Some random ideas that came to my mind past the couple weeks, these ideas would improve some aspects of the necromancer, each change individually as well as a whole. Feel free to discuss / critisize etc.
Baseline Changes: Mostly changes that should be attached to the weapons without the need of traits. Also ideas to improve the useability of Shroud
- Shroud degenration reduced from 4% to 3 %
- Marks now generate 3% Lifeforce
- Marks can now be activated again to cause their trigger effect on demand
- Lifeblast now pierces
- Lifeblast damage, casttime and aftercast reduced by 50%
- Lifeblast now has a chain skill with the same properties as the base lifeblast; this chain skill has an added effect based on the mainhand weapon:
Scepter: x stacks of poison for y
Axe : x stacks of vulnerability for y
Dagger: Siphon X life from targets hit
Staff : When hitting the selected target causes an 240 range explosion with 10% increased damage.
Weapon skills: My main intention here was to give the weapons a clearer identity. Many skills are rather situational or boring, lacking both flavour and strenght.
Dagger: A defensive bruiser weapon, factoring sustain and bunkering with strong trait synergy.
Skill 2: Basedamage and scaling with power increased slightly. Now applies retaliation (0,5s) per hit
Skill 3: added sequence skill upon successfull hit called “Unleash Pact” 1/4 second casttime. Unleashes a pact of leeching locusts from within your enemy, circleing them for y seconds dealing medium damage to the foe and to foes around it (range 240) each 1/2second. If you are within 600 range of the foe when the spell ends the locusts return to you healing you based on the landed hits
Skill 4: Now works on a “bullet” system. Max charges are 3, cooldown per charge is 7 seconds. Removed cast time, reduced number of conditions transfered per hit to 1. Has a 1.5 second internal cooldown before another charge may be fired. Generates 1% lifeforce for each successfull hit and 1% additional lifeforce when a condi is transfered.
Skill 5: Is now a blastfinisher and unblockable. Now applies x stacks of poison as well as bleeding. No longer applies unconditional weakness. Now corrupts only fury and might from targets hit into y seconds of weakness and x stacks torment for z seconds per boon corrupted.
Axe: This is the midrange powerweapon, based around vulnerability and boon corrupting.
Skill 1: Added a sequence skill, 1 sec cast time, xx% higher damage, aoe cleave corrupting a boon, dealing bonus damage when a boon is corrupted. [looks like the claws hitting the enemy from the first sequence skill, but they emerge circular from within the enemy tearing them apart]. Small whirl finisher at the target location.
Skill 2: Added a whirl finisher at the target location. Now extends all stacks of vulnerability on the target by 0.5 seconds per hit. Deals 1% extra damage per stack of vulnerability on the target.
Skill 3: Damage increased by xx%. Is now a blast finisher. Now corrupts protection first if possible. Now corrupts the boon always into vulnerability. When a boon is corrupted the target gets knocked back. [Possible increase of cast time]
Scepter: Is the condi weapon. It has recently gotten much better, but it still lacks some power and some identitiy.
Skill 2: Is now a lingering field, pulsing cripple and bleeding at creation and 2 seconds after, at the last pulse deals y stacks of torment and x second of immobilize.
Skill 3 is now a channeled skill 3 seconds duration hitting 6 times during that duration. Each successfull hit extends the duration of all conditions on the target caused by you by 0,5 seconds.
Warhorn: Is in a great spot as a controll weapon.
Skill 4: is now a blast finisher
Focus: Should be a burst and power based weapon, its current implementation has some unfitting boons on skill 4 and a huge DPS loss on skill 5.
Skill 4: Replaced regeneration with 3 seconds of fury and 1 second quickness. Skill now hits reliable, increased velocity by 50%
Skill 5: Reduced casttime to 3/4 seconds. Damage upon removing 3 boons increased by 20%. Now causes 1,5 seconds of fear when 3 boons are removed.
Staff: Is in a wonky spot without any good identity whatsoever. Its most likely a filler support weapon used when no other weapon makes the most sense in a build. I dont have any reasonable ideas to improve this.
Other notes:
Trait ideas:
- A fitting defensive trait that is based around channeling spells, as the necro got a lot of them already.
- A trait that combines boon corrupt with life siphon
- A trait that combines sustain or lifesteal with non damaging conditions
- A trait that creates and improves interaction with Retaliation