Necromancer Ideas

Discussion in 'Casters' started by Forcallen, Jul 31, 2018.

  1. Forcallen Augur

    Incomplete list but to get the ball rolling.

    ~~AA~~
    - Death's Effigy: boosted back to cancel aggro up to level + 5 (100% Chance).
    - Reluctant Benevolence: flagged to fire from all detrimental spell casts (lower % to proc if needed). We don't spam cast lifetaps or lifetap dots for this to have any real benefit anymore.
    - Quick Dots: something to get us to 50% dot haste when we have a raid haste item (like Quick Damage for nukes).
    - Whisperwind: increased distance traveled to 40 units.
    - Out for Blood: passive ability that increases the chance that our spell line "Refute for Blood" will trigger "Chaotic Power".
    - Gift of the Grave: absorb dot damage aspect added being the dot specialists.
    - Ethereal Shadow: necro self only version of SOS allowing us to hide from both regular and undead mobs that can't normally see thru SOS. This could drain mana or hps when in use.
    - Speed of the Wraith: increased base run speed by 135%, increase speed cap by 5, duration 2 minutes. 5 minute recast.
    - Embrace the Decay: increased counters cured to 60. Add purify aspect.
    - Pestilent Paralysis: increase root duration to 4 minutes.
    - Encroaching Darkness: increase snare duration to 4 minutes, increase effect to 75% snare.
    - Hand of Death: boost the minimum focus effect up from the current 30%. Reduce reuse by 60 seconds. Reduce cast time.
    - Mark Grave/Return to Grave: self only secondary bind affinity/recall.
    - Spectral Benevolence: activated ability that will cause our pet to absorb a certain percentage of incoming spell/dot damage for its master.
    - Lingering Fear: passive ability the reduces the chance that a necros root spells are broken when a direct damage spell strikes the target.
    - Hastened Swarms: AA line to reduce the recast time of our Swarm pet spells by 1 second per rank. Most current spell being "Call Skeleton Army".
    - Scent of Terris Recourse Death's Malaise: restored to 65% slow effect. This was based on our spell Shackle of Spirit which is a 70% slow effect.




    ~~Spell~~
    - Dot Revamps: Been a million posts on this. But dot revamps handled in a manner that cut the number of dots needed to be cast in half. No bonus damage added. Just current dot power combined into fewer casts for our first to be cast dots and a slight reduction in current dot power for later dots to offset the sped up ramp time. IE Pyre of the Shadewarden being 13K base from combining the versions we currently use over 3 casts, repeat for Ignite Synapses/Annihilation at 12-13K base but then remove some dot power from combines for Pyre of the Fereth, Burning Shadow and Polybiad Venom lines to offset the faster ramp up to keep sustained relatively flat. Like instead of providing the most current and prior versions dot power you do the 2 most current times 65-75%, so overall dot stack damage is reduced some.

    - Sigil of the Arcron: altered to provide additional effects based on which type of pet its casted on, be it tank or dps.
    [56575/9708] Sigil of the Arcron Rk. III
    Classes: NEC/107
    Skill: Alteration
    Mana: 604
    Target: Pet
    Range: 100'
    Resist: Beneficial, Blockable: Yes
    Focusable: Yes
    Casting: 4.5s, Recast: 1.5s, Rest: 1.5s
    Duration: 60m+ (600 ticks), Dispelable: Yes
    Limit DPS pets (most current is Reliving Assassin, Revived Assassin, Unearthed Assassin)
    2: Increase Hit Damage by 35%
    3: Increase STR by 377
    4: Increase Melee Haste by 85%
    5: Increase Chance to Hit 25%
    6: Increase AC by 137
    7: Increase Chance to Double Backstab 100%
    Limit Tank pets (most current is Adalora's Shade, Miktokla'S Shade, Zalifur's Shade)
    2: Increase Hit Damage by 15%
    3: Increase STR by 377
    4: Increase Melee Haste by 85%
    5: Increase HPS 15%
    6: Increase AC by 237
    7: Increase Agro Multiplier 25%

    - Refute for Blood: refute for blood recourse "Chaotic Weakness" removed. The recourse "Chaotic Power" duration limit reduced to 12 so it works on swift dots.
    [56677/9704] Refute for Blood Rk. III
    Classes: NEC/110
    Skill: Evocation
    Mana: 2344
    Target: Single
    Range: 200'
    Resist: Poison
    Reflectable: Yes
    Trigger Spell DS: Yes
    Focusable: Yes
    Casting: 3s, Recast: 5.25s, Rest: 1.5s
    Recourse: Refute for Blood Recourse
    1: Decrease Current HP by 15687
    [56678] Refute for Blood Recourse
    Target: Single
    Range: 300'
    Resist: Beneficial, Blockable: Yes
    Focusable: Yes
    Casting: 0s
    1: Cast: Chaotic Power IX (25% Chance)
    2: Cast: Chaotic Weakness IX (1% Chance)<----------- Removed
    [56679/7997] Chaotic Power IX
    Target: Self
    Resist: Beneficial, Blockable: Yes
    Focusable: Yes
    Casting: 0s
    Duration: 60s+ (10 ticks) Song, Dispelable: Yes
    Max Hits: 25 Matching Spells
    1: Increase Spell Damage by 35% to 165% (Before DoT Crit, After Nuke Crit)
    2: Limit Max Level: 110 (lose 10% per level)
    3: Limit Effect: Current HP less than -100
    4: Limit Min Duration: 24s<-------------- Changed to 12s
    5: Limit Type: Detrimental
    6: Limit Target: Exclude Caster AE
    7: Limit Target: Exclude Caster PB
    8: Limit Target: Exclude Target AE
    9: Limit Target: Exclude Old Giants
    10: Limit Target: Exclude Old Dragons
    11: Limit Type: Exclude Combat Skills
    12: Limit Min Mana Cost: 10

