Place, in the 4th slot, Skeleton Mastery. This is a new skill that is just a truncated Minion Mastery, but only affects skeletons, i.e. the first five listed in Minion Mastery. I think it might be best to nerf the skeletons just a little in case this is too powerful.
I'd have to see the talent in question, but tentatively I think this is fine. I don't think pet heavy Necro is at risk of being very strong right now, and new dedicated talents to invest in take away from blasting.
Combine Dark Empathy with Surge of Undeath. Make it an active skill rather than a passive one. It's an all-purpose buff to minions. It could also be a sustain or a passive but I thought those were both a bit powerful.
Just make it Surge of Undeath and give Dark Empathy's passives to it.
Combined active/passive talents exist other places. Seems reasonable enough. A nice rename would be optimal.
Merge Undeath Link (with Undead Explosion) and replace with Vampiric Gifts. Vampiric Gifts should also affect your minions, i.e. same percent chance that their damage will heal them.
Sounds good.
Consume soul gets a damage shield equal to 50% of heal at lvl five. Cost increases one soul at lvl 3, 4, and 5 capping at 4 souls total. Improve total heal.
Mmmm, maybe just have the soul consumption go up at L5 by two?
That way, people don't do weird breakpoint builds. It's always better when you level it, except possibly at L5, where there's an interesting gain/loss to it that's overall positive.
Move Animus Purge to renamed/new category at the end… Husk causes a lot of bugs anyway. Replace it with a Curse of the Meek clone called "Lost Souls." Essentially, you call wandering spirits/ghosts/poltergeist, whatever. Works exactly the same.
People
really like Husk though, including me. I'm not sure that's a good change, it's a very fun talent.
5. Grave: Locked.
I'd make all damage in this tree fifty percent cold and fifty percent darkness. I'd add FrostDusk into the 4th slot and I'd lock the tree.
Again, don't really agree with heavy blasting trees being locked for Necromancer. The damage mix is, in practice, a nerf, too, as people can't as easily stack +damage for elements.
Sacrifice goes away and is replaced by an Animus Purge/Forgery of the Haze clone. Basically, you make a zombie copy of your soul and force it into an enemy, making a husk clone of you. You recover a couple of souls and your clone can't heal.
A longer lasting Forgery is probably overpowered. It's way better than either Forgery or Purge, that's certain. Without the longer lasting time, it's essentially the same spell as Forgery, which is sorta dull...
The 4th slot gets Advanced Summon. All of the advanced summons such as Vampires, Ghasts, Mummies, Wrights, etc. get summoned with this skill. It's just like summon minions except with the percent chance to summon improving per level like the original Minion Mastery. This would never summon skeletons… just the more advanced summons on a percentage level like they are now. It would only summon up to your max summons, of course.
Seems fine.
8. Shades: Renamed/eliminated. See #9.
I've already moved FrostDusk, Curse of the Meek, and Forgery of the Haze so that leaves Shadow Tunnel. Move Shadow Tunnel to Undeath Link category.
As mentioned, I don't agree entirely with some of the ideas here, but it is looking a lot more tweakable into a workable form.
9. Undeath Link: Unlocked.
First slot: Grasping Claws… See Necromancy+ add-on. I think the "hold" element of this is fantastic but the damage should probably be reduced and the range increased.
Second Slot: Shadow Tunnel. Probably need to change description a bit… make it thematically appropriate. Have your skeletons travel through underworld or something...
Third Slot: Create a skill that's akin to the Yeek racial Dominant Will and have it only work on the undead.
Fourth Slot: Dead Whispers… See Necromancy+ add-on. It's a generic skill in the add-on but I think it's a better fit here.
Generic:
Dead Secrets:
This is from HousePet's add-on. I've moved the third skill Dead Whispers. I'd like to replace that with a skill that increases the max number of souls you can possess by five. It should probably have some other benefit but that's all I've got.
I think there's already a talent that ups your max souls in Animus? Otherwise these seem okay, outside of the Dominant Will equivalent(kinda dull/overly niche/will always be 1'd). I recall feeling the Necromancer+ ideas were largely okay.
Overall this does feel a lot more workable of an idea at this point, I have to say.