With the up coming update for the necro and warrior, I thought it might be a good time for me to put out some suggestions for the necromancer that they might not have thought of.
First I’m going to suggest 2 conditions and how they should work.
Disease: While suffering from this ailment, your foe lose Health over time. Disease is contagious between foes.
I’m not the first person to suggest disease. And I doubt I’ll be the last. There is some changes that should be changed to disease. First, it shouldn’t spread to allies. This is something people hated in the first game. Second, this should be a bit of a strong condition. 3-4x bleed damage should be enough to get it noticed as well as make it desirable to remove. It still wont be as powerful as burning, but it sure will demand its removal.
The Concept of disease was always an interesting one. The same string of disease wouldn’t spread to the same foe twice in the first game. Making it act kinda like the flu virus. But if a new string of disease hit, it would spread all over again even if the foe had cured it. I would love to see this concept applied again into the game.
Barbs: Whenever a foe takes damage barbs deals damage to that foe.
How this one would work is it would trigger on attack damage. And its damage would be fixed based on your condition damage. It wouldn’t trigger on other conditions or retaliation for example. And life stealing wouldn’t trigger it either. This would also have a cap on how many people will cause this condition to trigger. So if you are in a large event and there are 40+ people hitting the same target, only something like 8-10 of them could actually trigger the barbs.
Now for 2 more suggestions that are not conditions.
Vampiric Aura: Triggered by a combo field, this aura would give any ally who gained it the ability to steal some health from striking their foes or being struck themselves.
The necromancer doesn’t seem to have very many interesting combo field finishers for their allies. And nothing that really stands out as there own. This combo field would give them something that other professions don’t have that would also strengthen the feel of a necromancer.
Healing power improving the damage of life steal: This wasn’t my idea. But I love the idea so much. Giving a necromancer the ability to cause more harm because they decided to focus on healing just sound brilliant. Since life stealing tends to be small numbers anyway and having 1000 healing power only doubling the life steal wouldn’t be game breaking considering how little defenses the necromancer actually has outside of death shroud. This would help them augment some of their damage making them truly feel like the mage of Aggression, even turning something that was supposed to be supportive and defensive into offensive.
Love or hate these ideas, please leave a comment below.