Necromancer improvement advise

All the other classes have been buffed in 2.4.0,
necromancer, though well balanced,
but seems to be not powerful enough in muti-players games.
The main reasons can be the difficulty to get corpses,
and DPS is split too much per target.
Thus, according to my knowledge of a necromancer,
how to improve summoning and curses skills
while not to break the balance 2.4.0 has made.

ONE、Summoning Skills
In the old 1.10 Diablo II update,
being over number but weak,
skeletons has been cut,
but each of them is now stronger.
It’s a great move with long sightedness.
However, to do it again in Diablo II Resurrected,
it’s less fun of to be a commander will decrease as well.
Thus, the following advises I have,
are all based on a consideration,
to cut the numbers of minions no more.

1、 Raise Skeleton
Chance of spawning with a shield,
Is now 5% based on each point invested.
and the chance to block is now no longer with a 3% cap.
Receives Bonuses From:
Skeletal Mage: +2.5% Damage Per Level
Revive: +1% Chance to Block Per Level
2、 Skeleton Mastery
Upon death, each skeleton has 5% chance based on each point invested, to leave a corpse.
3、 Clay Golem
Replenish Life +1 based on each point invested.
Receives Bonuses From:
Weaken: +2.5% Damage Reduction Per Level
4、 Golem Mastery
Upon death, 5% chance based on each point invested, to leave a corpse.

5、 Skeletal Mage
Missile Damage +15% based on each point invested.
Receives Bonuses From:
Raise Skeleton: +2.5% Damage Per Level
Revive: Missile Speed +5% Per Level
And the maximum is the same like a normal Oblivion Knight (Mage)
6、 Blood Golem
Receives Bonuses From:
Life Tap: +2.5% Damage Per Level
7、 Summon Resist
Growth function is now approaching infinitely to 80%.
8、 Iron Golem
Optimize AI, now always teleport to player, not unsummon.
Receives Bonuses From:
Iron Maiden: +5% Thorn Damage Per Level
9、 Fire Golem
Receives Bonuses From:
Lower Resist: +2.5% Fire Damage Per Level
10、 Revive
Number of minions now decrease by half.
Receives Bonuses From:
Raise Skeleton: +3 Seconds Duration Per Level
Skeletal Mage: +3 Seconds Duration Per Level

TWO、Curses
There is no synergies mechanics between two Curses,
and only Duration and Radius increase.
We hope Curses can be optimized,
just like Warcries and Auras.

1、 Amplify Damage
Receives Bonuses From:
Lower Resist: +2.5% Damage Taken Per Level

2、 Dim Vision
Decrease Attack Rating and Defense of target as well. (Cloak of Shadows likewise)
3、 Weaken
Decrease non-psychical Damage from target as well.
4、 Iron Maiden
Receives Bonuses From:
Iron Golem: +10% Damage Returned Per Level
5、 Terror
Slow the target, and increase Damage Taken as well. (Grim Ward likewise)
6、 Confuse
Receives Bonuses From:
Attract: +0.5 Seconds Duration Per Level
7、 Life Tap
Receives Bonuses From:
Blood Golem: Attacker gets Healed +2.5% of Attack Damage Per Level
8、 Attract
Receives Bonuses From:
Confuse: +0.5 Seconds Duration Per Level
9、 Decrepify
Receives Bonuses From:
Clay Golem: -1% Speed Per Level
10、 Lower Resist
Receives Bonuses From:
Amplify Damage: -1.25% All Resists Per Level

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骷髏法師 建議改成弓箭手 實在太脆皮了strong text

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"[quote=“前世唐三-1195, post:2, topic:144073, full:true”]
骷髏法師 建議改成弓箭手 實在太脆皮了strong text
[/quote]

“Replace mages with archers. Cause they are too weakstrong text

Yeah,
more variant types of them would be better!
D3 likewise,
there is a Skill Rune for them to transform.

But I think it would be better to start from improve the mages first,
rather than verify them.

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