Rime Wraith is almost a great category and it really complements the skeleton build except for the fact that if the enemy the Rime Wraith is occupying dies, it simply ends. Due to its prohibitive cost and function, this makes it almost useless unless the only enemy is super strong, which other than backup guardians is basically never the case.
Given that the Necromancer is super strong already, one should be cautious to make it more so. As such, if an enemy is killed while occupied by the Rime Wraith, it's left without a host for 1 turn. If it is killed in this form, it erupts, doing no damage but leaving a trail of ice shards on the ground, comparable to the Crumbling Earth talent from the Hiemal Shield skill, i.e., does damage and slows enemies down. However, IF it's killed by fire, it simply dies and doesn't erupt or leave a Crumbling Earth effect.
And then there's the Dread... it possesses three notable problems: it blinks around like a maniac aggroing random enemies and getting itself killed, it's expensive, and Soul Eater makes it somewhat clumsy with anything other than ghoul builds. Solution?
1. I propose simply giving it a command option to either stay within "x" range of you, or wander freely.
2. Reduce soul cost to 3 but increase mana cost to 20.
3. Soul Eater... the Necromancer has a ton of tools that lets it recover souls in volume (Torture Souls, Dire Plague, and so on). Thus, simply make it such that the Dread consumes excess souls such as when you kill multiple enemies at once, granting you more souls than you can hold. Enable this up to "x" souls per turn. Do this instead of whenever your minions die.
Bonus:
4. If the Neverending Peril is maxed, it triggers automatically when your Necromancer drops below 1 life, at half duration and without a cool-down.
Rime Wraith and Dread tweak: REVISED
Moderator: Moderator