Some Death Magic Suggestions

Some Death Magic Suggestions

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Posted by: Bhawb.7408

Bhawb.7408

Master: Beyond the Veil moved to Master to get rid of Soul Comprehension and for a new spot in Grandmaster.
Grandmaster: Changed to Deadly Strength. It may be a bit too much, but when you look at all the passive %10 and %20s other classes have as candy I think this isn’t too unusual. Deadly Strength was actually the Grandmaster minor before anyway.

I don’t know that this is what our minors need in DM right now. While I get the point, and I don’t think its necessarily bad, minors should fully fit the theme, which in Death Magic is defenses (primarily damage reduction). It also has the issue of being worthless for non-toughness stacking builds, or builds that don’t deal direct damage. I’d much prefer we see something along the line of better mitigation, or even some kind of negation (AoE blind on shroud, small block when X happens, etc.).

Reaper’s Protection: Swapped with Putrid Defense. In addition to its original effect, this trait now also counts finishers you do in poison fields twice – similar to Warrior’s double leap finisher trait. Reason this trait is moved to Master is it makes RS #4 very powerful when in a poison field.

Putrid Defense: Swapped with Reaper’s Protection. Reaper’s Protection’s cooldown is either halved or it places a Reaper’s Mark on you when you are CCed.

Reaper’s protection needs a rework imo. It very often has absolutely no effect, because of how easy it is to mitigate fear, especially by builds that often present issues to us (Berserker Stance Warrior, DS Ele, anything with stability), and when it does have an effect its easy for it to feel unfair because it can become a huge duration CC that can screw the enemy and their team over. I’d prefer a more proper anti-CC trait.

Deadly Strength: Moved to Grandmaster minor. Replaced with a trait that allows you to absorb %20 of the damage taken by nearby allies (except minions and pets) when in shroud.

Not sure how helpful this would be honestly, I can’t think of a single build that would want to run this. It seems like something much more suited to another profession that can take the damage then use active defense to mitigate it.

Death Nova: Same except for some freedom on how to summon Jagged Horrors. In addition to spawning on killed enemies, they now spawn when you fear a bleeding foe. Idea is that you still have to do something to summon the minion and its kind of thematic – your compulsion on the enemy is so great when you fear the enemy that you animate a minion using his blood.

MM absolutely doesn’t need a direct buff right now, least of all more minions and Death Nova spam.

Unholy Sanctuary: Base heal increased to 200.

Don’t think this helps anything. This trait needs to not compete with Corrupter’s Fervor, and to do that it needs to have the healing part of the trait changed to anti-burst. Otherwise they’re both awkwardly trying to do the same thing (sustain) in slightly different ways.

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Some Death Magic Suggestions

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Posted by: Tadsoul.6951

Tadsoul.6951

for putrid defense i think a better solution would to do
Increase poison duration
or
your attack now cause poison (can make it more interesting with a proc of some sort)

Some Death Magic Suggestions

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Posted by: Tim.6450

Tim.6450

While I understand the sentiment, I don’t think this is the way to go. You are boosting what exists to make it attractive. The problem is that it tries being a defensive trait line while heavily promoting offense. In itself that isn’t a problem but we have already similar things spread over the profession while death magic offers nothing special. As long this maintains the trait line will invalidate another or vice versa. This is what I would change this. The focus will be on defense through migitation.

Minors:
- remove soul comprehension
- replace it with “fall of the mighty: gain 1,5~2% damage reduction for every boon on the foe when struck” OR “death’s embrace: when in death shroud hits have 30% less crit chance”.
Adept major:
-Putrid defense: take 7~10% less damage from foes with poison, when hit drop a patch of toxic ooze on the ground (radius 120~180, inflicts 1s of poison per second, duration 2~4s, icd 1s)

Master major:
- Reapers protection: gain 10~15% life force when inflicted with a cc (5s ICD).

Grandmaster major:
- Move unholy sanctuary to blood magic ( by removing unholy martyr)
- Replace it with: shrouded resistance: when entering shroud your life force bar can’t decrease for 2 seconds, increase the cooldown off exit shroud skills by 2 seconds.

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Some Death Magic Suggestions

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Posted by: Bhawb.7408

Bhawb.7408

“fall of the mighty: gain 1,5~2% damage reduction for every boon on the foe when struck” OR “death’s embrace: when in death shroud hits have 30% less crit chance”.

I’m not entirely sure how well the first would work, but I love the concept anyway. I think the second is a bit much, assuming the enemy has base ferocity and at least 30% crit, its a 15% damage reduction, and only gets higher.

Adept major:
-Putrid defense: take 7~10% less damage from foes with poison, when hit drop a patch of toxic ooze on the ground (radius 120~180, inflicts 1s of poison per second, duration 2~4s, icd 1s)

Another really cool idea, not sure about balance but still cool.

Master major:
- Reapers protection: gain 10~15% life force when inflicted with a cc (5s ICD).

See above

Grandmaster major:
- Move unholy sanctuary to blood magic ( by removing unholy martyr)
- Replace it with: shrouded resistance: when entering shroud your life force bar can’t decrease for 2 seconds, increase the cooldown off exit shroud skills by 2 seconds.

Honestly think US could be removed completely (the deny death mechanic can be recycled), and UM goes to something else.

Otherwise though, while I’m not sure about the balance of your suggestions, they’re all pretty cool ideas.

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Some Death Magic Suggestions

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Posted by: Tadsoul.6951

Tadsoul.6951

I think the strength of Tim’s verison of putrid defense would need testing to really determine if its overpowered.
you could make it more potent and less often like 10s cd aoe 4s poison 5s

Side note what if they gave death magic a whole poison theme to it.
putrid defense
take less damage from poisoned foes and increase poison duration
deadly strength
Gain power based on your toughness. summon a poison cloud on your next target after you gain lifeforce
vile miasma
increases the healing penalty of your poison, stun foe around you when you use a stun break

since this would have a new grand master i would replace unholy sanctuary

Some Death Magic Suggestions

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Posted by: Tim.6450

Tim.6450

I think the strength of Tim’s verison of putrid defense would need testing to really determine if its overpowered.
you could make it more potent and less often like 10s cd aoe 4s poison 5s

Side note what if they gave death magic a whole poison theme to it.
putrid defense
take less damage from poisoned foes and increase poison duration
deadly strength
Gain power based on your toughness. summon a poison cloud on your next target after you gain lifeforce
vile miasma
increases the healing penalty of your poison, stun foe around you when you use a stun break

since this would have a new grand master i would replace unholy sanctuary

Of course all my ideas need testing, I’m not perfect.

For a poison related death magic seems a bit to specialised since we are not the masters of poison.We do have it but not that much. It could be an idea for an elite spec though.

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