Necromancer buff ideas
All interesting ideas. The ongoing creep in dps, mobility, and condition resistance have been direct nerfs to Necromancer’s design theme. I do not mind being ‘weak’ as long as there is something that is strong to compensate.
What is Necromancer strong at, anymore, besides solo PvE?
Nothing about Soul Comprehension?
you dont need dmg procs on wells, they already siphon when traited even the non dmg ones.
I don’t think I agree with the Grasping Dead change, but I can’t argue much on most of those. Making Reaper’s Onslaught apply equally to both Greatsword and Reaper’s Shroud?
Here’s my idea for replacing Soul Comprehension:
Deadened Flesh: Gain Stability when disabled. (1 stack, 5 seconds). No ICD.
Doesn’t help prevent the initial disable, but it does make chain CC much harder to pull off.
Doesn’t help prevent the initial disable, but it does make chain CC much harder to pull off.
Chain corrupt the stab, troll dat necro
Yeah, it does fall apart against Necro Scepter. Another possibility would be that it auto-stunbreaks with an ICD of 20-30 seconds and has no other effect.
Here’s my idea for replacing Soul Comprehension:
Deadened Flesh: Gain Stability when disabled. (1 stack, 5 seconds).
How about Soul Comprehension making the Necromancer reflect subsequent control effects for 3 seconds after being subjected to a control effect?
Take the first one and reflect any others for 3 sec. Add an ICD of 10 sec. This could be split for PvP .
How about Soul Comprehension making the Necromancer reflect subsequent control effects for 3 seconds after being subjected to a control effect?
That would be stupid OP in a teamfight. Necros would be deliberately trying to stand in CC. Not to mention that’s a insanely strong trait for a minor.
A better fix for Soul Comprehension would be to convert x% (probably 1%) of incoming damage to life force.
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Well, it would punish players for chain-CCing a Necromancer, though the Necro would be recovering, too, or have burned a stun-break, and the ICD on the trait would prevent outright immunity.
Personally, I like the counterplay of this idea. It scales with the number of opponents and punishes face-rollers who cannot wait three seconds.
No. Just give them a trait that rewards them for breaking stuns. Active play not throwing yourself into crap. Like warrior 3k heal on stunbreak. Just make it a 1s block every time you break stun.
No. Just give them a trait that rewards them for breaking stuns. Active play not throwing yourself into crap. Like warrior 3k heal on stunbreak. Just make it a 1s block every time you break stun.
Not very good.
Rousing Resilience is good because Warriors can poop out stunbreaks everywhere. All utility stances, Berserk, Outrage, and Headbutt all stunbreak. Headbutt even gives you a stun for you to break yourself. It’s not hard to get Rousing Resilience regularly sending you heals and bonus toughness.
Necromancers can’t get the coverage of effective stunbreaks that warriors can. They don’t have as many, they’re not as powerful, and they’re on longer cooldowns. There’s also no local synergy (in Death Magic, there is only one skill that stunbreaks – Flesh Wurm – and Flesh Wurm saves you from danger anyway). The only way it could be effectively used would be through FitG, and even then it’s not really amazing. A lot of the time the issue is recovering from interrupts, not recovering from hard CC, and not many players can stunbreak Head Shot.
If it were “block for 1s when you use a stunbreaker” it would be servicable but would still make Soul Reaping mandatory, and with DM/SR/Reaper you really wouldn’t have much outgoing pressure. Necromancers are dependent on Curses and Spite to create effective pressure; you wouldn’t even be able to fit Deathly Perception or Dhuumfire because FitG is necessary. You’d have a meaty bunker build, but that’s not really what Necromancers are for at the moment, and Death Magic would still not be an option for halfway builds; it’s still all-in or nothing.