant the ability based on what pet you have summoned.
It gives you more freedom to choose pet, as well as more freedom to adapt to different situations. Perhaps your group needs the extra regen, perhaps the stun is better to buy some time for a healer to land an extra heal.
As it is today, it's really forcing people to all pick the same AA's in a cookiecutter way. I'm pretty sure over half, way over half, of all the necro's have the same AA spec in their AA mirrors for Solo and Group stuff.
Vote no to forced AA gameplay.