Hello, i played the beta , though i haven’t played necromancer since i plan to play this class at launch (i played druid during beta)
is it me or does the necromancer doesn’t have any kind of “revive” skill like in D2 ?
That’s a shame if it’s the case, for me it was the most interesting skill in the necro…i mean …an army of cow was something awesome to make in the cow level for example.
I mean, unless the skill tree was compressed for the beta (And I hope it was not); We only know skills up to level 25.
That leaves 25 more levels before Paragon.
Nothing what the paragon boards have shown so far hints at a Revive skill, alas.
Dont count on seeing it, I would say, given that monsters turns into a similar red pile of gibblets on death. Unlike the older games that had unique corpses.
But I can kinda understand why its not likely comming, Blizzard wanting to keep in check the numbers of minions used by necromancers for the sake of the servers. Which is expounded by it being an open world Diablo.
That’s why I said ‘Unless it was compressed for the beta’.
Compressing it would mean it was all 50 levels shortened to 25 levels. IE: To fill the full-game tree with what we saw in the beta; It would be a skill point every other level, instead of every level like we got.
Yeah, you really aren’t getting the tree. The tree goes to where you got to at 25, the ultimates, and then goes one branch further to the key passives. There is nothing after that. You’ll fill the 7 different sections with 63? skill points and then you’ll have a little over 200 points for paragon.
You can go to the lothrik build calculator and try it for yourself.
It is right in the skeleton summon ability description. When you are at full skeletons and/or skeletal mages if you click the ability on a corpse it summons a skeletal priest who heals your existing minions and then vanishes.
Nothing was changed to suit the beta, besides not being able to leave act 1, having your level capped at 25, and the drop rates increased.
At level 50 (max for skill points) you’ll have 49 skill points, plus up to 3 from each act for a total of 64 skill points.
Then you get 1 paragon every 25% of a level up to 100, for 200 paragon, plus I think 4 or 8 from each act for 220/240 in total.
The only things you didn’t really see in beta was the world tier difficulty with increased item power (sacred and ancestral), the paragon boards, druid and barb class powers, and end-game activities.
There is no Revive for necromancers that I can recall. There might be a passive or aspect that raises enemies as spectres for a brief moment perhaps? I can’t remember.
No bone spikes, bone shield, blood rush, simulacrum, devour, or corpse lance. Though there are a few new things and maybe some legendary aspects or nodes later will bring other abilities.
If I die during a world boss, I want nearby necromancers to have the choice to revive me as a zombie with crazy zombie skills that last for like 20 seconds or something.
What are you attempting to even say? We already know every skill. Leveling past 25 just allows you to put more points into passives and skills. We already know Revive is not in game.
Don’t think that Necro needs more summoner buffs in D4, however I’m quite disturbed at the lack of curses (or lack of effectiveness more like) tbh…
I’d really like to play a Reap/Sever/Bone-Armor/Curse/Curse/Curse? (i.e. a 3rd one in there ?) kind of build tbh
Oh and one more thing, pretty sure that Bone Prison is much inferior (to my surprise) ability than bone wall was… With Bone Wall you can always split enemies in 2, with Bone prison you kinda trap yourself a lot more often and it feels like a bad ability (much more like Void Prison to “isolate” stuffy you don’t want to fight rather than usage of it like a true defensive/tactical/CC tool
Dont forget you can use decepify to as a cd reduction tool to make bone prison fairly spammable. Also, you can spec for things in bone prison being vulnerable, which is really good. A very solid source of it.
Further more Amplify damage got turned into a passive, adding damage to all cursed targets.
The problem with this is that you’ll have to be inside it to make a use (unless spam Corpse explosions, which I something I’m not a fan of tbh, sure, make it viable but not borderline “mandatory” for all)
Yeah, definitely going to take some precision work to be playable. Ill rather do blood or shadow myself, over bone. Too alike past offerings of the necromancer. At least the other two is new.
At extremely low difficulties they do almost no damage. Anything higher and their only use is CDR reduction for Rathma.
Even their damage reduction rune is negligible because it wasn’t updated as the game’s scaling changed over time. The only reason people still take that rune is because there are no other real options.
Bone Prison is actually really good. If you go all bone skills trapping yourself can have an advantage because you essentially give yourself a suit of armor. for instance on the world boss you can place yourself in a bone prison and take a full hit from one of her big attacks, and not take any damage because the bone prison absorbs it all.
you can also trap the enemy in it and debuff them so that they take way more damage than normal - which is even better if they’re melee because they can’t hit you either.
or if you’re fighting a ranged enemy and you’re melee spec you can trap you and the enemy in the prison so you can kill it in peace whilst the other enemies can’t hit you.