Necromancer Adjustments

Vercingetorix
Vercingetorix
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Necromancer could use some adjustments here and there to help make the class more complete. Here are my suggestions to help fix up the kit:

Flame Skull: Doubled the projectile speed and shortened the casting animation to allow more seamless weaves.
Ricochet Skull -> Explosive Skull: Instead of a clunky, slow "bounce" effect, the 3rd skull deals 20% more damage and explodes on impact in a 5m radius, centered around target.

Boneyard: You or an ally can activate the synergy.
Unnerving Boneyard: Unchanged, except that you or an ally can still activate the synergy.
Avid Boneyard -> Mass Grave: Converts to stamina ability with Disease damage. No longer has synergy; Consumes corpses upon cast and detonates at end of duration for Disease damage based on the number of corpses consumed.

Skeletal Mage: Increased the base damage for this ability and its morphs.
Skeletal Arcanist: Also grants Major Sorcery for the duration.
Skeletal Archer: Also grants Major Brutality for the duration.

Bone Armor: Increased duration for this ability and its morphs to 20 seconds.
Summoner's Armor: Now instead sheds a corpse every 5 seconds, in addition to the cost reduction for pets.
Beckoning Armor: While active, becomes "Grave Pull" ability that can be cast. Pulls a target to you from 28m away. If target cannot be pulled, you are refunded the cost.

Bone Totem: Increased duration to 12 seconds.
Agony Totem: You or an ally can now activate the synergy.
Remote Totem: No more synergy, but can still place up to 28m away and now Fear ticks every 1.5 seconds.

Spirit Mender: The heal from this ability and its morphs now scales with your highest offensive stat.
Edited by Vercingetorix on February 10, 2020 5:00PM
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • p4l4mu7
    p4l4mu7
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    Why these "adjusments" are all pointless buffs.
  • Katahdin
    Katahdin
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    Necros are OP enough as it is so can't agree with making them even more OP
    Beta tester November 2013
  • Noxavian
    Noxavian
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    Necromancer could use some adjustments here and there to help make the class more complete. Here are my suggestions to help fix up the kit:

    Flame Skull: Doubled the projectile speed and shortened the casting animation to allow more seamless weaves.
    Ricochet Skull -> Explosive Skull: Instead of a clunky, slow "bounce" effect, the 3rd skull deals 20% more damage and explodes on impact in a 5m radius, centered around target.

    Boneyard: You or an ally can activate the synergy.
    Unnerving Boneyard: Unchanged, except that you or an ally can still activate the synergy.
    Avid Boneyard -> Mass Grave: Converts to stamina ability with Disease damage. No longer has synergy; Consumes corpses upon cast and detonates at end of duration for Disease damage based on the number of corpses consumed.

    Skeletal Mage: Increased the base damage for this ability and its morphs.
    Skeletal Arcanist: Also grants Major Sorcery for the duration.
    Skeletal Archer: Also grants Major Brutality for the duration.

    Bone Armor: Increased duration for this ability and its morphs to 20 seconds.
    Summoner's Armor: Now instead sheds a corpse every 5 seconds, in addition to the cost reduction for pets.
    Beckoning Armor: While active, becomes "Grave Pull" ability that can be cast. Pulls a target to you from 28m away. If target cannot be pulled, you are refunded the cost.

    Bone Totem: Increased duration to 12 seconds.
    Agony Totem: You or an ally can now activate the synergy.
    Remote Totem: No more synergy, but can still place up to 28m away and now Fear ticks every 1.5 seconds.

    Spirit Mender: The heal from this ability and its morphs now scales with your highest offensive stat.

    I think what Necros really need is, instead of any of this, they need adjustments to the GRAVE GRASP skill. This skill absolutely sucks and I literally never see anyone talking about it. It's such a high cost skill for something that deals no damage and doesn't even hard CC anyone unless you choose the morph that does such. This skill needs to work more like that one Elden Hollow boss that summons a pit of skeletal hands that drag people down, then after the duration they crawl out and turn into 1-3 skeletal minions for a little bit.


    That being said, another thing Necros need is a SUMMON for the tanking skill line. It's pretty rubbish that the Gravelord has a summon, living death has a summon, where is the bone tyrant summon? Why can't we summon a tanky zombie, skeletal warrior, or heavily armored skeleton of some kind?

    IMO either of these additions would make the class feel more complete.
  • Vercingetorix
    Vercingetorix
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    Noxavian wrote: »
    Necromancer could use some adjustments here and there to help make the class more complete. Here are my suggestions to help fix up the kit:

    Flame Skull: Doubled the projectile speed and shortened the casting animation to allow more seamless weaves.
    Ricochet Skull -> Explosive Skull: Instead of a clunky, slow "bounce" effect, the 3rd skull deals 20% more damage and explodes on impact in a 5m radius, centered around target.

    Boneyard: You or an ally can activate the synergy.
    Unnerving Boneyard: Unchanged, except that you or an ally can still activate the synergy.
    Avid Boneyard -> Mass Grave: Converts to stamina ability with Disease damage. No longer has synergy; Consumes corpses upon cast and detonates at end of duration for Disease damage based on the number of corpses consumed.

