last i checked you could force them all to swap targets by summoning a new raven over another monster.
My necromancer wish list:
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I would love for bone spear to reach itâs peak damage with fewer skill points (remove bone prison or wall synergies and spread it over teeth\spirit)
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I would love if bone wall was allowed to be âpaintedâ with your cursor and continuous cast animation like inferno. Make any bone wall shape you like without having to position yourself in a weird manner.
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Bone prison like Diabloâs
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Let Terror gain area with levels (not too much but some)
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Let Attract also work on friendly AIs (summons and merc of the necromancer and his allies in the party should all be attracted to the target; and âfriendly AIâ radius should be much higher)
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Fix the bug with Confuse Bricking baalâs AI - not spawning waves
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Make Baal and Diablo immune to Decrepify or somehow reduce its effectiveness against them
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Let Weaken work multiplicatively with damage enhancers (e.g. extra strong, might), not additively; P.S. this will also make Summonerâs and Oblivion Knightsâ Weaken much stronger
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Raise Skeletal Mage should give 4 active abilities per element that summon a mage of your choice.
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Synergise skeletal mages from lower resist (increased missile damage).
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Make fire golem not die to Diabloâs firestorm (i guess he is killed by the physical part? give him some physical resistance then).
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Massively increase fire golemâs damage and area on death (perhaps synergise with corpse explosion?)
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Buff fire golemâs attack fire damage. Maxed fire golem should deal about 2k-3k damage per attack (mostly fire).
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Poison explosion - the cloud should stick around for longer and have much larger radius. Decrease the synergies strength by 50% and buff the base damage by 100%. Keep the duration high.
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Poison Dagger. Decrease the synergies strength by 50% and buff the base damage by 100% (but keep the duration high) a level 20 poison dagger without synergies should be able to kill a weaker monster in hell (let necro start off his army with 1 body by a poison dagger merc, not having to rely on a merc)
Ofcourse all of that is a huge buff so maybe there should be some tradeoff. How about reducing block chance of shrunken heads by 20%? Seriously how do you block with them lol. Necro without bone armor should be made of paper
meh. doesnât it seem a bit long for a single target skill to kill monster over 10+ seconds.
same way they spawn floating bone armors. magic. would be bad for the poison dagger if the block was reduced.
Lol , i actualy did this in my old d2 mod
this is out of question tho
Skeleton Mages
Either severely increase the casting speed or damage of skeleton mages. Maybe a bit of both.
Blood Golem
Blood golem devours corpses. Every corpse he eats increases his defense and damage significantly until he has eaten about 10 corpses.
Once heâs at his strongest, heâll eat corpses and spit them out like a devourer. Except the damage will be closer to that of a corpse explosion.
When he deals damage he heals you, when he takes damage you take a small portion of that damage. If he dies, he corpse explodes (dealing damage based on his size) and heals you.
Poison Dagger
Severely up the poison damage and make it up physical damage on poisoned foes. Could be like the necro version of charged strike.
Bone Wall/Prison
Them exploding should deal damage and bone prison should be like Diabloâs.
Bone Spirit
Should deal splash damage.
Thanks,
Floopay
it is long, but reliable and for only 20 skill points in hell
One of the things I hate about many necros is how reliant they are on the mercenary. I want that gone (but I donât want a âspawn corpsesâ skill, it feels too cheap)
buffs should be accompanied by nerfs. Propose a fitting nerf to go with them. Imo itâs fitting that if we fortify necromancers utility and damage, his defensive capabilities should go down
The only skill Iâd like to see revamped is Lower Resist. It shouldnât require level 60 to garner the maximum benefit of the curse(-70 to All Resistance). Rather, it should mirror Conviction aura and softcap at level 25 for -70 with additional points merely increasing its casting radius and duration.
while leveling a poison dagger necromancer itâs a must to have max block. when you block, or monsters miss attacks on you the bone armor last longer. and you can get that sweet trang oulâs 3 items shield bonus. and daggers get 0,75% extra damage from both dex and strength. with shorter duration, lower mana cost and a bit more attacks per frame it could be a bit better at killing multiple targets. but i guess poison dagger is pretty niche play. over just using explosion, poison nova etc.
Damn I forgot
- Poison dagger
Now works with swords
Upon killing with poison dagger there is a % chance to spawn a Poisonous flying scimitar that acts as a summon. Itâs damage is equivalent to your poison dagger damage
@Zax look at mine and Skulmâs suggestions posted on necromancer subform:
I would add skeleton archers with all magic attacks and physical.
