Server slam necromancer

I really hoped that it won’t be another topic of how nerfs destroy playability of a char.
I really enjoyed necro, rogue in last beta, zi knew that they needed some modification, yet I did not expect necro being so useless.
It’s like playing first closed beta barb, but worse. The difference between necro and other classes now is so much visible, that it pains me.

Instead od udead army guy, we have someone who struggle to get anything done guy. Ofc we can get rid of minions to get few buffs, but what’s the point if any other class do it better, without sacrificing

blood necro with blood surge and blood passives is quite strong and survivable.

I’m running a fragmented version of my bone spirit build I have designed for the actual release, with a +1 macabre on my necklace, and I can say blood mist is really dang good to avoid one shots or going through the enemies.

The D4 product manager mains a necro and posted on twitter about the nerfs. Trust me your class will get fixed and will be the best class in the game.

My summonless bonemancer was really good as usual. It was the first build I tried in the last beta.

The summons in their current state are pathetic. Every time I see a necro show up to the world boss with summons I cringe. They’re like bringing an origami switchblade to a nuke fight.

^ this 100% . The summons are complete dogwater and I would say “they better be at least decrepifying” but I am already doing that myself with bonuses to get my bone prison (With legendary effect), bone spirit, and blood mist back sooner.

why? theyre the best dmg in the game. is the golem shedding corpse and other ways to create corpse not enough corpses? i could see that if she wipes em fast enough.

Which is exactly what happens. And to top it off, its difficult to keep corpses around to spawn them. You are better served to single target attack and use curses and ranged options.

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Just to mess around I went as tanky as possible and got up to 220 thorns on myself (taking the minion talent as well)

So far it is the only thing that has made them remotely viable. I also have legendaries that make the skellies do more damage. The damage is there, and the thorns work super well. If they would just live a bit longer or actually get healed when you use priest, I think it would look fairly viable later on in the game.

Biggest steps would be nerfing the damage they take from AOEs, and making way more corpses able to be used on bosses. One thought I had was making the talent from the skelly reapers that shear off corpses, a passive for ALL melee skeletons. This would help majorly in generating corpses in boss situations.

Every ability should be viable (both while levelling and at end game) otherwise why do they exist, we don’t need a bunch of developer time creating graphics, animations etc for abilities that no one will ever slot to pretend you have a choice when you really don’t, it blows my mind how bad Blizzard is at making things even just remotely balanced with such little complexity in their builds.
Blizzard excels at cutscenes, graphics and animations and really makes the game feel good to play (engine wise) but then the people in charge of balance, core gameplay loop drop the ball massively.