MindOfTheSwarm wrote: »Gonna get straight to the point here and look forward to some feed back:
Flame Skull: This needs speeding up. That’s its biggest issue. Alternatively, giving it an additional DoT similar to Frost Clench might increase its usage in a rotation.
Change Venom Skull to Rotten Skull and apply Diseased. Dealing Disease Damage.
Blastbones: Both morphs are decent. But its AI is sucky. Needs some adjustment.
Graveyard: Make one of the morphs Disease Damage. Disease is woefully under-represented. Also, have it generate corpses instead of consuming them. The current damage bonus could be applied by using one of those corpses. Also, selfcast synergy is added to base skill. The Disease Morph synergy consumes a corpse to summon a Zombie pet that lasts 20 seconds or until killed. Only one Zombie can be active at a time and its damage is based off the Necromancers stats, NOT the activators.
Skeletal Mage: No change to the mage. But have the Archer deal Bleed Damage with its arrows.
Shocking Siphon: Remove. Rework:
Cold Curse: Similar to original skill. But it directly tethers to an enemy as opposed to a corpse. Deals Frost Damage instead. Applies Minor Vulnerability moved from totem.
Morph 1: Death Chill: Deals execute damage.
Morph 2: Putrefy: Deals Disease Damage. Applies Major Defile for duration.
Ultimate: Change the Frost base and morph into Shock Damage. To account for siphon change. Call it Thundering Goliath or something.
Death Scythe and Hungering Scythe: Change to Frost damage.
Bone Totem: Give it range ability as base. Buffs all summons while it is active moved from Empowering Grasp. Each pulse also applies Concussed. Keeps its Fear.
Agony Totem: Rework: Terror Totem: Enemies afflicted with Major Cowardice for 10 seconds if they are feared by this skill.
Remote Totem: Removed:
New Morph: Gravestake Totem: Applies Diseased every pulse and increased duration. Enemies in area take 8% more damage from your Disease damage skills but no longer buffs summons.
Empowering Grasp: No longer buffs summons due to move to totem. Instead it needs something new.
Spirit Mender: Gains the 10% damage absorption from Guardian as part of base kit.
Spirit Guardian: Instead it directly attacks enemies dealing Frost Damage and healing you or a nearby ally for the damage dealt.
In a nutshell:
Physical, Poison and Magic damage types are removed completely. Maintaining enough other types to keep in line with the elemental feel without it feeling too diluted.
Improve underperforming abilities and help out clunky feel of certain skills such as Empowering Grasp buffing summons.
Each element has its own feel tied to the skills allowing for example; a Bleed Necromancer to have a unique flavor very different from a Flame focused one. While also allowing a full on Necromancer to feel a bit better than they currently are.
NecroMindOfTheSwarm wrote: »Gonna get straight to the point here and look forward to some feed back:
Flame Skull: This needs speeding up. That’s its biggest issue. Alternatively, giving it an additional DoT similar to Frost Clench might increase its usage in a rotation.
Change Venom Skull to Rotten Skull and apply Diseased. Dealing Disease Damage.
Blastbones: Both morphs are decent. But its AI is sucky. Needs some adjustment.
Graveyard: Make one of the morphs Disease Damage. Disease is woefully under-represented. Also, have it generate corpses instead of consuming them. The current damage bonus could be applied by using one of those corpses. Also, selfcast synergy is added to base skill. The Disease Morph synergy consumes a corpse to summon a Zombie pet that lasts 20 seconds or until killed. Only one Zombie can be active at a time and its damage is based off the Necromancers stats, NOT the activators.
Skeletal Mage: No change to the mage. But have the Archer deal Bleed Damage with its arrows.
Shocking Siphon: Remove. Rework:
Cold Curse: Similar to original skill. But it directly tethers to an enemy as opposed to a corpse. Deals Frost Damage instead. Applies Minor Vulnerability moved from totem.
Morph 1: Death Chill: Deals execute damage.
Morph 2: Putrefy: Deals Disease Damage. Applies Major Defile for duration.
Ultimate: Change the Frost base and morph into Shock Damage. To account for siphon change. Call it Thundering Goliath or something.
Death Scythe and Hungering Scythe: Change to Frost damage.
Bone Totem: Give it range ability as base. Buffs all summons while it is active moved from Empowering Grasp. Each pulse also applies Concussed. Keeps its Fear.
Agony Totem: Rework: Terror Totem: Enemies afflicted with Major Cowardice for 10 seconds if they are feared by this skill.
Remote Totem: Removed:
New Morph: Gravestake Totem: Applies Diseased every pulse and increased duration. Enemies in area take 8% more damage from your Disease damage skills but no longer buffs summons.
Empowering Grasp: No longer buffs summons due to move to totem. Instead it needs something new.
Spirit Mender: Gains the 10% damage absorption from Guardian as part of base kit.
Spirit Guardian: Instead it directly attacks enemies dealing Frost Damage and healing you or a nearby ally for the damage dealt.
In a nutshell:
Physical, Poison and Magic damage types are removed completely. Maintaining enough other types to keep in line with the elemental feel without it feeling too diluted.
Improve underperforming abilities and help out clunky feel of certain skills such as Empowering Grasp buffing summons.
Each element has its own feel tied to the skills allowing for example; a Bleed Necromancer to have a unique flavor very different from a Flame focused one. While also allowing a full on Necromancer to feel a bit better than they currently are.
Necro do need a big rework, I even want to see a ghost skill and warden need more ice skills but I believe is time for all classes to have a 4 skill tree.