Yet another ideas to make Death magic viable

Yet another ideas to make Death magic viable

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Posted by: OanSur.4590

OanSur.4590

Minors:
Armored shroud: I think it should be a simple 5-10% damage reduction just like in ranger’s Wilderness survival line instead of adding toughness
Soul Comprehension: Garbage trait. Change to, maybe grant protection when hitting foes below 25% hp. Give it internal cooldown so it wont be op.
Beyond the Veil: That can stay. It makes sense and is imo reasonable

Majors:
Adept:
Flesh of the master: Again, instead of giving you useless stat in useless amount change it so the minions take some of the damage you take into themselves. Kinda like “Rise” but in weaker form, maybe 2-3% per minion so with full minionmancer you will get 11minions (not qounting lich form and death nova) = 22-33% damage reduction
Shrouded removal: Change to decrease duration of damaging conditions by 33% maybe even move it to Grandmaster tier and double the reduction while in shroud (Note: Relentless pursuit does the same thing with movement-conditions so it wont stack with each other)
Putrid defense: 10% is fine with me. Maybe add increased damage to poisoned foes by 5%

Master:
Necromantic corruption: Instead of sending conditions through you minions into your foes increase the damage for every minion in control. Maybe again by 2-3%.
Reaper’s protection: Cause fear to enemy who attacked you with cc. Make it single target, decrease the cooldown to 40s, increase range to 900 or maybe 1200. Poison enemies when you fear them.
Deadly strength: I like it to be fair. Imo i would change it to “give 150 more power to nearby allies, 250 while in shroud” so we can finally bring something useful to raid/fractal/dungeon table

Grandmasters:
Poison nova: Biggest issue i have here is: Why is it called nova if it doesnt explode? Blast finisher on poison field when minion dies. Downed mechanics is useless. Remove.
Corrupter’s fervor: Move to adept and switch with Shrouded removal as i mentioned before. Change to grant Increased damage by 1-2% for each condition on enemy
Unholy sanctuary: Pulse poison while in shroud. Regenerate health for 200/s if you have enemy poisoned atm.

Perhaps these changes are too OP on paper. Perhaps some of the ideas are too much or they need just small adjustments. These are just my ideas, post your feedback and maybe the wish will eventuallly come true.

Yet another ideas to make Death magic viable

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Posted by: Salamander.2504

Salamander.2504

I don’t have strong opinions on all of the your ideas, but here are the ones I have comments on:

Minors:
Armored shroud: I think it should be a simple 5-10% damage reduction just like in ranger’s Wilderness survival line instead of adding toughness

Shroud already gives 50% damage reduction. The toughness is mainly there for % conversion modifiers, I think.

Shrouded removal: Change to decrease duration of damaging conditions by 33% maybe even move it to Grandmaster tier and double the reduction while in shroud (Note: Relentless pursuit does the same thing with movement-conditions so it wont stack with each other)

This trait is the best thing DM has going for it. I wouldn’t touch it.

Master:
Necromantic corruption: Instead of sending conditions through you minions into your foes increase the damage for every minion in control. Maybe again by 2-3%.

Have you ever used this trait? It’s amazing. I think your suggestion is quite a bit worse.

Deadly strength: I like it to be fair. Imo i would change it to “give 150 more power to nearby allies, 250 while in shroud” so we can finally bring something useful to raid/fractal/dungeon table

Cool.

Corrupter’s fervor: Move to adept and switch with Shrouded removal as i mentioned before. Change to grant Increased damage by 1-2% for each condition on enemy

Have you ever actually used this trait? It’s amazing, and directly comparable (and frankly better) to the Scrapper GM trait that contributes to Scrappers OP status. Changing this would be the last nail in the DM coffin.

DM is already perfectly viable in certain build setups. As a personal anecdote, this past PvP season I had a 60% ranked win-rate with ~250 games using Death Magic (I’d offer a screenshot but the leaderboard was disabled). DM offers a different playstyle—no you cannot fit it in your signet boon corrupt build. But the only thing that really needs to be changed is the useless minor soul comprehension.

(edited by Salamander.2504)

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Posted by: NotOverlyCheesy.9427

NotOverlyCheesy.9427

What are you talking about? Have you seen the death magic condi reaper in raids? The traitline is perfectly viable.

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Posted by: Pandabro.8743

Pandabro.8743

What are you talking about? Have you seen the death magic condi reaper in raids? The traitline is perfectly viable.

It IS a little gimicky. It basically revolves around one GM trait that spawns horrors everything else is pretty superfluous. I wouldn’t say the traitline is viable because of that.

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Posted by: Bhawb.7408

Bhawb.7408

The only issues with the trait line are the master minor being utter garbage, the GM tier needing an anti-burst trait instead of two traits that compete for the same basic mechanic, and the master traits need to be a bit less clunky. Overall though it works really well for a lot of builds, and for quite a few builds the only real issue is that basically nonexistent master minor.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Dead.5829

Dead.5829

My big issue with the line is I 100%, without fail, will cancel Shroud .00001 seconds after Unholy Sanctuary puts me into it. Then I die anyway. :|