I’m a main Necro player who just loves theory-crafting and have been spending quite some time trying to identify some of the problems that haunt the Necromancer class and trying to find what could be one solution to these problems. Seeing as we have some time to kill while waiting for Diablo IV, Diablo Immortal or maybe even a Diablo 2: Ressurected to be released, I hope you will want to take the time to discuss some of my suggestions with me and each other.
My aim with these suggestions is to try to add some new content to the game we love all while trying to respect what I believe to have been the developer team’s intentions with the different sets, items and skills. I have identified 10 problems, of varying sizes and importance, and here are my very personal suggestions on how to fix these:
Problem 1: The Trag’Oul set is dead.
Trag’Oul’s Avatar is a blood themed set that, in its current form, revolves around mobility (Blood Rush), health/healing and life-consuming skills. I like the concept of the Necromancer sacrificing his own blood in order to cast stronger blood magic but the set is sadly too weak both in terms of defense and offense to really be viable. I can also only assume that the set is a nightmare to balance seeing as it boosts all life-consuming skills and therefore can easily become greatly overpowered (like when Blood Lances were a thing) or underpowered as it is today. Instead of simply boosting damage and defense numbers I would like to suggest that the movement and healing aspects of the set serve to further increase the Necromancer’s defensive capabilities while the life-consuming aspects remain what give the Necromancer his offensive power.
2-piece: Blood Rush no longer has any Cooldown and gains the effect of every rune except Hemostasis (Note: Hemostasis can still be manually selected in order to remove the health cost.)
4-piece: The Blood Rush - Potency rune stacks X times and healing from skills is increased by X%.
6-piece: Blood Nova deals X% increased damage. After cumulatively sacrificing X% of maximum life, the Necromancer’s Blood Novas turn into Supernovas for X seconds. Supernovas deal an additional X% damage and gain the bonuses of the Unstable Compound, Tendril Nova and Blight runes on top of the Blood Nova rune.
Problem 2: Build revolving around Death Nova are great for killing trash/groups of enemies but worthless when it comes to Bosses/Rift Guardians
NEW TWO-PIECE SET
BLOOD AND IRON (Blood-Magic Edge + Iron Rose)
BLOOD MAGIC EDGE
Siphon Blood and Blood Nova can be cast while moving. Blood oozes from you.
IRON ROSE
Attacking with Siphon Blood has a 100% chance to cast a Blood Nova. (Note: The Blood Nova is no longer free.)
2-PIECE BONUS
When siphoning blood, all damage generated by Blood Nova is redirected towards the target of your Siphon Blood. (Note: No other enemy than the target of Siphon Blood takes any damage.)
Problem 3: The Rathma set is dead
Problem 4: Command Golem, Army of the Dead and Revive are greatly underpowered/underperforming.
Bones of Rathma is known as the once awesome minions set that was rendered useless with the introduction of LoN/LoD. Skeletal Mages and LoN/LoD make for a great combination and I don’t see why the Rathma set should aim to compete with it and, at best, render its LoN/LoD counterpart obsolete. Instead I would like to propose that this set not focus on Skeletal Mages or Simulacrums at all, since both these skills are already strongly associated with other sets, and instead focus on Reanimation skills which are in dire need of some love. For this suggestion to work, it is however vital that Revive and Land of the Dead switch skill categories, as suggested further below. It is also vital that the devs accept to cut their losses when it comes to the Revive skill, which it is known that they have invested many hours into, and instead make use of the more well functioning Shadow Close concept that was introduced as a seasonal theme in Season 22.
2-piece: The Cooldown of Reanimation skills is reduced by 50%. (Note: Golem and Army of the Dead)
4-piece: The Golem no longer takes damage, absorbs 75% of all damage taken by the Necromancer and gain the Flesh Golem rune on top of any other.
6-piece: Reanimation skills deal X% increased damage for X seconds whenever the Army of the Dead is summoned. (Note: Damage bonus needs to be significantly higher than 10 000% in order for LoD not to be the most competitive option.)
FUNERARY PICK
Corpse generation is doubled while outside Land of the Dead. Revive now consumes all available corpses to raise an Ancient Shadow that deals X% increased damage per corpse. Revive runes no longer grant a bonus but instead determine the class of the Ancient Shadow. (Note: Unruned = Barbarian, Personal Army = Crusader, Horrific Return = Demon Hunter, Purgatory = Monk, Recklessness = Witch Doctor, Oblation = Wizard. The Ancient Shadows are identical to Shadow Clones, but since they are not clones of the Necromancer a name-change seemed in place.)
