scibby wrote:--THE FIX---
Simple, but will never happen
Scale down melee DPS while scaling up spell DPS
What do you think?
Two words: Absolutely. Not.
The only thing wrong with Necromancers as a top-tier DPS class is the issue
I've stated in this thread. Once Necromancers get a full suite of DoTs they can properly land, and gear gets itemized with necromancer-friendly damage/anti-resistance focuses, people will be
wanting Necros for their ability to deal competitive DPS
even when nobody's touching the mob.
Mages are a bit underpowered in damage-dealing, but they've got the best pets in the game to make up for it. Mages can solo far longer than anyone else and have the easiest time gearing themselves up - they use the same damage focuses as wizards, and they get even
more out of pet focuses since their pets are already mighty to begin with. All they need is for raids to stop being designed so that pets are useless.
Enchanters... I dunno about Enchanters. They're useful, but they're more a support class than anything else. Their capacity for crowd control is great, but there's not a lot of fights that really
require their crowd control. Most any problem an Enchanter could solve can also be solved by just throwing another tank at it, and as Grey said, all of the cool stuff they could do with charmed pets in the past has been given the nerfbat. They really could use a hard overhaul by the devs here, to both give them a niche, and the tools the fill that niche.
Wizards already rule the DPS charts. They bust out 50k-75k-100k damage a nuke and
dare anyone to challenge their authority. Familiars give them some of the best mana pools and passive Mana regen available, and raid gear of any tier is practically
made for them. How many other classes can rip multiple percentage-points of raidboss HP off with each hit? Not many, I'll tell you that.
Melee DPSers are strong. Particularly Warriors, 'Zerkers, and Rogues. But with the exception of Warriors, they also have to survive to deal that DPS. In these bad new days of micromanagement-required fights and raidbosses capable of deathtouching you spontaneously if you fail to complete the proper ritual for enabling DPS, these classes, who MUST be in range of the boss at all times to do anything meaningful,
will die. Compare that to the rest of us ranged finger-wigglers - we can sit outside that distance, merrily lobbing in artillery to help out while the tin cans eat all the damage.
Me, I like lifetaps. If the boss has a ranged DD or DoT that can somehow hit me, I can simply siphon some health off the boss to keep myself topped up. Clerics don't even have to shoot me a sideways glance to make sure I'm still alive, unless I get summoned somehow. Nothing's quite as tasty as feeding off the very thing that's so desperately trying to kill you and your friends, but that's probably just my Necromancer bias talking.