Damn so busy I forgot the holy grail of necro reworked skill
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Level 1 skeleton mage has firebolt by default
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each level it gains 2% chance to cast fireball instead
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could, at level 20, start to gain 1% chance to cast meteor per level
Repeat this with all elements
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tier1, tier2,tier3
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firebolt, fireball, meteor
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lightning bolt, lightning, nova
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ice bolt, glacial spike, frost nova
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poison dart, poison dart that creates a poison cloud, poison nova
So for example you got your skeleton mage to level 30, they got 10%change to cast meteor 60% chance to cast fireball, 30% chance to cast firebolt
congratulations you have now immensely improved skeleton mages by giving them interesting mechanics
You yourself gain better skills as you level, why not these mages
If the damage is still lacking, revert the Hp buff they got that makes them tanky and turn them into glass canon, give them a damage synergy with lower resist
Note: the % values are placeholders just to give an idea and tier3 spells is hypothetical
Poison dagger: Act like an enchant, give higher AR and IAS.
Poison Explosion: Spread like Rabies.
Bone Spirit: No more near infinite radius. Linger by the caster if no enemies in itâs area. AoE dmg.
Skeletal Mages: No more bolts casted. Fire mage gets Fire Ball, Ice mage gets Galcial Spike, Lightning mage gets Chain Lightning, Poison mage keeps the bolt but now it pierces.
Blood Golem: Add higher AR, and chance for OW.
Fire Golem: Give synergy from Lower Resist to itâs Holy Fire dmg.
Revive: Longer duration per lvl.
Curses: I think they are fine.
Poison Dagger: Upon death, a poisoned monsterâs will automatically trigger Poison Explosion.
Without some way to deal with regular monsters efficiently, poison dagger builds always devolve into poison nova builds. This change would give the daggermancer a modest AoE element without messing with itâs single-target role. It also brings poison explosion into the mix which is another skill overshadowed by poison nova.
First I think need to fix poison damage.
Now posion damage will be interrupted by other attack.
I watch Ginger Youtube, he tested posion damage and is broken.
Eg. 100 PD over 6 secs, if any other type/source of attack in between the 6 secs, the poision damage will stop depleting.
The top 3 QoL Necro changes for summoners:
- Replace skeleton Mages with Archers.
- Tweak the Attract curse so that minions converge on the target.
- Make Revive duration permanent, like skeletons.
I donât think it should necessarily mirror Conviction; but it should be upped.
I think it should be a little nastier though. Totally think they should up it from 32 to 50% at base, and 70% at 20 with diminishing returns after that.
However, it should also do things like lower Reduced Poison Duration (So if someone has reduced duration 75% total, it would be lowered to 25% with a level 1 Lower Resistance) and also lower Damage Reduction and Magic Damage Reduction (flat). So if someone has magic damage reduced by 12, it would be reduced to 6 with level 1 lower resist.
Thanks,
Floopay
Lower Resist shouldnât even affect Damage Reduction since that is Physical in nature. As for Magic Damage Reduction, I just feel it should affect Resistance and nothing more like Amplify Damage/Decrepify does for Physical Resistance. Itâs why integer Damage Reduction is so underrated because it can completely nullify incoming damage(even if cursed), if the Damage Reduction is high enough(which in most situations is never the case unless the damage is extremely small to begin with). I also think Poison Duration is basically the equivalent of âAbsorbâ by reducing how long Poison lasts on the character. It doesnât heal you but then Poison canât kill you like the other Elements can.
As for reducing Resistance 50% at level 1 and 70% at level 20 would imply +1 per level(on average), making it yet another 1-point wonder as opposed to something you might invest 5-10 points into to ensure you get the maximum benefit possible(like on Conviction). Just out of curiosity, what would be your max benefit for Lower Resist? -75% Resistance? -80? What level would that be achieved too?
That is a good point on both damage reduction fronts; but I do think it should affect poison duration. My main thought is, Magic/Poison is a Necroâs main elemental damage next to physical from summons.
I think Lower Resist should have a declining scale for bonuses or give a flat bonus. Most Necro Curses only really go up in AoE as points get pumped into them. I would rather see some synergy action come from them than maximizing flat point bonuses in them.
So it could be 50% at 1 and 80 at 20 with a decline starting at 10 from 2 points per point to 1 and 1 point until 20 and 1 per 2 points there-on until -90.
But I think adding synergy bonuses between Curses would change the curse tree dramatically. Like Iron Maiden dealing flat damage and that damage being amplified by points in amp damage.
Decrepify adding a small amount of slow to Lower Resist.
Attract having a chance to be contagious based on points in confusion. Confusion reducing attack roll based on points in dim vision. Dim Vision lowering defense based on points in Amp Damage.
Etc. Etc.
Thanks,
Floopay
Bone wall should be reworked to be linear when cast without target and when you have a target it circles it like current bone prison
Bone prison is now reworked . When you cast it, a Diablo bone prison spawns around you and another one spawns at the location you targeted, you then get teleported from one to the other. Creating a mobility skill for necro but also a defensive manĹuvre