These changes to the necromancer are my opinion and I think they affect the area that need the most improvement. Sadly I haven’t thought of ideas for greatsword yet. If you feel like something is overpowered please try to explain what, and why it is overpowered.
General changes
jaggd horrors now lose 250 health per second
Regeneration should heal through shroud.
Traits
Death magic
Deathly armor when struck apply chill in the area. Reduce recharge the lower your health is.
chill: 3seconds
above 75%: 20recharge
above 50%: 15recharge
below 50%: 10recharge
Radius: 240
Beyond the veil apply protection in the area when you exit shroud. Protection: 2seconds radius: 360
adept
Reaper’s protection (Hesacon.8735 idea) When you are stun… (cced).Cast well of power.
Spectral attunement When shroud is recharging redirect a portion of damage taken to your lifeforce instead. Ends early if your lifeforce falls below the threshold. you gain less lifeforce while you have spectral attunement.
lifeforce threshold 30%
lifeforce generation -75%
master
shrouded removal Gain resistance and lose a condition when entering shroud. Lose a condition every few seconds you remain in shroud.
resistance: 2 seconds
Conditions removed: 1
interval: 3 seconds
Putrid Defense Take less damage from poisoned foes. When you critically hit a foe create a poison cloud at the foes location.
poison: 2 seconds
duration: 2 seconds
pulses: 2
recharge: 1
radius: 180
note: doesn’t create a poison field
Grandmaster
Foot in the grave Gain stability and break stun when you enter shroud. Gain stability every few seconds while remaining in shroud
Stability: 3 seconds
interval: 8 seconds
Break stun
Blood magic
master
Transfusion
Grandmaster
Unholy sanctuary apply regeneration to yourself and nearby allies every few seconds while in shroud. Heal in the area when you exit shroud.
Healing: 747
regeneration: 3 seconds
interval: 3 seconds
radius 360
Barbed flesh Your next attack applies bleeding when you gain regeneration. 3 recharge
bleeding4: 5 seconds
vampiric rituals (in addition to its current affects) Whenever you cast a well create a shambling horror. These minion live for 21 seconds
(because soul reaping is effected) Foot in the Grave (replacement) Vital focus (Rename possible) Gain Lifeforce when you weapon swap 10recharge Lifeforce 10%
utility skills
well of power this skill convert 2 condition per pulse.
well of darkness Target area pulses. Damaging and blinding foes. recharge 35 damage: same as corruption everything else is the same as the current skill
spectral grasp speed up projectile
Spectral walk also Removes chill,cripple and immobilize upon activation
Minion activation abilities I’m going to leave this section to the minionmancer out there
Death Shroud
I have mixed feeling about death shroud, but here are some improvement i thought would be good implentation
Lifeblast attack speed .9 (this includes the aftercast) power scaling reduce to .9
Dark path cast instant
range 900
radius 240
damage scaling .9
15recharge
ground targeted and chill and bleed are applied in radius around user
life transfer 30recharge also applies blind per hit
Tainted shackles 40recharge torment: 10seconds boons converted: 1 damage: xxx pulses 3 immobilize: 2seconds damage: xxx unblockable radius: 600
Weapon skills
_ reaper’s touch_ now creates a jagged horror on the first bounce
Mark of blood increase damage by 300%
Enfeebling blood now generates lifeforce per foe hit
edit. fix some spacing on lines added the ground target skill fact for dark path
fixed the explaination of spectral attunement finally
(edited by Tadsoul.6951)