BONE RINGER
Enemies targeted by your Command Skeletons take X% increased damage from all your minions for every second they are the target of the Necromancer’s command.
CIRCLE OF NAILUJ’S EVOL
Raises and additional Skeletal Mage and Revive with each cast and they last an additional 2-4 seconds.
FATE’S VOW
Casting Army of the Dead while wearing the Convention of Elements grants the effect of the rune associated with each respective element cycle, on top of any other. (Note: Physical = Dead Storm, Poison = Blighted Grasp, Cold = Frozen Army)
Problem 5: With the adding of the Masquerade set there are now two sets revolving around Bone Spear, where the Pestilence set is the inferior one
Problem 6: Land of the Dead (especially with the rune Frozen Lands) is a must for builds that revolve around corpse skills, forcing corpse builds to be centered around Cooldown Reduction
Problem 7: Bone Spirit could be awesome but is unusable in its current state
Pestilence Master’s Shroud is my absolute favorite set and a plague themed set that, in it’s current forum, ironically lacks any plague elements other than its mask obviously being inspired by those worn by medieval plague doctors. I would therefore like to make a suggestion that would not only reinforce the plague theme by turning the Necromancer into a bringer of death and disease, but also switch focus from Bone Spear to what could very well be the most popular Necro skill to never get used.
2-piece: Each corpse consumed by any skill fires a Corpse Lance at a nearby enemy.
4-piece: Each corpse consumed reduces the Necromancer’s damage taken by 3% for 15 seconds, stacking up to 25 times.
6-piece: Land of the Dead gets permanent uptime and gains the effect of the Plaguelands rune on top of any other. Plagues enemies take X% increased damage from Corpse Lance, Corpse Explosion and Bone Spirit.
Bone spirit
With its high base damage, its 3 charges and cooldown to prevent spamming, and its legendary pants that can almost infinitely boost damage, Bone spirit has the word NUKE written all over it. The skill looks absolutely amazing and the base idea of a nuke skill isn’t bad, it’s just completely unplayable in its current forum. I suggest the following changes be made to the skill:
- Remove the charges and allow it to be cast at will with a huge essence cost (and a life cost if the Possession rune is chosen.)
- Change the Poltergeist rune to no longer be based around charges.
- Create a new phylactery:
WELL OF SOULS
The damage of your next Bone Spirit increases by X% for every corpse consumed by any skill. Max 1000 stacks. If the Bone Spirit is not released before reaching over the maximum number of stacks, it will implode, damaging the Necromancer instead. (Note: Make it so the implosion damage always removes a high percentage of the Necromancer’s health without ever killing him.)
Land of the Dead
Move Land of the Dead to the Corpses category and Revive to the Reanimation category in order for the suggested Rathma set bonuses to work.
Change Land of the Dead - Plaguelands to “Land of the Dead deals 100% damage as poison per tick to enemies in it’s area. REMOVE This effect can damage a maximum of 10 enemies simultaneously REMOVE”
Change Land of the Dead - Frozen Lands to “Enemies in the Land of the Dead are frozen for 4 seconds”. Frozen Lands in it’s current form is simply overpowered with it’s automatically applied hard CC, making most other CC options seem meek in comparison.
Change Land of the Dead - Invigoration to “Skills cost X% less essence while Land of the Dead is active”. The purpose of this nerf is to prevent the current permanent essence cost removal to be combined with the Captain Crimson’s set in order to become immortal (sorry Lord Fluffy’s Invincilancer).
Problem 8: Krysbin’s Sentence is a must for every Necromancer build
Problem 9: Necromancer weapons are overpowered, making them the only reasonable option for the 4th cube slot
Now this one opens up for a flame war, but this is by far the most important and, what I believe to be, the most necessary change suggested in this post.
KRYSBIN’S SENTENCE
Deal 40-50% increased damage against slowed enemies or double this bonus against enemies afflicted by any other type of control-impairing effect.
When it comes to the Necromancer’s weapons, I would like to suggest that they all be nerfed (except of course the worthless Funerary Pick and Spear of Jairo) and the damage bonus of sets be greatly increased instead.
Problem 10: There is no viable way to use Command Skeletons as an essence spender that deals poison damage
Change the damage type of Command Skeletons - Frenzy or Dark Mending to poison.
OTHER SUGGESTIONS
LORNELLE’S SUNSTONE
Damage reduction is increased by 1% for X seconds for every 1% life lost. Max X stacks.
Change Channeling Pylons to no longer remove the health cost of skills, as it ruins any builds based around self-harm.
Any feedback would be greatly appreciated!