Nercomancer - Changes - Season 9 - Perfected

Golems
Golems syngeries blizzard just not working. best we remove them all together add more reasonable changes -

Clay Golem is pretty good as is. only thing really lacks is its damage but that will change with buff to Golem Mastery when we get too

Blood Golem Blood golem get buffed
second buff is it gains crushing blow by 1% per point at skill points 20% crushing blow

Iron Golem Iron golem now do reasonable thorn damage when its attacked cause when it attacks or is attacked deals thorn damage it now prevents monsters from healing and now gains HP per point where before it didnt

Fire Golem reduces targets fire resistances by -3 per point on fire Golem watch allows it break fire immunes when it attacks

Now Big Changes

Skeletial Mastery - now gains attack/casting speed increase 1% per point.
Sketetial Mages - no longer cast fire/poison/lightening or fire depending on your skeletonal mastery level and synergy to teeth and bone spear determines strenght of your mages

Golem Mastery - now buffs damage, health. defense rating and attack rating and attack speed of your golems

Poison and Bone Skulls

Bone Wall/Bone Prison/Bone Armor/Iron Maiden and Weaken now synergize with each other

Iron Maiden gives bone wall/boneprison/bone armor thorns % and weaken gives extra damage reduction opens up new possible bone wall build

Abilities being removed - Poison Dagger-
Abilities being changes - Poison Explosion

Poison Shiv - 2-3 attack cannot be interrupted always hits. come on now we nercomancer we never hit a melee attack. however damage of poison shiv is complicated every time hit with poison shiv you put stack of stackable poison watch spreads like rabies however this poison keeps getting more powerful more hit a target with this effect causing monsterious about poison damage

Poison Explosion is now a linked with corspe explosion - where there is a small chance that corpses you exploded will unleash a poison nova hitting all targets every point in this skill makes all poison skills -3 enemy poison resistance

Poison Nova - gains effect if poison nova kills a target with its poison effect. there chance that automantic corpse explosion take place. this corpse explosion 100% unleash new poison nova

Teeth/Bone-Spear/Bone Spirit - gain 21% damage increase synergy per point cause lose synergy to bonewall and poison prison but gain skeletial mage synergy watch allows them cast your current level teeth, bone spear or bone spirit

Nerfs
Skell mages now limited to 6-8 6 at 20 skeletal mages and 8 at at 38-40 skill points
Revives - now cap out at 24 minions instead of 40+ but gain the attack speed increase damage increase from buffing skeletial mastery

Very good post! This type of creativity even if it has no chance of happening is more of what this forum needs!

Why repost? Also you didn’t think this through. While I agree with the golem changes, the skell mages take is nonsense

Understand why skell mages are weak is not just cause there damage is terrible it also is because they use 4 different elements and summoning rng . when you make skeletial mages scale with teeth. and bone spear. they do magicial damage and have cool effects no one in right mind would put more then 1 point skell mages cause how they are made

Nercomancers not known having muiti-different builds. mostly 2-3 at best function proparly. no

Having them have ability to shotgun based on ability teeth and bone spear opens up and new build

Poison and bone has alot weakness’s too mostly cause of bone-wall and bone prison required synergy for bone spear, teeth and bone spirit damage i rather have skell mages do something and scale with bone spells then bonewall and bone prison

then what happens to bone prison and bone wall if doesnt synergy well thats were weaken and iron maiden comes on

making bone prison/wall pvp build deals crazy amount of thorn damage and reduce the amount of damage passive to both armor/wall/prison makes its ok build

finally have curse/bonewall build with other curses like confusion and attract getting some buffs and use

how is it non-sense your nercomancer you raise skeletals mages why does it not make any sense that they can use spells the nercomancer also knows. think

Your suggestions remove build distinction and scaling mages damage with your pb skills makes a summoners summons weaker than a hybrids summons. Also your bonewall idea is just not thought through.

For skeleton mages, I would settle for skeleton warriors being able to push them out of the way in case they decide to block a doorway. Oh, and not having them spawn as ice-based, so I can corpse explode.

Real talk, ya’ll got corpse explosion. Give summon druids love instead.
Insert rant on how much fun summon druid would be with some form of AOE.