Suggested Necromancer Changes (All Builds)

Attract curse in its current form is actually useful, and I’d like to keep it rather unchanged - it can help ex. in “need of 1st corpse to get going” scenario. If anything, Confuse could be replaced, although “Warp” doesn’t fit there. Well, any king of warping sounds weird for a necromancer…yet I agree that such ability is really needed to efficiently use your army :confused: Hmmm…
How about something called “Unburrow Ambush” in Summoning tree? Mechanically it’d do exactly you’re opting for Skulm, and visually it’d suck all your minions (without mercenary perhaps?) underground, then burst them at the cursor placement after a short delay(which could lower with levels of the skill); imagine ground exploding, pieces of soil, and bones erupting from the destination point - this will be something more necromancer-like than teleport-like Warp.
The skill might even give a temporary damage boost, or something.

After reading that I though “well, skeletal archers idea do sounds really nice, however I’ll advise Skulm something to have the best of both archers and mages - skelly archers dealing physical + elemental damage. This will be even better, as mages are unaffected by Might/Concentrate/Fanatism while archers will be, and also implementing different spells for higher level will be complicated”, but as I see:

such advise is not needed :slight_smile:
Actually, when I think about that I like the phys+elemental archers idea so much I’d like to edit my suggestion with them, if you allow.

Well, I suggested to improve Lower Resist scaling; assuming it could get max -200% all resists(and usual 1/5 efficiency at breaking immunities) Poison Mastery should no longer be needed. Meanwhile Vile Alchemy will work not only with Poison Nova, but also bone spells strengthening them in a more interesting way that just plain damage increase, with additional bonus of stopping health regeneration. And stacking of Poison Nova 2-3-4-5 times should be a gamechanger against bosses.

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