This is my first take on making somethign like this for an other class, than Thief, but I think the Necromancer is currently a class, that could need more finetuning as the latest changes in my opinion clearly show that the balancing of this class was very one sided with way too much Boon Corrupts only. SO take this suggestions with grain of sal,t I don’t main Necromancer, its just a secondary class that I like to play currently the most.
Ill begin first with the Weapons, how I’d improve the Skills of the Necromancer, to make this clas in general more interesting to play first.
Its a redesign of many skills, with the intention also to bring some GW1 nostalgia back
Daggers
1) Necrosis > Vampiric Touch > Vile Touch
Your first attack deals damage and deals increased damage so more Conditions are on the target. If you attack a target with more than 4 Conditions, then does Necrosis let your enemy suffer on the new Condition “Disease”
Vampiric Touch after Necrosis deals Damage and lets you gain Life Forces,the Life Force Gain is double if the foe was under 50% health and then this Attack heals you also sa bit as you leech then also health with the dealt damage..
Vile Touch finishes the Combo String with an small AoE Dark Field that causes periodically Torment while standing inside of it that can be comboed for Life Leech Effects while its up
2) Life Siphon
Should also let you gain Life Force if you siphon from enemies that are under 50% health.
3) Dark Pact
Reduce the Cooldown Time from 25s to 20s. Reduce the Immobilize Duration from 3s to 1,5 seconds. Increase its range from 600 to 900 and make it a Ground Target Skill that can immobilize up to 5 Foes and which blinds also the foes, while you convert for every hit foe also one of your Conditions to the hit targets.
So if you have 5 Conditions on you and you hit 5 enemies with Dark Pact, you can clear your conditions with this skill directly and give them over to the kitten targets additionally to the blind and immobilize. However, this Skill comes with the Price of receiving self per hit Target after DP 5 Stacks of Vulnerability and Weakness. So if you hit 5, you end up with 25 Stacks of Vulnerability that you receive, after your initial conditions have been converted over to your foes.
4) Deathly Swarm > Swarm Shield
Enemy Number hit increased to 5. Transfers now only 1 Condition from you, but therefore converts 2 boons from targets to Conditions now.
Receives now a Sub Skill that can be activated for 2 seconds after using Deathly Swarm, commandign the swarm back to you to fly around you like a protective Shield for 5 seconds, gaining Protection and Retaliation for the duration while getting attacked leeches a bit of health from the enemy.
5) Enfeebling Blood
Inflict in a Ground Target AoE Bleedings and Weekness, while also convertign a Boon to a Condition
Scepter
1) Parasitic Bond > Atrophy > Price of Failure
Attack the Foe with a Curse of Parasitic Bonds, which deals directly no Damage, but lets you everytime per hit leech health when the foe attacks something, while the Bond Effect is up.
Atrophy the next curse causes Bleedings and Cripple.
Price of Failure is an damaging small AoE Blindness which becomes 5 stacks of Confusion if enemies miss their next attack while the Effect of price of Failure is still up
2) Grasping Dead
Cripple gets changed to Chill here. And instead of a one time AoE, it becomes a small durational aoE skill, which periodically causes bleedigns and chills per second for a duration of 3 seconds. So if you stand 3 seconds in there, you end up with 9 stacks of Bleeding for 10s and 6 seconds of Chill. Range reduced from 900 to 600
3) Feast of Corruption
Stays as it is.
Axe
1) Rending Strike > Spirit Claws > Unholy Feast
Practically the whole weapon in 1 AA, because its so massively underwhelming compared to everythign else the Necro has currently… and with better names.
Giving the Axe back two nostagic skills this way to improve it
2) Demonic Flesh
Gain Regeneration, Vigor and Resistance for 5 seconds for a while. Gain for every Boon on you also increased Toughness for 10s . Minions around you will gain Might, Quickness and Fury for 5s and if they get killed in that time, get replaced by a Hellhound for 20 seconds, a new fiery Minion which causes with its AA’s Burning and which absorbs Conditions from you to heal itself with them every 5 seconds.
3) Lifebane Strike
A Leap attack, which deals increased Damage so more Life Force you have and gains also increased Critical Chance plus gives you so more Life Force you have for the attack an increased Bonus to Ferocity, makign this attack even under a Condition build a fearsome direct damage cleaving leap attack, when you perform it with maximum Life Force. If you had Boons, you lose two Boons, but then causes this attack also Chill and Fear for 2 seconds and you evade all incoming attacks while performing the skill.
