Minions are generally regarded as a weak build option. Any minion build that does work well typically uses only a few minions. Why? A big reason is that the minion active skills, which should provide compensation for the lack of utility skills on your bar, mostly fail to do that. They also don’t mesh well together, leaving a full minion Necromancer with a very questionable skill bar.
Skill # 1: Blood Fiend – Taste of Death
Overall this active isn’t bad, but it doesn’t really reward you for having additional minion skills. Comparing it to the other two Necro heals leaves you wondering why anyone would bring a Blood Fiend without having Death Nova or Fetid Consumption. In fact, those two traits are probably the only reason to have one of these things right now. Well of Blood, by contrast, provides a combo field. Consume Conditions not only removes conditions but it allows you to heal more for each condition removed. Taste of Death has no condition removal or scaling heal.
My suggestion:
Add an effect that provides an additional heal for each Jagged Horror you control, sacrificing those as well as your Blood Fiend. While the current cap for this would be 2-3 Jagged Horrors (if Runes of the Lich do what I think they do AND an extremely unlikely scenario occurs allowing you to have two alive from Reanimator at the same time) I think an additional trait should be added allowing more Jagged Horrors at once. At any rate, the additional heal should be small. Something like 400 per Jagged Horror. This would make Blood Fiend slightly more competitive with Well of Blood and Consume Conditions, which are currently more effective – often times even on minion focused builds.
Skill # 2: Bone Minions – Putrid Explosion
This is actually one of two minion actives that I think already works great. However, it is somewhat confusing that it’s a blast finisher. What would it be blasting on a full minions build? Either Chilblains or a Death Nova field. That’s it. Still, I wouldn’t want them changing this skill.
Skill #3: Bone Fiend – Rigor Mortis
This skill is not effective as is. Were there more than one Bone Fiend, or a targeting UI to control minions, it’d be better. On top of rarely being effective, Rigor Mortis has a long cooldown. More than one try during a single fight is unlikely.
My suggestion:
It seems fairly obvious that the point of this skill was to allow the melee minions to reach your target. I suggest changing it so that the Bone Fiend immediately immobilizes your target and itself for 2-3 seconds. To add synergy with other minion skills, I would suggest adding a vulnerability to the effect as well. 2 stacks + 1 per minion you control. Keep the long cooldown.
Skill #4: Shadow Fiend – Haunt
I’m not sure what the intended purpose is for this skill. As it stands, it’s mostly a makeshift “Minions attack this please” button. It certainly can’t be used as an interrupt.
My suggestion:
Increase the cooldown and remove the channel to make it an interrupt OR increase the cooldown and make it an AoE the size of an unupgraded mark. The second choice should also make it spawn a darkness combo field. I include two suggestions here because I’m unsure whether it’s a poorly designed interrupt or an uninteresting opener. Either option should go well with other minions. A quick blind could prevent minion wipes by blocking powerful AoEs. An opener/combo field would allow minions to reach/begin combat more safely than they do now. The combo field would also go nicely with Bone Minions and Bone Field.
Skill #5: Flesh Wurm – Necrotic Traversal
I like the general idea of this skill. A stun break and teleport at the expense of a minion. The problem is the current design either teleports you into danger or encourages you to leave your minion out of combat range.
My suggestion:
Make this skill the escape our class needs. All that needs to happen is the minion and the Necromancer need to swap places. Then the minion can explode as normal and the skill will be great. Making the poison into a combo field would be somewhat redundant if the Necro also had Death Nova, but would add some synergy.
Skill #6: Flesh Golem – Charge
This skill is the other active that I think is great as is. Solving the problems with getting stuck on geography would be enough for me. A visual indicator prior to activating the skill might help as well, to avoid accidentally hitting it before the minion can reach the target.
Thanks for reading everyone! Thoughts/comments on any or all of these ideas? What do you think needs changed for a full minion build to be more successful? Check my first post below for a new trait idea.