Necromancer’s set is underperforming. The reason is the lack of toughness and damage. For other classes, set usually provide 50% of LOD damage. It makes sense because F&R provides 2.25 increased damage. However, the necromancer has some really strong ring options. It makes 6 pieces set obsolete. That why I would suggest making necro set deal a baseline of 10000% increased damage with special effect or condition that LOD cannot achieve.
Trag’Oul’s Avatar
(2) Set: Blood Rush gains the effect of every rune, its cooldown is reduced by 50%.(4) Set: You no longer benefit from life on hit, life per second, and life per kill. Instead you gain 50% of your from life on hit, life per seconds as armor and 10% of your life on kill as all resistance
(around 20000 armor and 1500 all resistance)(6) Set: Your all blood skills deal 5000% increased damage (except corpse lancer)
Your deal 3% increased damage for every 1% Life that you are missing.
This will make the Trag’Oul’s Avatar into a high-risk high reward set. You deal 5000% when you are at full life, but it will increase to 20000% when you are near death. The 4 piece bonus also remove all passive healing effect from your character and make the control of remaining life easier.
Ideally, one will pair this with Shi Mizu’s Haori for a 100% critical chance. Siphon Blood and Blood nova build will be ideal for this set, as one of them heal and the other one cost life.
Bones of Rathma
(2) Set: Your minions reduce the cooldown of Army of the Dead by 1 second each time they deal damage.
Army of the Dead deal 300% increased damage
(4) Set: You gain a 2% damage reduction for 15 seconds each time one of your minions deal damage. Max 25 stacks.
You gain 50% damage reduction for 8 seconds after using Army of the Dead(6) Set: Casting Army of the Dead increases your damage by 10,000% for 8 seconds
Bloodsong Mail: Command skeleton deal 300-450% increased damage. You gain 7 extra skeletons for 8 seconds after using an army of Dead
Revive: now last for ever and deal 50% increased damage (skill changes)
Revived singularity mage and golem, now deal the same damage as the original skills. Default skeleton revive now also benefit from command skeleton damage.
When using a 6 piece set, one cannot use Requiem Cereplate, T&T, and Razeth’s Volition. This means that the skeleton mage build will always be better on LOD.
So the focus of Bones of Rathma will be using the army of the Dead to clear pack and use boneringer with command skeleton to kill elite.
New off hand: Command Golem gain Decay Golem rune. Instead of corpses, It now consumes all other summons and gains all of their combined damage for 10 seconds.
The new decay Golem suggestion would make the gameplay of singularity mages more interesting. Using Golem to consume would focus and extended the damage of summoned singularity mages, but it would cause your attack to become melee ranged and only focus on a single target. In terms of DPS, it will double the damage of LON mage build and bring it up to bar compare to grim scythe build.
New off hand: Bone armor now also applied to Golem.
This will help to make a lot of Inarius build viable.
Masquerade of Burning Carnival
(6) Set:
Bone Spear and Revive deals 10,000% increased damage. Simulacrums gain triple this bonusMaltorius’ Petrified Spike
You attack 100% faster. Bone Spear deals 600–850% increased damage.Inarius Wrap: Enemy damaged by you bone spear will be revived for 15 seconds when killed
Both skill deal 300% increased damage
In the game of thrones, the night king uses an ice spear to kill Viserion and revive him as an undead dragon. What if necromancer also has this power and can revive enemies that killed by his bone spear.