So the Specialisation with HoT sounds promising and I’m looking forward to seeing some much needed dimensions added to the class through new skills/traits. However until then there are some much needed buffs to areas Necro is simply lacking, namely team support (previous attempts through things like ‘Unholy Martyr’ have been sorely lacking. Note this is primarily PvE oriented as Necro is in a pretty good spot but should also provide more synergy options to PvP. Here are my own ideas:
Healing
Well of Blood: Reduce recharge to 35s. Changed to water field. Grant 1 stack of might to allies in the field per pulse for each bleeding enemy adjacent to them.
Signet of Vampirism: Recharge reduced to 30s. Passive changed to ‘Regenerate X amount every 3 seconds, increasing with every 10% of your health missing’. Active now spreads to nearby foes when the target dies. Scaling of active’s lifesteal increased from 7% to 15%.
Heals are very conservative in their defensive nature across professions, but the addition of Arcane Brilliance and Signet of Vampirism got me thinking the addition of more risk vs reward in this niche could be something Necro can offer.
Corruptions
Blood Is Power: Becomes a channel similar to Guardian’s ‘Empower’. Bleed yourself with each pulse and grant 3 might stacks for 12s to nearby allies (untraited banner range), duration increases by 10% for every 10% of your health missing. Grant fury each time you are struck whilst channeling (1 sec internal cd).
Epidemic: Becomes ground targeted, range reduced to 1000, recharge increased to 25s. Enemies in target area share unique conditions, prioritising higher stacks and durations. (eg. 3 enemies: Enemy 1 has a single stack of bleed for 10s and poison for 10s, Enemy 2 has 3 stacks of bleed for 5s and burning for 3s, Enemy 3 has burning for 5s. The result is Enemy 1 receives burning for 5s, Enemy 2 receives poison for 10s and Enemy 3 receives 3 stacks of bleed and 5s of burning). Each new unique condition applied inflicts 2 stacks of vulnerability for 8s, vulnerability applied on self increased to 5 stacks for 10s.
Corrosive Poison Cloud: Radius increased to 300 now inflicts 1 stack of vulnerability for 5s each time an enemy is critically hit within the cloud. Allies have a condition burnt
Corruptions are pretty much the epitome of selfish play as they are, similar to Engineer’s elixirs though without being very potent. The idea here is to add more synergy to organised play and offensive support that isn’t tied to the stacking meta.
Spectral
Spectral Grasp: Recharge reduced to 25s. Now acts similar to binding blade, shoot up to 5 out at nearby enemies and pull them to you. Retains flat 15% life force gain as long as one enemy is hit.
Spectral Armour: Recharge reduced to kitten .
‘Spectral Attunement’ Trait: Replaces weakening precision as GM trait. Grants additional functionality to spectral skills and gain life force on their use. Spectral grasp: now unblockable, at full life force when used chill duration is doubled on affected enemies. Spectral Walk: condition duration is reduced by 20%, allies who touch the trail gain 3s of protection (non-stacking). Spectral Wall: reflects projectiles, grants fury to allies entering if cast whilst at full life force. Spectral Armour: Grants 3s of stability to you and nearby allies also gain the protection.
Again spectral skills are quite selfish, with heavy investment this aims to provide more dynamic type of support.