After talking with people in the forums for a bit, I think a lot of us want a Necromancer rework, but ideas are shot down, because we play the class differently. I think there are some ways to make the class better and I’d love if this thread were for everyone’s ideas. Please no toxicity. Like the comments with ideas you like and leave your own ideas. We all just want a class that we enjoy playing. This is going to be long.
For starters, Book of the Dead as is makes our class mechanic useless outside of pure minion builds. The sacrifices are too strong and the options on the minions aren’t strong enough or cool enough to take over the sacrifices in builds that aren’t pure minion.
I think the minions in Book of the Dead need to have more synergy with the tags in our skill tree.
Skirmishers could have a blood tag and they can also gain fortify and one option could be that they overpower every 5th attack, another could be that they absorb nearby blood orbs for you.
Reapers could have a shadow tag and deal shadow damage, with one option to create corpses and another option to leave desecrated ground where they walk.
Defenders could have more naturally inherited thorns, and one option could be that they do thorns damage around them every 5th attack and another option to taunt every 5 seconds.
Shadow mages could have a shadow tag and do shadow damage over time and one option could be that their attacks explode for AOE shadow damage over time every 5th attack.
Bone mages could have a bone tag and one option could be that every mage you have gives you more max essence and they generate essence on attack.
Cold mages should be changed to blood mages and could have the blood tag and also gain fortify and one option could be every time you pick up a blood orb the mages get a stacking buff that makes their next overpower do more damage.
Bone golem could have bone tag and it’s active skill could be bone spikes that pull enemies in and creates corpses and one option could be your max essence is increased for every enemy hit with bone spikes and another option could be the enemies hit by bone spikes take more critical hit damage for 5 seconds.
Blood golem could have blood tag and can gain fortify and it’s active ability is already a good base and one option could be it absorbs blood orbs for you on active use and does more damage for each blood orb absorbed and another option could be every time it overpowers, your next skill overpowers.
Iron golem could have more naturally inherited thorns and its active ability deals thorns damage around it and one option could be it’s auto attacks become AOE attacks and make enemies vulnerable and another option could be it has an aura that gives thorns to others equal to it’s own.
A shadow golem could be added with a shadow tag and gives shademist aura to you and other minions and it’s active ability could be a shadow drain that adds shadow damage over time to enemies within the shademist auras and one option could be the active ability causes all shadow damage over time on enemies to erupt and do double the shadow damage over time currently on them at once.
Skeletal priest active ability should be changed to either have a CD or have an effect that we can spam on corpses like corpse explosion, like exploding minions that scale with minion damage.
For the skill tree, we need more synergy between skills and passives, such as making passives require a damage type instead of skill type or giving us more ways to add tags to skills to benefit from said passives.
Shadow damage should all be made damage over time or synergize with damage over time somehow.
Iron maiden should be changed to synergize with thorns like making enemies take more thorns damage or making nearby enemies take thorns damage as well when they hit you or minions.
The key passives should be changed to add flavor to builds of their type, such as changing Shadowblight to be plague-like, causing damage over time effects to spread to other nearby enemies, causing it to ramp up even higher and give it a pseudo AOE effect and if it can’t spread, such as boss, give it a chance to double up on a single target. Maybe make the tick speed scale with attack speed.
Minion attack speed for a key passive is very boring and eventually not needed with good gear. It should be more fun and change how minions work or how they scale or both. Something like using the Frenzied Dead effect and on max stacks, causes your minions to go into a frenzy, causing their attacks to deal more damage and have a lucky hit chance. This would make attack speed and lucky hit chance valuable on minion builds and give minions more synergy with our skill tree.
Some of our aspects could be changed or baked into our skill tree.
Occult Dominion could be baked into the minion passives and allow us to scale the number of minions through +skills to those passives.
Unyielding Commander and it’s current passives could be baked into Army of the Dead and new passives could be made to add some survivability to it, like a way to generate barrier.
Great Feast is very punishing for minion builds while not as punishing to non minion builds for the same amount of power. It should just have a flat essence drain or give more power for more minions.
Aspects that give more damage should be removed from the utility category and added to the offensive category, as they will almost always be chosen over actual build changing utility aspects that are more fun.