Okay, so…
Are you guys intending for Rathma’s Shield to up 100% of the time? I remember when Crusaders had a build revolving around a similar invulnerability mechanic. Ever since Necromancer was first introduced I always kept an eye on RS. What’s the design plan here? If you nerf it, the build might fall apart due to requiring more abilities/gear for toughness making army of the dead uptime suffer, but if you leave it as is… the build is just too good. Besides that, having zero fear of incoming damage just feels weird, and wrong.
Secondly… Revives lasting forever, but not mages? Um… Okay, feels like a missed opportunity there.
The 6-piece bonus is built around number of minions, which heavily incentivizes having mages in your build, which also requires some way of generating essence. So, that’s two of six skill slots used up, just to ensure maximum value of the 6-piece bonus. Since the damage of the build revolves around army of the dead and bone spirit, there just isn’t enough real estate to include both skills. The ideal build for this set doesn’t include Bone Spirit at all. The META is already being figured out.
If you want bone spirit/army to be the primary source of damage for Rathma, than the 6-piece bonus needs to change. Instead of “per minion” make it a flat damage increase. Army damage increased by 30,000% and bone spirit by 10,000% or something. This will open up the possibility to include both in the build.
As for Rathma’s Shield… there’s really only a few ways you can go about nerfing this. I’d extend the 4 second duration to more of a 10 second duration, but change the effect. Instead of removing all incoming damage, make it damage reduction. Proposed wording; For 10 seconds after using Land of the Dead, Army of the Dead, or Simulacrum, the necromancer takes 50-80% reduced damage.
