Necromancers right now are a realy rare sight in tpvp, and that has good reasons.
The main reaons is that Necromancer doesnt do anything better than any other class, the key role of Condition pressure in teamfights is already taken by the HGH engi, who does alot better at it. Also Necromancers have no way to mitigate dmg or disengage and are tehrefore the first taregt in every fight if positioning allows it, but here engineer is again better cause of bigger range and access to swiftness in a viable build.
A short breakdown of this misery:
Classes with no access to invulnerability:
-Necromancer
-Thief (but stealth breaks targeting, so still in a better spot)
(-Warrior)
(-Ranger)
Classes with no access to vigor:
-Necromancer
Classes with no disengage mechanic on their weaponsets:
-Necromancer
-Engineer
Classes with no access to swiftness in viable builds:
-Necromancer
-Thief
Classes with no Block/Evade skills:
-Necromancer
Classes that can’t prevent being stomped:
-Necromancer
-Engineer
-Guardian
-Ranger
-Warrior
Well we do ahve a 2nd HP-bar, which seems to balance this all out…………
But even if it owuld balance this out, it’s at 0% at start, you can exploit it to around 20% in some builds if you are fast and ahve the right trait allocation and dont plan on using fleshgolem or SPectral walk (switch to knights amulett, and teh trait that gives lifeforce on use of spectral skills, activate spectralwak, replace spectralwalk by the skill you realy want to take, summon fleshgolem, switch fleshgolem to the elite you realy want to use, change the spectral trait to teh trait you realy want to use and then switch the amulett ot teh amulett you realy want to use…)
So do realy have a 2nd healthbar you have to win the first fight (which you have to do anyway when you bring a necro or he will just be trained down and you lose the game), but with 0 survivability that is not teh easiest thing to do.
