Necromancer Left Out of 2.4 Changes

I posted this in PTR feedback, but conversations seem to be happening in both sub forums regarding the cumulative 2.4 patch notes. If you feel like I do - that all the classes are getting some really neat stuff and new builds but the necromancer has only had some very small tweaks, take a look at my thoughts and share some of your own.

Thanks for stopping by.

Necro got the single biggest buff out of any class. They will destroy with an extra 50% damage with bone skills.

They’ll dial this back in the next patch, I bet my savings on it.

CE does so much damage because it is situational. It’s useless against act bosses, ubers, dclone. It’s not very useful in outdoor clearing where mobs are spread out too much.

I suppose you could make it so that it does its current damage when the skill reaches a certain level, requiring that more points be put into it. Currently you can put just 1 point in and with +10 skills at end game, it will have a decent radius. Might be OP for such a low investment. But then the issue would be that those who decide to invest lots of points would have damage higher than what is current. I don’t think I like the idea of adding synergies to it.

As for consolidating the mastery synergies in summons, that sounds like a huge buff for summon necros. It would allow them to invest substantially more outside the summons tree. I’d have to look through the skill tree to see what it opens up. If memory serves, bone skills got a damage bump.

I also bet my savings on it. Spoilers: I have no savings :upside_down_face:

Sorc and Assassin: Hold our Beer!

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True on the bosses, but a level 35ish CE (easy to hit) clears almost the entire screen. Outdoor doesn’t matter. The idea would be to spend more points within the summon tree, since you don’t have to dump 40 points into golem mastery to buff golems up to to the point where they might be used. Ideally, the CE nerf goes alongside all that so that you spend points to field more summons to replace missing CE damage, OR spend on CE and synergies to get a good CE going again.

Sorc is the best/most played class in the game. They got an entirely new build out of the PTR, removed global cooldowns, and got some other damage buffs to some other skills.

Martial Arts was entirely revamped and retooled, as were blade skills, and many other skills got some nice touches/polish.

You really think some still-useless mages and golems and slight PvM tuning on bone skills is as impactful as entirely new builds coming online or massive boosts from irrelevance to viability?

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So you area talking about 2.4 v2.0, and claim that necro is being left out

but now you here to bring out changes in 2.4 v1.0?

Seriously?

in 2.4 v2.0, as your title stated, sorc only get a reduce mana for nova, and assassin literly jsut get a tooltip for a trap, and a +10% AR for another trap.

Talking about being left out in 2.4 V2.0 Necro there’s 2 classes that beingmroe left out than necro.

Please keep to your topic

2.4 v2.0

not 2.4 as a whole.

PTR 2.0 is 1.0 + the new changes on top, dude. Its not like the old Patch Notes for 2.4 are no longer happening. They are all just PTR 2.4. Why are you splitting hairs? I just meant PTR 2.0, as in what the entirety of those changes entail, once they go live (which includes everything in 1.0). This is their second stab at a set of 2.4 changes (which, as they indicated, includes the first iteration)… hence 2.0.

Your topic stated 2.4 v2.0

It is v2.0, not 2.4 itself

Stay to the topic, 2.4 v2.0 aka the update from yesterday

Because necromancer changes were largely good the first time, but other classes needed a lot more revision because initial 2.4 changes had problems.

Mages, blood and fire golem changes sucked. The only meaningful changes were to bone skills.

The topic was never just the most recent updates, thats just what you assumed. Since you don’t seem to understand and just want to be argumentative for the sake of it, I changed the title to be more clear that PTR 2.4 2.0 was supposed to refer to the entire changeset for the 2.4 patch (as it was the second iteration of the 2.4 patch, the second version, version 2.0).

Isn’t this a gross misrepresentation of the actual changes to bone skills?

Bone Spear

  • Teeth synergy increased from 7% to 8%
  • Bone Wall synergy increased from 7% to 8%
  • Bone Spear synergy increased from 7% to 8%
  • Bone Prison synergy increased from 7% to 8%

Bone Spirit

  • Teeth synergy increased from 6% to 8%
  • Bone Wall synergy increased from 6% to 8%
  • Bone Spear synergy increased from 6% to 8%
  • Bone Prison synergy increased from 6% to 8%

Bone Spear synergies went from 560% to 640%.
Bone Spirit synergies went from 480% to 640%

If Bone Spear dealt 1000 damage base, it did 6,600 before. now it does 7,400. a “50% buff” would be 9,900.

  • (1000 + (1000 x 5.6)) = 6600
  • (1000 + (1000 x 6.4)) = 7400
  • (7400 - 6600)/6600 = 0.12 (12% buff)

If Bone Spirit dealt 1000 damage base, it did 5,800 before, now it deals 7,400. a “50% buff” would be 8,700.

  • (1000 + (1000 x 4.8)) = 5800
  • (1000 + (1000 x 6.4)) = 7400
  • (7400 - 5800)/5800 = 0.2756 (27.58% buff)

I am not saying that bone skills didn’t get a buff, they did, and it wasn’t a small one either. However, I think the removal of global cool downs on blizzard/Forb is a huge DPS buff to those builds. In addition, they added what seems to be at least an actual 100% damage buff to nova for an effective Forb/Nova hybrid build for a class that is already played a bunch and specifically builds/skills that were already meta.

All the weapon masteries on barb got a buff, Throw barb is now awesome, Leap Attack is now an awesome way to dive into a pack of mobs, War Cry got an actual 30% damage increase, Berserk got its synergies fixed. That is a lot (probably not enough for Barb, tbh).

Assassins had their entire martial arts tree overhauled mechanically with AR bonuses everywhere and guaranteed hits. Their Blade skills got massive buffs. Their traps, especially fire, got massive buffs.

Paladin… jeez. FoH got buffed to the Moon, Holy Bolt alongside it. Their Holy+Sanc auras got buffed up with 200% damage to melee range targets. Holy Fire got pumped up big time, even if they slightly rolled it back (literally a 70% damage buff and then higher synergies heaped on that as well).

Druids can summon all their pets now, ravens are buffed, spirit wolves are buffed (like a 300% damage buff for that build lol). Fire skills got massive buffs as well, with some tweaking to wind druids. Fire Claws is better now, and overall the recent changes to shapeshift forms are massive buffs.

Amazon now has three buffed up bow archetypes to play with new runewords and improved skills. Guided arrow, for example, is 2% more damage per level than it used to be, and an entirely new synergy of 12% was added to it from Multiple Shot (240% more damage out of thin air). Strafe received a 33% base damage buff when they removed the 25% weapon damage malice from it, and then the added 300% damage worth of synergies to it on top of that. Fixed Dodge/Avoid. amazing slow missiles and good inner sight. All the physical spear skills are really good now, with new rune word options (including Infinity). Poison javs were buffed a ton even if not to S tier. Synergies were cleaned up for lighting javazons which is an implicit buff to that build - one of the big meta builds (Javs/Hammers/ and then the entire class of “Sorc”)

I mean… yeah bone skills hit a decent amount harder. That is it. All the other necro changes fall flat, don’t bring any new build or play options online. Boring.

I don’t think Bone Necros are walking out of 2.4 with a crown on their head, even if that one particular build is definitely stronger now.

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