Maybe it could reduce your damage taken when on low health by ~40-50-60% and in addition to that it can make all your hits crits for ~3 -5 seconds. So only the crit bonus would last for a few seconds after the screen got red, but the damage reduction buff would only be active while the screed is red.
I like this that the set would now increase all damage and not just the damage of your minions and AotD., but the duration should be longer, maybe like 15 seconds.
Yes, something like this would make the item much more useful since you don’t have to stay low on health all the time.
But in order for this item to really shine with your version of the Blood Necro set, there needs to be a decent amount of damage reduction when going lower on life.
The Sunstone can help with that, but I think a 30-50% damage reduction when at ~30% health on Shi Mizu’s Haori would healp as well to mitigate the risks a bit.
7 classes x 5 builds (sans Invoker) dealing damage proportional to weapon is so old.
Make Trag’Oul a set that is based on dealing damage through life per hit, bleed, life per second, and health globe bonus. ie a mechanism that is similar to Thorns but instead of raking up thorns affixes, you’d be raking in life related items, including %HP bonus.
I would also really like to see a buff to the Inarius set
It’s tricky to buff a set like this since its a jack of all trades, and you don’t want it to end up outperforming a set with an ability said set is dedicated to
But i’d really like to see something along the lines of this
First the 2 piece:
Current - (2) Set: Bone Armour damage is increased by 1000%
New - (2) Set: Bone Armour damage is increased by 3000%
Then the 6 piece:
Current - (6) Set: Bone armour also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the necromancer by 10,000%
New - (6) Set: Bone armour also activates a swirling tornado of bone, damaging nearby enemies for 5000% weapon damage and increasing the damage they take from the necromancer by 10,000% for 3 seconds
Not sure if I’m to late or not but Necro could really use some kind of generic/universal boost kinda off hands. As of right now, they all cater to fairly specific playstyles and if your build doesn’t benefit from those effects, you throw in lost time just because you might be able to use the move speed.
Just some effect ideas off the top of my head… Consuming a corpse could do something
Could be anything really, but this is the kinda thing that almost every necro would benefit from.
An offhand that makes Leech good
Every necro uses curses and Leech is currently the least useful curse.
An offhand that boosts a necro passive
idk how you guys feel about the passive boosting legendries but I kinda like them
Draw life and Grisly tribute are 2 that I don’t think I’ve ever used.
Necromancer
Trag’Oul’s Avatar
(2) Set:
Blood Rush gains the effect of every rune, its rune effect and duration is increased by 150%.
(6) Set:
Your Life-spending abilities deal 4000% increased damage. Your secondary skills deal 2% increased damage for every 1% Life that you are missing.
Bones of Rathma
(6) Set: Also increase damage of revive and command skeletons by 10000%
Bloodsong Mail: After casting Army of the Dead, Command Skeletons gains the effect of Enforcer, Frenzy, Dark Mending and Freezing Grasp runes and deals 200-300% increased damage for 5 seconds
Grace of Inarius
(2) Set: Also increase damage of Bone Golem by 1000%.
(6) Set:
Bone Armor also activates a swirling tornado of bone around you and your Bone Golem, damaging nearby enemies for 3000% weapon damage and increasing the damage they take from the Necromancer and your Golem by 10,000%.
Pestilence Master’s Shroud
(2) Sets: Each corpse you consume lower the cooldown of Land of the dead by 0.1 second
(4) Sets: Each enemy you hit with Corpse Lance and Corpse Explosion reduces your damage taken by 2%, up to a maximum of 60%. Lasts 15 seconds.
(6) Sets: Corpse Lance and Corpse Explosion damage is increased by 4000% and is cast twice when Land of the dead is active
Land of the dead - Invigoration now provide 50% resource cost reduction and gain life instead of losing life when using blood skill.
2pc Bone Armor damage is increased by 1000%, also gains the effect of every rune.
4pc Bone Armor grants an additional 3% damage reduction per enemy hit, also Bonus to Gold and Health Globe radius increased by 2 per enemy hit.
6pc Bone Armor also activates a swirling tornado of bone, damaging nearby enemies for 1000% weapon damage and increasing the damage they take from the Necromancer by 10000%, the range of this effect is increased by 50% of your gold pickup radius. Attacks have a 25% chance on hit to trigger Bone Armor at target location.
Trag’Oul’s Avatar:
2pc Blood Rush gains the effect of every rune.
4pc Blood Rush now leaves 5 corpses at your current location, each corpse you consume also gains the effect of Devour Cannibalize in addition. While at full life, your healing from skills is added to your maximum life for 45 seconds, up to 150% more.
6pc Your Life-spending abilities deal 3800% increased damage and your healing from skills is increased by 100%.
Item Changes:
Bryner’s Journey:
Attacking with Bone Spikes has a 75%-100% chance to cast a Bone Nova at the target location. Bone Nova’s damage is increased by 250%-300%.
2P) Your skeletal minions reduce army of the dead by 1 second each time they deal damage. Skeletal Warriors spawn faster and skeletal mages no longer expire.
4P) Minions are immune to all damage. You gain 8% reduced damage per active revived minion. Revive no longer expire.
6P) Each skeletal minion increase your army of the dead by ‘X’% damage.
Fate’s Vow
Army of the dead gains the death valley and unconventional warfare rune. Unconventional warfare last twice as long.
Rathma’s Shield
Gain 50% damage reduction when you cast army of the dead, simulacrum or land of the dead.
Not sure how it’s overpowered…I wasn’t requesting for skeletal mages to have a damage increase with this post. It was merely to make an adjustment to improve the set mechanic due to revives not functioning properly hampering proper AoTD cooldown.
Sorry it was one the latest Necromancer threads, where you guys told me to post.
Told you the Necromancer section was dead
I was worried you didn’t saw it.
You didn’t explained why this one in particular is supposely bad.
Can you criticize the proposal point by point ?
I’m listening and learning.
Teach me your point of view.
In addition it is a pet proposal on a pet class just like you love them.
Enjoy !
Tragouls is probably going to be the next set that’s going to be reworked/buffed. It’s been arguably the worst set in the game for many seasons now. Either they are going to make overpowered like in recent cases (Inna, Firebird) or land it somewhere in mid to high tier.
Ah yes, the toughness is also another issue with this set currently. It’s mechanics are not reliable.
Another thing is that necro already has a generic - buff everything - set. It is Inarius. Having another one like that doesn’t serve any purpose. Necro also lacks any real pet set currently. Rathma filled that role in the past. Out of all 5 sets necromancer has, at least one should be dedicated to minions and summons imo. Since they changed rathma to be an AoTD set perhaps now it is time for tragouls to be a pet set. I say pet set in a sense where the pets do the bulk of the damage and are not just there for utility I mean it fits the personality of necromancer, right? Even demon hunters and monks have pet sets nowdays.
PS. I know that technically Tragouls can be played with pets if you chose blood mages for example, but it is probably the worst set you can play right now.
Bones of Rathma = revolves around minions and AoTD skills to give it that death army theme.
Having a single skill as it’s only damage source with a huge cooldown is ridiculously horrid. They can better utilize Trag’Oul set to make other unused skills viable.