    Skeletal Mage: Increased the base damage for this ability and its morphs.
    Skeletal Arcanist: Also grants Major Sorcery for the duration.
    Skeletal Archer: Also grants Major Brutality for the duration.

    Bone Armor: Increased duration for this ability and its morphs to 20 seconds.
    Summoner's Armor: Now instead sheds a corpse every 5 seconds, in addition to the cost reduction for pets.
    Beckoning Armor: While active, becomes "Grave Pull" ability that can be cast. Pulls a target to you from 28m away. If target cannot be pulled, you are refunded the cost.

    Bone Totem: Increased duration to 12 seconds.
    Agony Totem: You or an ally can now activate the synergy.
    Remote Totem: No more synergy, but can still place up to 28m away and now Fear ticks every 1.5 seconds.

    Spirit Mender: The heal from this ability and its morphs now scales with your highest offensive stat.

    I think what Necros really need is, instead of any of this, they need adjustments to the GRAVE GRASP skill. This skill absolutely sucks and I literally never see anyone talking about it. It's such a high cost skill for something that deals no damage and doesn't even hard CC anyone unless you choose the morph that does such. This skill needs to work more like that one Elden Hollow boss that summons a pit of skeletal hands that drag people down, then after the duration they crawl out and turn into 1-3 skeletal minions for a little bit.


    That being said, another thing Necros need is a SUMMON for the tanking skill line. It's pretty rubbish that the Gravelord has a summon, living death has a summon, where is the bone tyrant summon? Why can't we summon a tanky zombie, skeletal warrior, or heavily armored skeleton of some kind?

    IMO either of these additions would make the class feel more complete.

    For Bone Tyrant's ultimate, YOU are the summon. I agree that Grave Grasp is complete garbage, but to fair no amount of buffs are going to make that skill useful when something like Blockade of Frost exists. Necromancers are an under-powered, still incomplete class that continues to rely on gimmicks to get by.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Noxavian
    Noxavian
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    Noxavian wrote: »
    Necromancer could use some adjustments here and there to help make the class more complete. Here are my suggestions to help fix up the kit:

    Flame Skull: Doubled the projectile speed and shortened the casting animation to allow more seamless weaves.
    Ricochet Skull -> Explosive Skull: Instead of a clunky, slow "bounce" effect, the 3rd skull deals 20% more damage and explodes on impact in a 5m radius, centered around target.

    Boneyard: You or an ally can activate the synergy.
    Unnerving Boneyard: Unchanged, except that you or an ally can still activate the synergy.
    Avid Boneyard -> Mass Grave: Converts to stamina ability with Disease damage. No longer has synergy; Consumes corpses upon cast and detonates at end of duration for Disease damage based on the number of corpses consumed.

    Skeletal Mage: Increased the base damage for this ability and its morphs.
    Skeletal Arcanist: Also grants Major Sorcery for the duration.
    Skeletal Archer: Also grants Major Brutality for the duration.

    Bone Armor: Increased duration for this ability and its morphs to 20 seconds.
    Summoner's Armor: Now instead sheds a corpse every 5 seconds, in addition to the cost reduction for pets.
    Beckoning Armor: While active, becomes "Grave Pull" ability that can be cast. Pulls a target to you from 28m away. If target cannot be pulled, you are refunded the cost.

    Bone Totem: Increased duration to 12 seconds.
    Agony Totem: You or an ally can now activate the synergy.
    Remote Totem: No more synergy, but can still place up to 28m away and now Fear ticks every 1.5 seconds.

    Spirit Mender: The heal from this ability and its morphs now scales with your highest offensive stat.

    I think what Necros really need is, instead of any of this, they need adjustments to the GRAVE GRASP skill. This skill absolutely sucks and I literally never see anyone talking about it. It's such a high cost skill for something that deals no damage and doesn't even hard CC anyone unless you choose the morph that does such. This skill needs to work more like that one Elden Hollow boss that summons a pit of skeletal hands that drag people down, then after the duration they crawl out and turn into 1-3 skeletal minions for a little bit.


    That being said, another thing Necros need is a SUMMON for the tanking skill line. It's pretty rubbish that the Gravelord has a summon, living death has a summon, where is the bone tyrant summon? Why can't we summon a tanky zombie, skeletal warrior, or heavily armored skeleton of some kind?

    IMO either of these additions would make the class feel more complete.

    For Bone Tyrant's ultimate, YOU are the summon. I agree that Grave Grasp is complete garbage, but to fair no amount of buffs are going to make that skill useful when something like Blockade of Frost exists. Necromancers are an under-powered, still incomplete class that continues to rely on gimmicks to get by.

    Big true. And as for the philosophy of "we are the summon" for bone tyrant, idk man, I dont really agree with that. I feel like it'd be a lot better if we could summon a stronk-boi minion too.

    And LOL true in regards to the grave grasp skill. IMO why don't we find some common ground and just replace the grave grasp skill with a tanky summon? At least it'd be useful, then. Can very much agree though, that skill is hot garbage and quite possibly *the* worst skill in the entire game. The thing doesn't even deal damage!. Can fully agree with the fact that necros are extremely under-powered and incomplete.
  • jd24
    jd24
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    I want an ability that summons 20-30 blastbone guys over 5 seconds and they are all named like Ricky, Roger, Randy, and Carl.

    Make it happen.
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