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[Idea]Necro total make over.


Dadnir.5038

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Disclaimer: I'm trying here an exercise where I redesign the necromancer to fit my idea of what it should have been while trying to keep as much as possible what we already do. There might be obvious dps loss from the change or not.

 

**Core necromancer**

Here I'll re-imagine quite a few thing (obviously), going through a fondamental change on the shroud and re thinking totally Death magic and Blood magic.

 

**Death shroud**

The Death shroud and the shroud in general suffer from being _the_ defensive tool of the necromancer. I'm changing this. Now DS no longer lock you out of your health pool nor does it prevent you from seeing and using your utility skills. Staying in death shroud cost you 3% life force per sec. Death Shroud and Underwater shroud are unified. The new death shroud is an utility shroud.

- _Life blast_ become _Plague blast_ and act just like the undewater shroud skills.

- _Dark path_ become a ground targeted teleport skill but see it's range reduced to 900. (underwater, it will teleport you to your targeted foe and require to be in range)

- _Doom_ see no change except that it's no also the fear skill underwater.

- _Life transfert_ no longer grant life force per pulse but 3% of your maw LF pool as barrier per foe struck and stability on each pulse.

- _Tainted shackle_ change fonctionnality. It now tether your allies, cleansing conditions from them each second for 3 seconds building an unique buff that obviously goes up to 15 stacks and detonate at the end of the skill dealing damage for each stack to up to 5 foes around you.

 

**Soul reaping**

Soul reaping see few changes and these changes focus mainly on spectral traits/skills.

_Spectral skills_ no longer grant life force but grant you a %age of your max LF pool as barrier.

_Spectral mastery_ grant you 5% of your max LF pool as barrier on skill use.

_Lich form_ is replaced by _Grim specter_ which no longer drain life, it remove (it doesn't corrupt) boons on each tic and grant you 5% of your max LF pool as barrier each boon removed on top of granting you the vitality stacks. While in grim specter you gain stability every seconds. CD 90 seconds.

 

**Spite**

Spite see few change as well, the main change is that Spite no longer house signet but take care of _wells_ instead.

_Signet of suffering_ is replaced _Shriveling rituals_. _Shriveling rituals_ reduce the toughness and concentration (by 150) of foes that step into your wells and reduce well cool down by 20%.

_Close to death_ let you do 20% more damage while in shroud at the cost of 1% life force per second.

 

**Curse**

This spec do not see a lot of change either... Even If I'd love to get rid of the scepter trait, I don't touch it. The only change is that this spec no longer carry corruptions but signets instead.

_Master of corruption_ is replaced by _Signet of suffering_. _Signet of suffering_ no longer recharge faster while in shroud but instead drain condition on up to 5 allies around you on use. All signets recharge by 2% for each condition drawn onto you.

 

**Death magic**

This become the "teamplay" line and see huge changes.

 

Minor traits: They will mainly take on the job of death nova.

- _Death aura:_ Summon jagged horror when you kill a foe.

- _Necromantic corruption:_ Your jagged horrors periodically drain condition on up to 5 allies around them. (10s ICD)

- _Death nova:_ Upon death your jagged horrors explode into a poison cloud

 

Upper traits: Focus on ruling over the life and death of your allies.

- _Last rites:_ Become a DM adept trait.

- _Life from death:_ Become a DM master trait.

- _Transfusion:_ become a DM grandmaster trait.

 

Mid traits: Focus on your interactions with your allies.

- _Banshee wail:_ now become a DM adept trait.

- _Unholy martyr:_ now become a DM master trait.

- _Profane's insanity:_ Your minion's skills no longer summon minions, Instead the necromancer perform minion's active skills with is own body. For each minion skill equipped the necromancer lose 100 vitality on it's base vitality. Golem's _charge_ and shadow fiend's _haunt_ are now combo leap, Blood fiend's _taste of death_ is now a blast finisher and bone fiend's _rigor mortis_ is now a 100% combo projectile finisher.

 

Bottom traits: Focus on preventing your foes from making a come back.

- _Putrid defense:_ Taking a hit while under a barrier effect poison the foe that hit you for 2s.

- _Reaper's protection:_ no change.

- _Frozen soil:_ Chilled foes around you receive 50% less incoming heal.

 

**Blood magic**

Now Blood magic is meant to rule over blood, this become the defense/sustain spec.

 

Minor traits: They see a few change but not that great.

- _Mark of evasion:_ no change.

- _Vampiric:_ Switch minions and necromancer's siphon value, remove damage component.

- _Blood bond:_ switch to grandmaster minor trait.

 

Upper traits: Focus on your own blood.

- _Quickening thirst:_ increase movement speed while wielding a dagger. Reduce dagger cool down while you bleed.

- _Blood corruption:_ Corruption skills recharge faster, now corruption skills are only paid in blood.

- _Bloody armor:_ Reduce incoming damage and condition damage by 2% per bleed stack on you. (max 15)

 

Middle traits: Focus on your life.

- _Shrouded removal:_ now a BM adept trait

- _Deadly strength:_ now a BM master trait

- _Unholy sanctuary:_ Gain a barrier when struck under the treshold. When under the effect of a barrier, periodically gain health.

 

Bottom traits: focus on your foe's blood.

- _Dulling blood:_ take 10% less damage from bleeding foes.

- _Vampir's delight:_ Gain health every second if a foe bleed in the radius.

- _Vampire's onslaught:_ corrupting a boon on a bleeding foe deal direct damage on this foe. (1s ICD)

 

 

**Reaper**

Reaper see few changes.

 

**Reaper shroud**

Now act like Death shroud with a 3% LF degen/sec. No longer a 2nd life bar nor does it lock you out of your utilities.

 

**Reaper's traitline**

_Augury of death:_ No longer drain life, grant 2% max life force as barrier per foe struck when you use a shout.

_Chilling nova:_ Upon entering shroud, strike foes around you with a chilling nova. Reaper Shroud cool down reduced by 20-30%.

_Blighter boon:_ only grant health.

_Reaper onslaught:_ add 1% LF cost per second on this trait.

 

 

**Scourge**

Add 3/4 s delay on manifest sand shard offensive effect, add a growing red circle to symbolise this effect. Add a 1/2s shared cool down upon using a sand shroud skill.

_Serpent siphon_ grant barrier unconditionnally to allies in the area.

The scourge can now only maintain 1 shard at a time that affect up to 5 target.

_Sand sage_ now grant 150 concentration and expertise.

_Blood as sand_ now grant 10% damage reduction.

_Sand savant_ grant half of _Sand sage_ and _blood as sand_ to allies that step into the shade radius.

 

 

Well... that took quite some time for something that will be lost in the sea of threads... Enjoy ;)

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