- Golem - No cold Golem - You have stone, bone, blood, poison, fire, electric and devouring.
- Skeletons - no Fire skeletons or cold?
- Mages - No fire mages or cold or poison
Just an observation - Maybe some more pet essences?
Just an observation - Maybe some more pet essences?
I’d love to have some new minion essences. Necro is supposed to be the commander of the dead, that means the minions should be the prioritized.
However I’d settle with some general QoL improvements regarding them. Their AI for instance atrociously bad. I use skeletal mages as main damage dealers and in the open world they constantly lag behind when moving around, chase enemies far off screen away from the effective range of Decrepit Visage essence range, resulting them constantly despawning. And weirldy in the Helliquary fights they do the opposite, often just stand around passively, not knowing what to attack.
Decrepit Visage essence needs a massive range extension. It’s barely effective as it is now.
Skeletal Mage skill needs multisummon as a default feature. Abso-effing-lutly not a new essence that adds the feature, it needs to be a baseline addition to the skill itself. Alternatively the cooldown needs to be cut down significantly. Getting 6 mages up takes up too much time and some bosses can oneshot the entire squad easily with their AoE attacks.
I agree with everything you have said and suggested.
On top of that the skeletons themselves which have been a massive part of every Necromancer in almost every franchise version, need to be something a little more than just a diversion. Some real damage from Skeletons would be a welcome and overdue addition. They have been like the Skeletons and Zombie dogs in D3 for way too long, a diversionary/distraction choice not an attacking one.
I also noticed while there was a fair bit about nerfing the Necro’s, when I came on after that, I did notice something. The DMG didn’t go down hardly but the squishiness went way up. Maybe I changed something, who knows? ![]()