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Reworking necromancer: skeletal mage
This is a proposed change to the skill i believe would make it a viable option for necromancer doing all content. Fixed an issue where "command pet" doesn't command necromancer pets. The base skill is now called skeletal warior
Skeletal warrior: this skill now uses your max resource pool, and will either summon an archer or mage. While slotted on either bar you gain minor force, increasing critical damage by 10%.
Skeletal army: summon two mages or archers and increases the duration to 30 seconds. Each idividual mage/archer has a slight decrease in damage but will amount up to a % increase in damage.
Skeletal arcanist: reduce the duration to 12 seconds. Each damage tick is increased by 50%, capping at 150%.
My goal here is to make the skill useful and fit both a DoT and summoners playstyle. With the direction of necro being a DoT focused class, major sorc/brut would come from degen or rally so I went with the minor force morph as i think it goes well with the death knell passive. I would also adjust the death knell passive to activate on enemies under 30-35% health, as that puts the critical strike chance range at 9-10.5k health instead of 7.5k health on a 30k health opponent.
Edited by brandsnipe on 26 February 2024 00:36
Reworking necromancer: skeletal mage 12 votes
I do not like the changes

2 votes
I like the changes, but use a different morph