Please add more sockets to nightmare/hell necro trophies or revamp splendor

Wanted to bring this up thing necromancer trophies should have higher socket limit or runewords like spendor should get slight higher faster cast rate and change faster block rate with increased block rate. As it stand unless you’re hyper lucky with rare rolls on trophies it feels like only two viable necromancer trophies are Trang’s wing and homunculus because of the absurd low block rate on the trophy items making other worse choices on hell where you have to deal with stuff like javelins being tossed outside actual screen you need to block. Then block chance suddenly become really important, think many end game necromancer specialty items outside mentioned don’t really reflect that.

Same goes with white necromancer trophy items not really much you could do with those, because socket limit and runewords like splendor that could been useful for +3 spirit trophy socketed up for splendor become less useful since by time you can use runeword you can wear homunculus pretty soon anyways and block chance is horrid on the rune word. Had block chance been better it could have opened up for other combination for gear, like +3 spirit candor trophy socketed splendor(with block chance change) and Heart of the oak or wizard spike for instance to of balance resistance losses from runeword.

Anyways I wanted to bring it up since some items seem to be getting rebalancing.

Why does a necro need block chance? Revives are your block chance.

It’s not really reliable isn’t on summon necromancer either you’ll still get hit by stuff like javelins less you’re constantly moving in stuff like act 5, know I am not only one who feels this way as there dozen of post about it with a simple google.

Add to that not everyone uses summon, which should also be option especially when they designed bone tree in such a way all skills prerequire 4 skill to get the 8% damage buff which is only way its seems for bone necro to boost damage, being core tree skill/damage % buff and skillers from items influencing the main ability. Since it seems cast rate bonuses are way lower than with sorcerer around 75% and 125% max I think before it become useless anymore.

I mean bone already has it’s own ways to deal with that. You have bone walls, bone armor, and not taking revive is a choice ya know?

Hell I think Spirit in pally shields was already a mistake. One we shouldn’t repeat. Going to 3 sockets adds what? Realistically? Sanctuary?

Necro needs love, but I don’t think giving them 30 more all res is going to do much.

They don’t need survival they need damage outside of CE.

Frankly I’d change poison explosion to a “teleport to corpse” button for better summon control pre-enigma, make teeth shotgun, make bone spear wider and scale 15% better, increase poison nova damage 20% or so, make poison dagger an always hit skill, and rework skeleton mages myself.

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Well I do agree with damage boost more important, I was just trying to suggest some small changes where we could off set some loss of survivability to increase skillers for damage. Like if splender was more viable to use for runeword for instance with +3 bone spirit trophy.

But yah if talking core problem I think it is too many pre demanded sub tree buffs you need to take to actual increasing damage and that beside from skiller items being only way to increase flat damage. Where other classes now have sunder charms to remove immunities and stuff like rainbow facets, runewords to decrease resistances in general to spike up their damage potentials. While bone necromancers can’t really do any of that, would personally rather they nerfed corpse explosion like they planned with Diablo IV and increase flat damage from other things instead. Like Poison necro have poison nova, if they buffed teeth and cut down sub tree buffer for teeth damage bonuses it could been viable contender to corpse explosion, but damage is really meh on hell difficulty compared to other classes AOE attacks. Then if they maybe changed skeleton mages to give more damage and do magic attacks opposed to random elementals maybe flat buffed summons when nerfing corpse explosion it would help summoners with problems they would face with nerf from CE.

EDIT: Guess the price from CE being so damn good, is that everything else has to be worse for it to off set it, would rather it been different and we could had better spread out overall.

Honestly if they make skele mages cast some forms of AoE, they’d be actually useful. Some Lighting Bolts, Fire Balls, A poison gas clouds like the pots the cat chicks in Act 2 throw. Remove cold skeletons entirely.

I think my issue with buffing splendor for necros… is how good can you actually make it before it bumps noses with Spirit? 35%? I’m not 100% up on necro breakpoints without looking it up, would that help?

need to be careful because the one balancing point of spirit is the str investment pre engima. Anything higher than 35% FCR and that starts changing the need for FCR circles, ring slots, caster amulets for some builds. So you end up with Sorcs with splendor and CoH with no str investment. Dunno how I feel about sorcs with 100 extra vita with how good CTA can be on them. Basically 180+ life for sorcs, or maybe enough enough dex to make them consider doing block builds again.

I think it would make sense to add an extra socket to necro heads, but 4 would be too much. A good necro head Spirit could get insane. 3 Sockets would add Sanctuary, which would be quite good in a necro head, but also open up more room for resist gems/runes and Poison Facets as an alternative for the 3-piece Trang setup.

Other changes to Necros are worth talking about sure, but this would be a fairly nice, super simple 5-minute upgrade.

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