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Rework Necromancer


Salazam

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the idea with this rework is to make the necromancer a more dynamic class. and that he be punished less for "Resistence" stats, as well as for "redemption" from priests.

also prevent the necromancer from countering himself.

 

Basic skill

 

Poisonous spit

 CD: 9s > 12s

 Now always poisons targets.

 [The idea of this change is to improve the damage dealt by the necro, which is currently very low, as well as ensuring that he has this part of the kit that is poison always available]

 

Mental Pit

 Replaces "Deadly Eye" skill

Reduces damage dealt by enemy by 15-20-25-30-35%. Reduces enemy reload speed by X%

 Ps: the skill does not reduce the enemy's attack, it reduces the damage dealt by the enemy.

 [The idea with this change is to give the necro a stronger skill than he has today, mortal eye ends up being an extremely weak skill]

 

Nightmares

 When the enemy is under the effect of this skill, it becomes immune to periodic damage. Attacks and abilities that deal instant damage still affect the target and take it out of control.

 [The idea with this change is to ensure that the necro's control is more efficient, and he doesn't have problems with his various periodic damage skills and his stronger control]

 

Expert skills

 

fateful connection

 Now the effect is applied to the ground. Enemies that remain in the area receive the "Fatal Connection" debuff. This debuff transfers X damage between enemies remaining in the area, and increases damage taken by enemies by X%.

 [The idea is to strengthen this skill and prevent it from being easily countered by "Redemption", also add some value when using the skill on single target.]

 

Infection

 Now deals damage, instant and debuffs the enemy for 8s which reduces their health by X%. No longer interacts with the "Fateful Connection" skill.

 [The idea behind this skill is to improve necro damage as well as grant an additional instant damage skill for the class, which only has one.]

 

mortal eye

 Replaces "Mental Pit" skill

 It is now a passive skill.

 After using 5 skill the necro gains the buff "Deadly Eye", on the next successful basic attack the necromancer reduces the enemy's physical and magic defenses by X% for 10s and roots the target in place for 2-3-4-5s

 [This change was made to strengthen this skill, which is currently very weak and little used]

 

dead soldier

 Summons a skeleton to fight by your side for 15-20-25-30s.

 The skeleton follows the character and inherits the character's offensive and defensive parameters. Using this skill near a corpse increases the damage dealt by the skill by 5%, up to a maximum of 25%.

 The cooldown of this skill is 30s. Only one skeleton can remain active at a time.

 [This change was thought to give the necro a worthy summon]

Edited by Rhaast
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10 hours ago, Drakoknight said:

Honestly I would give the necromancer the ability to outright summon 9 fairly weak skeletons 

no use having 9 weak skeletons. Beastmaster is proof that a single strong pet is better than many weak pets.

Edited by Rhaast
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4 hours ago, Rhaast said:

no use having 9 weak skeletons. Beastmaster is proof that a single strong pet is better than many weak pets.

Beastmaster is strong because people figured out how to make moon attack a specific target. 

Charmers are strong because they can summon many dogs. 

 

Necromancer should be able to summon skeletons without bodies. Bone totem is great but how many times have you died because no bodies and needed a meat shield when your by yourself? 

That's all my suggestion is about. Providing a meat shield and maybe deal some damage before they die [plus Necromancer needs to summon them for thematic reasons!]

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On 11/12/2022 at 6:08 PM, Drakoknight said:

Beastmaster is strong because people figured out how to make moon attack a specific target. 

Charmers are strong because they can summon many dogs. 

 

Necromancer should be able to summon skeletons without bodies. Bone totem is great but how many times have you died because no bodies and needed a meat shield when your by yourself? 

That's all my suggestion is about. Providing a meat shield and maybe deal some damage before they die [plus Necromancer needs to summon them for thematic reasons!]

Seems like it would be a good stagger machine against melee characters. Slap poison shield on one skeleton and acid rain afterwards and no melee is moving anywhere in all that.

 

Sounds good to me. Although if there's no bodies the skeletons shouldn't respawn.

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