Hello. I just wanted to share my thoughts on my favorite profession and what I think should be done to better organize the profession from a support option standpoint. Currently I think the class’s options for support are limited and going forward something should be done to expand on that.
Let me preface this by bringing up the trait known as “Transfusion” in the blood magic specialization. Now, before this trait was added, I already invested heavily in healing power when I leveled up. Regeneration and well of blood was all I could manage to really take advantage of my healing power. But when this trait was added, everything changed drastically. Suddenly, I could quickly heal 10k health from all my allies around me!! Sure it’s on a cooldown, but all of a sudden I could contribute so much more in a group setting and this really made playing my necromancer enjoyable.
But I want to make a point. The trait “Transfusion” entirely opened up a new world for me. It CREATED a niche that I had wanted to fulfill for a while. As such, if I don’t take that trait in a build, this niche ceases to exist for my profession. The traits should ADD to a niche rather than create one. So my first suggestion is this:
Make the healing factor to allies on shroud skill 4 DEFAULT.
After this is done, you can make the teleportation mechanic of downed allies into a trait. See, that ADDS to the niche of supporting allies. It doesn’t create it. If I want to heal my allies, all I would have to do is invest in healing power on my gear, not entirely limit my build. This creates options within the support niche rather than saying “If you spent 500 gold on all that ascended healing power gear, you HAVE to take ‘Transfusion’ or you wasted your money.”
One motivation for making this post is that with heart of thorns coming, it seems like I’m going to be hit in the face with competition from the Druid spec that I simply won’t be able to compete with. Are you going to tell me to reroll? I love necromancer… Don’t force me to either change my niche or change my profession.
And so here is a list of my suggestions:
-Dagger skill 2 should either by default, or have a trait, to distribute a percentage of the absorbed health to nearby allies.
-Focus skill 4 should have a flat +Heal to allies it hits
-Warhorn skill 5 should cast it’s effect on nearby allies as well, working with the Vampiric Presence trait.
-Maybe make the heal from Vampiric Presence scale off of the necromancer’s healing power.
-Signet of the Locust makes me feel selfish. Like the dagger skill 2 suggestion, there should be a way that I can share my healing with allies.
-One of the Death Magic traits, likely in the place of or in addition to “Beyond the Veil” should alter skill 5 of death shroud such that you tether to allies and redirect half of their damage to you for maybe 5 seconds. Maybe it can also cure a condition. This would add to the necromancer’s bulky damage sponge support niche.
-Signet of Undeath has a cast time that makes is basically useless. This might seem a little radical, but why doesn’t it work on allies who are not just downed, but flat out dead? It’s very archetypal that necromancers raise the dead. If someone goes down its a better option to use Transfusion’s teleport than to cast for 3 seconds to revive them. They would probably die in those 3 seconds. If you think this is over powered, than make it such that it drains all of your life force and splits it among those revived as their health upon resurrection. Or make it an elite skill and give us a new signet skill. As it stands, Signet of Undeath’s active effect is not worth using.
-Spectral Wall is just a little lackluster for its cool down. Because +boon duration is hard to come by, I just don’t feel that I can justify using it for simply 5 seconds of protection. Sure, a little breathing room in pvp, but I think the weakness and projectile protection from poison cloud means I don’t really need that breathing room as a supporter. I would recommend increasing the duration of the protection that it gives.
-Bone Fiend and Shadow Fiend’s active effects are a little bland. I can’t justify ever using them unless I’m literally going for “get as many minions as possible.” The shadow fiend’s blind takes a little too long for the little guy to cast to really use it at an opportune time. Additionally, a reduction of the cool down time for the blind would mean the shadow fiend would be more useful for break bars. As it stands for that purpose, I would rather just use well of darkness. As for the bone fiend, he’s alright I guess. Just like the shadow fiend, his active attack isn’t very colorful. Maybe a projectile finisher on his autoattack and a multiple extra shots on that active that add immobilize duration.
This is mostly what I was able to think of as a start for expanding the necromancer’s options in the world of support.