Hey, everyone. After talking to some other Necromancers, non-necromancers and doing some own reflection, I wanted to throw in a my few cents on a couple changes I feel that could tidy up the class a bit and I’ll try my best to explain my reasons. (Note: For this post, I’m going to try to keep it relatively short and sweet, nudges and fixes that could make what we have going for us now more solid, without significant reworks.)
Issue 1: Shifting some LF outside of Soul Reaping.
a) Soul Marks: Move 2% life force gained from marks to the baseline skills. Change Soul marks to: “Marks are unblockable and increase the LF gained by marks by 50%.”
b) Vital Persistence: Baseline 3% life force degeneration. Change Vital Persistence to: “Shrouded Persistence – Reduces the cooldown on shroud abilities by 15% and reduce natural LF degeneration by 33%.”
Reasons: There are a couple reasons for these changes. First off, these changes would not benefit our standard builds at all, but we find ourselves commonly using these two traits in a majority of our effective PVP builds. I wanted to retain a bit of that LF focus on the trait line, but reduce the impact of giving up Soul Reaping. Ways this becomes beneficial is by opening up some diversity options, specifically for Spite/Curses/Reaper condition builds and Spite/x/Reaper Power builds, including allowing just enough freedom to take a broader range of choices in Soul Reaping, allowing Unyielding Blast to be coupled with Decimate Defenses or taking Spectral Mastery over Vital Persistence. All would be more viable and fit well as small but impactful changes to our side builds that are close but not quite there with the heavy reliance on these two traits.
Issue 2: Deathly Chill…
a) Deathly Chill: Change from 1 bleed (8s) to (either):
- Inflicts 2 torment for 8 seconds on chill.
- Chilling an enemy inflicts 2 torment for 5 seconds. Striking a chilled foe grants Chilling Assault (name) increasing condition damage dealt by 2% for 8 (or 10) seconds, stacks up to 5 times. (New stacks do not refresh the entire stack.)
Reasons: There has been a lot of talk among the community. The Developers openly admitted the reason they went with bleed is to ensure it was an offensive trait, thus poison was not a contender for the condition applied. Many of us felt the most obvious choice would be Torment, as Reaper lacks access to the trait and the condition fits thematically with the class style perfectly. There are other technical considerations too wordy to need spelling out.
Additionally, some felt it would be an interesting place to work in a modifier, and I tend to agree. I personally would support the second option most, but the first option is easier, so I put both as this is intended to be more “easy” solutions to problems without major reworks.
Issue 3: A few Shout touch ups.
a) “Your Soul is Mine!”: Slight touch up on healing amount. While I understand there is a Life Force component, the skill falls short of being competitive against a traited CC (and often a non-traited, considering the additional health gained in addition to damage removed from conditions). The skill falls just short to other short cooldown heals (Ether Feast, and others) that I don’t feel is made up for by the Life force alone, especially in smaller scale battles. One possible solution would be to move more of the LF into the heal itself.
b) “Rise!”: Rise is almost perfect, yet AI and AOE still sells the skill short. My suggestion to bring it in line with other similar 50% absorption effects (Guard, Phantasmal Defender/MD, Bulwark Gyro) is to reduce the Max duration of the minions to 20 seconds, but reduce the cooldown from 40 seconds to 30. I feel this is important because the skill is very useful to survive heavy pressure that is common for Necromancers to face, but the cooldown is long and the pets die quickly or are easily kited. A more frequent button press with no other practical gains would make it a more well rounded skill and fit better against other similar skills.
c) “Chilled to the Bone!”: The change to Deathly Chill, I feel, left this skill feeling quite a bit less impactful, especially when you consider the chill duration nerf it took along with the damage loss. I think it’s time to make the leap to a shorter cooldown to allow it to function as a more frequent CC than the old Chill spike it once was. I suggest:
- “Chilled to the Bone!”: 1 Second cast, 60 second cooldown. Damage and freeze enemies around you inflicting 4 seconds of chill and stunning them for 2 seconds. Gain 1 stack of stability for 8 seconds per target struck."
Closing notes: I realize there are a lot of other issues with Necromancer and Reaper, many of which are very well known and noted. Unfortunately, a lot of other issues require deeper investigation and more development time, which is not the point of this thread. I just wanted to get out a few to-the-point changes that could get us out of our slight rut (mostly funneled into signet builds or corruption builds, lack of diversity and slight help for Power builds via diversity).
Please, let me know what you think, like, dislike or would just like to add. Thanks a lot, Reapers and Necromancers.
Warlord Sikari (80 Scrapper)