Focus
4) Reaper’s Touch
Should cause also Chill when hitting foes under 50% health
5) Spinal Shivers
Change the Chill here to Weakness and Torment with increased Torment Stacks so more Boons got removed
Warhorn
4) Wail of Doom
Reduce the Cooldown from 30 seconds to 20s and let it cause also Damage.
Increased Damage so nearer the enemy is to you that is so high, that a foe absolutely doesn’t want to stay in your face range if you could use this skill at any time.
Increase also the Range from 600 to 900
Wail of Doom deals also additional Damage so nearer you self are to death, making it the most effective to use when you enemy is directly near you while you are on the lowest health threshold for maximum damage making it the most optimal last resort attack that could safe your life. Rercharges 50% faster if you attack downed enemies with it or if you kill somebody with this skill.
5) Locust Swarm
Deals no Damage anymore to creatures/objects that you haven’t targeted to stop this skill finaly from reducing your run speed only because you accidently damaged something with it while running …
Damage increased by 100%, this skill was always way too weak…you barely feel any of the damage it does periodically…
Change the 15 seconds of Swiftness to a 10 seconds of Super Speed.
Staff (again bringing back some nostalgy here)
1) Rotting Flesh > Reckless Haste > Vampiric Swarm
Send ouf a line of sight plague wave that damages foes and causes diseases.
Followed by Reckless Haste, which causes hit targets for the next few seconds to gain every second stacks of Torment, while they have either Swiftness, Quickness or Regeneration and deals increased damage, if foes have none of these boons at the moment when beign hit by Reckless Haste. The Torment stacks quicker, if enemies have multiple of the boons that trigger the effect. Send then out a Vampiric Swarm that hits up to 5 targets and leeches Life Force from them. The gained Life Force gets then also converted into a Heal for you and your Minions which has a strong Healing Power factor with that it gets multiplied, so that high healign power makes this skill very effective.
2) Mark of Blood
A Mark Skill, which causes AoE Bleedings and lets you and your nearby allies gain Regeneration
3) Mark of Subversion
A Mark Skill, which removes from you and nearby allies Conditions when triggered, which converts the removed Conditions into Boons
4) Mark of Fury
A Mark Skill, which causes AoE Weakness and Vulnerability, while granting you and nearby allies for each hit foe Might and Fury. Gain also Quickness for 1 second for each enemy hit that was under 50% health at the moment
5) Reaper’s Mark
A Mark Skill, which causes AoE Chill and Poison when being triggered that grants Allies for a short while Resistance and Stability
Greatsword
1) Dusk Strike > Fading Twilight > Chilling Scythe
Make the AA Chain like 10-15% faster. Increase the Life Force Gain from Fading Twilight from 1 to 3%
2) Gravedigger
Reduce the animation time to 3/4s but increase the recharge tiem from 8 to 9s and reduce the Recharge from Instant Recharge to 50% increased recharge time when hittign downed foes with it. Increase its range from 170 to 230. Instant full recharge is just too OP on this Skill.
3) Death Spiral
Add some mobility to this skill. Make it a 450 leap that deals damage to all targets in line of sight.
4) Nightfall
Stays as it is
5) Grasping Darkness
Stays as it is
Disease
New Necromancer unique Condition – Disease.
When you suffer on Disease, it increases the Condition Durations of other physical Conditions as like Poison, Weakness, Vulnerability, Blindness and Cripple by 33%
While you suffer on Disease will spread these physical Conditions over to nearby targets. So practically due Disease work like a plague, as if you use Epidemic.
With the introduction of this Condition does get the Skill Epidemic removed and exchanged with a new Utility Skill under the Corruption Segment and replaced with the new Utility Skill that gets merged with Corrosive Poison Cloud to give the class two better new Utilties
Fetid Ground
Fetid Ground will cause a ground targeted pulsating Disease/Poison/Weakness Area that strengthens also Minions while they are standing in that area giving them Regeneration, Might and Fury.
Dark Aura
Gain a Dark Aura, which causes Life Leech and Vulnerability effects when being attacked while its up. Works as Stun Breaker and removes a Condition.
The Life Leech Effect is increased when you are bleeding or poisoned.