Hey, I was recently posting my changes to barbarian and druid skills for my offline D2R mod and i would like to continue with necromancer. Changes i am making are in concept stage so its not final and I will greatly appreatiate feedback. So please share opinions what you think about changes or what more to change or tweak.
Ok, necromancer… Do we have some issue on him? I think yes. He has 3 categories of skills:
Curses: Here we have most skills being one point wonder skill, I dont say its bad, but I think some skill should be changing more than just radius. I will also use few curses as synergy to other skills and improve some less used ones.
Summoning: Everyone knows that summoning tree has issues, biggest one being the very weak skeleton mages. Then there are quite weak golems, iron golem and clay golem have good utility, but they are not exactly great at fighting. And who use Blood golem or fire golem exactly? Probably nobody.
Poison and Bone: I think this skill tree struggle with skills not being used a lot. 2 out of 3 poison skills are completely useless and Magic dmg skills are weaker and cost way too many points to max, taking away any option for hybrid builds. Bonemancer also do not have any way how to kill high magic resistant enemies and it can be struggle at bosses. And there is Corpse explosion, way too overpowered skill with one invested point often being stronger than your whole summoned army. I dont want to make that skill useless but I think it should be powerfull with skill investment, not just as one point wonder skill.
Poison and Bone skills
Teeth
- Damage increased
- Synergy from Bone Wall and Bone Prison removed, instead both Bone Spear and Bone Spirit adds 30% Magic damage as synergy
Bone Spear
- Synergy from Bone Wall and Bone Prison removed
- Synergy from Bone Spirit and Teeth increased from 8% to 16%
Bone Spirit
- Synergy from bone wall and Bone Prison removed
- Synergy from Bone Spear and Teeth increased from 8% to 16%
- Projectile speed increased
- Damage increased
Poison dagger
- Skill replaced by “Poison Bolt” with pierce (its skill Andariel is using)
Poison Explosion
- Here I am not sure what to do so any ideas are welcomed. My current best idea is to replace it with skill named “Necrosis”. After casting on body it release flesh eating bacteria in certain radius and when monsters who were hit by it are damaged, their life starts degrading. Its basicly negative hp regeneration. Damage and radius would be increasing with skill level.
Poison Nova
- Mana cost on lower levels decreased
Corpse Explosion
- % damage decreased to 20% at level 1 and increasing by 5% every skill level
- Radius slightly incresed to compensate for lower initial damage
- Higher Mana cost increasing with skill level
Bone Armor
- No change
Bone Wall
- No change
Bone Prison
- No Change
Summoning Skills
Raise Skeleton
- Skeleton Warriors gains bonus from increased attack speed bonus on character equip
Skeleton Mastery
-
- damage to mages is by %
Skeleton Mage
- Damage of spells incresed
- Fire Mage now use Fire Bolt with pierce
- Cold Mage now use Ice Blast
- Lightning Mage now use Lightning
- Poison Mage now use Poison bolt with pierce
- Mages gains bonus from +% fire/cold/ltng/poison damage on character equip
Revive
- Revive has now +% enhanced damage bonus starting at 20% and +5% every skill level
Clay Golem
- Clay Golem is Immune to magic damage
- Significant Damage buff
- Slow effected significantly nerfed
Blood Golem
- Blood golem has chance to deal Open Wounds
- When dies, Life tap curse is casted
- Increased damage
Iron Golem
- Increased damage
- When dies, high level of Iron Maiden is casted
- Thors aura is improved version from paladin skill rework.
Fire Golem
- Gains bonus from +% Fire damage on character equip
- Fire Golem is using improved version of Holy Fire from reworked paladin which lowers enemy fire resistance.
Golem Mastery
- Also is increasing +% enhanced damage on golems
- Also is increasing % physical resistance of golem
Summon Resist
- Every 10 level of skill adds +5 magic and physical damage reduction to Skeleton warriors and Mages
Curses
Amplify Damage
- Starts at -30% and increases by -6% every skill level
Dim Vision
- No change.
Weaken
- Weaken also lowers enemy magic resistance by -10% at level 1 with increase -5% per skill level
Iron Maiden
- Iron Maden is now synergy to Summon Resist skill adding flat bonus to reflected damage to all summons (if that will be possible to mod
Terror
- No change
Confuse
- Confuse now significantly boost damage of affected monsters
Life Tap
- Life tap is now also synergy to Summon Resist skill, providing 1% passive life leech to all summons per invested skill point
Attract
- I am not sure what to do with skill and most importantly what will be possible as it can be heavily hardcoded function like Taunt skill. Any idea is welcomed.
Decrepify
- No change
Lower Resist
- Diminishing returns removed so skill increase by same % every level, starting at -20% and increasing by -4% every level
- Lower resist is now synergy to fire golem, incresing his fire damage by 15% every invested point
So thats necromancer, Sorceress will follow next. Feel free to comment, i want feedback