Necro cleanup/re-reshuffle
Posted: Fri Jan 31, 2014 6:39 pm
The Necromancer is a bit of a mess. It has critical skills scattered about with unrelated skills producing a significant skill point shortage. It also has inefficient skills and it lacks synergy (essence of the dead for example) and elegance. This is my attempt to clean it up without messing up the balance:
1. Grave tree: I'd suggest Frost dusk in the 4th slot and moving Vampiric Gifts. This would streamline the non-summoning build and make Lichform viable by leaving a few skill points for the Celestial/Star Fury tree.
2. Necrosis tree: move Undeath Link and replace it with Vampiric Gifts.
3. Necrotic Minions tree: integrate Dark Empathy and Aura Mastery into one skill. At this point, it's just a skill point sink and this class doesn't need that. I'd also have this raise the max soul cap by one for each point invested. Put Undeath Link in the 4th slot and buff it by giving it the same effect, at level 5, that it would get with Essence of the Dead. You could also not buff Undeath Link and instead put it in the two slot and put Aura Master/Dark Empathy combo into the 4th slot.
4. Advanced Necrotic Minions tree: Sacrifice is a problem… one turn to summon, one turn to build, and one to cast. That's THREE turns in order to build a PARTIAL damage shield, which doesn't make any sense when you can just use a rune or use one turn for displacement shield. I'd eliminate it and put Forgery of the Haze in there… maybe tweak the description such as "copy your mind into an undead corpse" or something.
5. Shades tree: I've left this tree with only two skills: Shadow Tunnel and Curse of the meek. I'd eliminate both and, as a result, the entire tree as it doesn't seem thematically consistent with the Necro. Seems more suitable for the Doomed or something...
6. Nightfall tree: make it such that each point in the entire tree adds a 1% chance to summon a ghost (or undead of type, whatever) upon killing an enemy. These undead would not cost souls (but you also wouldn't gain a soul) and would be akin to the risen ghouls from the Ghoul's level 5 gnaw skill.
7. Animus tree: Essence of the Dead. I'd make this instant and last a bit longer akin to other buffing abilities… OR, I'd change it entirely and make it consume 85-100% of your souls and give a significant, short-term buff to anything you summon and any spell you cast for the next two turns. The idea being that you'd better kill something with that buff or you'll be out of souls. If you change it to the big buff then it would need a longer cool down.
Then take Animus Hoarder and make it such that it creates "x" % chance of recovering a soul when a minion is killed, scaled to magic and points invested.
Consume Soul… this should have an incrementally higher soul cost… maybe one soul per level but the effect should be greater and at lvl 5, it should create a 3 turn damage shield equal to fifty-percent of the heal. It should also have a longer cool-down, maybe four more turns.
This would solve the Skill-point shortage and make Lichform much more viable by making the Celestial/Star Fury tree more useful (having more points). More so, it would make it cleaner to play and I don't think overpowers the Necro as a player or enemy.
However, it would get rid of the soul-farming ability of Curse of the Meek, which I think my suggestion fixes by making souls recoverable and a bit more plentiful.
Thoughts? Criticisms? It'd be much appreciated as I think this class could be really fun to play but it's a bit awkward right now.
UPDATE: After feedback and debate, I decided re-work this and I posted that on page three.
UPDATE #2: Another attempt on page 4, using some ideas from HousePet's add-on.
UPDATE #3: Attempt on page 5. This is the closest to the current incarnation of the Necromancer but has added HousePet's Generic tree with one new skill.
1. Grave tree: I'd suggest Frost dusk in the 4th slot and moving Vampiric Gifts. This would streamline the non-summoning build and make Lichform viable by leaving a few skill points for the Celestial/Star Fury tree.
2. Necrosis tree: move Undeath Link and replace it with Vampiric Gifts.
3. Necrotic Minions tree: integrate Dark Empathy and Aura Mastery into one skill. At this point, it's just a skill point sink and this class doesn't need that. I'd also have this raise the max soul cap by one for each point invested. Put Undeath Link in the 4th slot and buff it by giving it the same effect, at level 5, that it would get with Essence of the Dead. You could also not buff Undeath Link and instead put it in the two slot and put Aura Master/Dark Empathy combo into the 4th slot.
4. Advanced Necrotic Minions tree: Sacrifice is a problem… one turn to summon, one turn to build, and one to cast. That's THREE turns in order to build a PARTIAL damage shield, which doesn't make any sense when you can just use a rune or use one turn for displacement shield. I'd eliminate it and put Forgery of the Haze in there… maybe tweak the description such as "copy your mind into an undead corpse" or something.
5. Shades tree: I've left this tree with only two skills: Shadow Tunnel and Curse of the meek. I'd eliminate both and, as a result, the entire tree as it doesn't seem thematically consistent with the Necro. Seems more suitable for the Doomed or something...
6. Nightfall tree: make it such that each point in the entire tree adds a 1% chance to summon a ghost (or undead of type, whatever) upon killing an enemy. These undead would not cost souls (but you also wouldn't gain a soul) and would be akin to the risen ghouls from the Ghoul's level 5 gnaw skill.
7. Animus tree: Essence of the Dead. I'd make this instant and last a bit longer akin to other buffing abilities… OR, I'd change it entirely and make it consume 85-100% of your souls and give a significant, short-term buff to anything you summon and any spell you cast for the next two turns. The idea being that you'd better kill something with that buff or you'll be out of souls. If you change it to the big buff then it would need a longer cool down.
Then take Animus Hoarder and make it such that it creates "x" % chance of recovering a soul when a minion is killed, scaled to magic and points invested.
Consume Soul… this should have an incrementally higher soul cost… maybe one soul per level but the effect should be greater and at lvl 5, it should create a 3 turn damage shield equal to fifty-percent of the heal. It should also have a longer cool-down, maybe four more turns.
This would solve the Skill-point shortage and make Lichform much more viable by making the Celestial/Star Fury tree more useful (having more points). More so, it would make it cleaner to play and I don't think overpowers the Necro as a player or enemy.
However, it would get rid of the soul-farming ability of Curse of the Meek, which I think my suggestion fixes by making souls recoverable and a bit more plentiful.
Thoughts? Criticisms? It'd be much appreciated as I think this class could be really fun to play but it's a bit awkward right now.
UPDATE: After feedback and debate, I decided re-work this and I posted that on page three.
UPDATE #2: Another attempt on page 4, using some ideas from HousePet's add-on.
UPDATE #3: Attempt on page 5. This is the closest to the current incarnation of the Necromancer but has added HousePet's Generic tree with one new skill.