I tried different builds with Necro and would say that shes definately not op. The melee build Zoli mentioned is one of the best, if not the best one. But the skeletons are weak. They die too fast in Patrol or Moster situations. Their damage isnt noticeable - doesnt matter which build you use.
I would say they need some love and more strength. They shouldnt die so fast and/or deal more damage.
It would be a nightmare to send them after every single enemy manually. FS implemented them perfectly in this regard.
Actually I could see some talents improve them. Why not? But that talent has to be on the same row as cursed blood. Withering Touch can be easily sacrificed, it’s unimportant.
Use the crowbill. 232122
Crit builds are perfectly fine. Only pyro has a real crit build in the game (Handmaiden crit build is meh), there is place for another one.
What damage reduction do you need when Curse of the Undeath exists? You could replace the underwhelming Lost Souls talent with another one that fills her full with temp health by sacrificing a skeleton, but I still would choose Undeath.
Exceptional DPS, very good stagger, exceptionally safe to play, easy to use, all in one. Only outright OP combos are better like engineer with trollpedo and bombs, WS with swift bow, BH with griffonfeet.
Engi is godtier. I see the other classes between S and B Tier. Necro I would say is an A with the mentioned build. Not with her other builds. So she may need love in kind of using skeletons in a more diverse way.
I disagree. I find them very useful, specially using them as wall.
More would be overpowered.
Did you not process what I was saying…? You’re thinking in such short strings, like calling someone cowardly because he uses the phrase “I’m afraid I can’t do that.” Don’t try to refute cherry picked sentence fragments, or you’ll miss the ideas being conveyed. Listen to the whole song, not just a few notes at a time.
My point was that the Necromancer is the only minion summoner in the game, and yet her actual summoning feels almost vestigial, which I find very strange considering the amount of effort it must’ve taken to implement, and I also find it disappointing because I usually really like summoner classes in games, and NecroSienna has very few of the mechanics that other summoners often have that I like.
Out of her nine unique talents and four passives, literally only four of them have anything to do with her skeletons. Mistress of Death’s being able to command skeletons or vent overcharge by sacrificing one, Danse Macabre’s gaining attack speed when four skeletons are alive, Withering Touch’s gaining igniting attacks by sacrificing a skeleton (which, as you said, kinda stinks), and Dread Seneschal improving the skeletons’ attack command to include a charge.
Some skills do something when Sienna casts her ability, but the ability itself is irrelevant to what the skill does. Anyone could have a skill that gives them three charges of 80% damage reduction when using their ability. It doesn’t have anything to do with the minions themselves. And the other two level 30s improve the skeletons that are summoned, but these are both passive improvements that don’t change how you play Sienna. Like a flat +10% damage buff or something, it’s useful but it’s not very interesting because having it doesn’t make you do anything differently while you’re playing.
Like, Danse Macabre isn’t that interesting, because it’s just a binary on/off that you can’t really do anything about. If your skeleton count goes below 4, you recast Raise Dead, and you may try not to vent more than two of your skeletons. But if you’re not using Danse Macabre, you still probably want to keep your skeleton count at full, so you’ll still be using Raise Dead just as often. For comparison, consider if instead of it being “+12% attack speed if 4 skeletons are alive” it were something like “+2.5% attack speed for every skeleton within 5 meters of Sienna.” Now you would have an incentive to not only have as many skeletons alive as possible like always, but also to stay close to them, or keep them close to you. This would make for a more engaging skill because it ties into fighting enemies in melee with your skeletons, instead of just kind of letting them do whatever, or telling them to stand in one place while you go somewhere else. You would have to actually pay attention to where they are and what they’re doing a little bit more to get the most out of the skill.
Not every skill has to be like this, but I feel like most of NecroSienna’s are kinda boring.
I hope FS never implements any of the things you suggest. You would make necro clunky in a fast paced game.
Yes, we are playing a different game. I’m playing Vermintide in cats and legend depending on when there’s more players. I’m playing a Vermintide where the battle wizard and unchained are untouchable meaning anything you think the skeletons saved you from are just positioning blunders on your own part.
And has… absolutely zilch to do with being a Necromancer.
So you’re not actually even using the skeletons, you have them active while they passively spread the fire for you.
You like extremely simple one trick builds with very little deviations from how virtually every other careers already play. Other people here are trying to explain to you that the Necromancer should have something to set her apart from generic flame wizard.
Which indicates you haven’t actually tried to play the Necromancer. You just played her like literally any other careers in the game, occasionally pressing the career skill button.
Notice how Pyro is specifically another of Sienna’s career. Not Bardin, not Saltzpyre, but Sienna’s who also have the Necromancer already.
You like the Crit build because it’s a viable build that doesn’t have anything to do with being a Necromancer.
That fact that you think that suggestion is clunky makes me wonder if you ever tried to play with her skeletons even a little bit.
Bless your heart.