Hello fellow Necromancers! Feel free to comment here with feedback relating to the [2.6.10] Necromancer related changes, or with feedback for Necromancer in general. I will list my own feedback below.
Multiplier Balance
As to the level of multiplier, I’ve only tested solo GR Speed thus far, but it feels fairly on point for Non-seasonal compared to the DH’s GoD build. Was able to complete a GR108 in 3 minutes with medium effort (~2kp / ~18k INT, pretty good rift).
The push build Loses 7 GRs from the Trag’oul’s Corroded Fang Fix (bug report related to this fix noted here).
However, the new multiplier, currently on Gelmindor’s Marrow Guards, provide 11.4 GRs. This is an overall increase of 4.4 GRs if you use the same weapons, or ~7.25 GRs if you swap into Scythe of the Cycle.
Speed builds that don’t use Fang get the full 11.4 GRs, which feels amazing!
EDIT (10/16/2020): Solo push testing, completed a GR135 on the PTR at ~8.5k INT in ~14m. Expected GR140 clear at ~2k paragon, fully augmented.
https://ptr.d3planner.com/141299391
Notably, this GR140 value is only due to the ~9.29 GRs given by the 4th cube slot (Reilena’s Shadowhook) this season.
If you take that away, this build isn’t quite as powerful. This is why I’m thinking at the very least:
It’s in a pretty good spot.
I do worry that after this is removed it may be still too weak compared to many other builds, but I suppose we can rebalance if that turns out to be the case.
Flavorless Item
While I’m glad bone spear is seeing some damage multiplier increases…
This item is Flavorless. Why tack a multiplier on to a new item that previously had an open slot with varied options?
Recommendation: Why not merge the multiplier into Maltorious’ Petrified Spike instead?
This would accomplish the same thing without wasting a bracer slot.
One of the things I loved about Necro was the open choice in bracer. Taking it up with a required multiplier that has zero interaction with any of the class mechanics, and is only tied to one skill, is not my idea of a fun item.
A defensive bracer was more in line with what I was thinking would be interesting, since Necromancer still has issues with toughness for many builds.
DR, life% based leech recovery, shielding, LPS, health globes; any of these can these interact with other core class mechanics such as:
- Essence
- Pets
- Curses
- Generators
- Spenders
- Etc.
to make an interesting and beneficial item. Nems and APDs could compete with this type of item. Nems can’t compete with a 6x multiplier!
Please make this item interact with the core class mechanics.
Offensive bracers like the below would also be more interesting:
Suggestions for Future Item Enhancements:
Nayr’s Black Death:
Issue: the item only works for stacking same skill poison abilities. Cold and Physcial are left out.
Recommendation: Redesign this item to include any element, similar to below:
To be clear, this item would activate separate stackable buffs for Poison, Cold, or Physical depending on the rune of the skill activated.
Iron Rose:
Issue: Iron Rose currently does not assume the rune of death nova you place on your skill bar. It’s always Blood nova.
Recommendation: Allow this item to assume the rune of Death nova that you place on your skill bar. This would allow Necromancers to run channeled poison nova.
Sets
Would also love to see Necromancer sets revised, in particular:
Inarius Bone Storm mechanic: Bare minimum, make it LARGER, a radius of 30-40 yards would be a good start.
Trag’ouls: Needs a rework so it’s not directly competing with LoD. More interesting interactions with Life spending abilities perhaps?
Rathma: Needs a rework of some kind. LoD is flat out better for pet builds.
My background: I’m fairly knowledgeable when it comes to mechanics, however I have only recently started putting more hours into Necromancer, largely due to the changes with Razeth’s Volition and Haunted Visions that occured in [2.6.9].
Since I’m not a longtime Necromancer, I’m excited to hear from other players, perhaps even those who have been with the class since the beginning.
Thank you!