    - Bomoda's Grasp: cast time reduced to 3s like all our other dots.
    [56562/9710] Bomoda's Grasp Rk. III
    Classes: NEC/107
    Skill: Alteration
    Mana: 2350
    Target: Single
    Range: 200'
    Resist: Magic -200
    Reflectable: Yes
    Trigger Spell DS: Yes
    Focusable: Yes
    Casting: 6s, Recast: 1.5s, Rest: 1.5s <--------- Reduced to 3s cast time.
    Duration: 42s+ (7 ticks), Dispelable: Yes
    3: Decrease Current HP by 2517 per tick
    4: Return 82.5% of Damage as HP, Max Per Hit: 7268
    Lazipuppy and Dzarn like this.
  2. Forcallen Augur

    Forgot to add the big tank buff/proc addition in red above that bst and mage pets have to some degree that necro tank pets have missed out on.
  3. Sancus Augur

    This is a bit tangential, but I'd love to see something like this made possible on the code side. I think it would open up a lot of possibilities and design space for both Mages and Necros to better differentiate their pets.

    Unfortunately, at the very least it used to be impossible (when Elidroth was the AA dev). If that's changed or there's any potential for that to change, I'd love to know. Like I said, I think it would be a very mechanically beneficial addition.
  4. menown Augur

    Some of these are similar to Forcallen's list. This is a list I worked up about 10 days ago.

    The AAs listed below are in 2 categories, Major Quality of Life and Minor Quality of Life. I did not list very many DPS enhancing AAs because I have learned that we will be tuned around them, and an upcoming DoT revamp will most likely make our burst DPS jump up a bit.


    Major QoL:

    - Eradicate Magic:
    Hastened cast time to instant cast. Add Smouldering Bones as a debuff. Would like this to be a pulling tool that is better than Staff of Viral Flux for us. It is about time we had another way to turn NPCs undead.
    - Dying Grasp:
    Make this a group tap spell that is a lifetap, mana-tap, and attack-tap similar to our spell lines.
    - (NEW) Quick Dots:
    Passive DoT haste, similar to the Quick Damage AA. Mostly interested in getting the Swift DoTs hasted to 50%, if not instant cast. We have zero instant cast spells, and we suffer if fast paced groups.
    - Reluctant Benevolence:
    Allow both lifetap and direct damage spells to trigger. Necros hardly cast lifetap. Previously, this AA benefitted our pet way more than ourselves.
    - Embalmer's Carapace:
    Increase rune amount. Add rune to pet as well.
    - Mercurial Torment:
    Hasten the recast timer from 24 mins to 18 mins.
    - Convergeance:
    Quicken cast time by 50%.
    - Scent of Terris:
    Quicken cast time from 0.5 secs to instant cast. Death's Malaise debuff needs to not be stripped by tendon slice (melee defensive proc belt).
    - Mortifier's Unity: Quicken cast time by 50%.
    Add Ashen Skin, Shield of Order, Sigil of the Arcron, Infuse Ally, and Phantasmal Ward(98) to the list of buffs. I am recasting these buffs all the time.
    - Focus: Impose for Blood:
    Increase chance to trigger "Chaotic Power".
    - Companion's Aegis:
    Add Phantasmal Ward(98) to this cast.


    Minor QoL:

    - Mend Companion:
    Add a pet cure component to this Heal, just like our pet heal spell line.
    - Embrace the Decay:
    Add a pet cure component to this, along with the self cure.
    - Companion's Discipline:
    /pet feign includes a fade component for pet. Even after a minute of pet feigning death, it retains agro with all NPCs. /pet stand causes all NPCs to charge and attack again. Yea, you can use summon companion. I just thought that this would be a minor addition for QoL.
    - Flesh to Bone:
    Rips the meat off of the bone to produce a pet only useable weapon.
    - Hand of Death:
    Quicken cast time from 0.5 seconds to instant cast.
    - Companion's Fury:
    Frenzy of the Dead and Lingering Nightmares buffs needs upgrading.
    - Call to Corpse:
    Make this useable when target is out of zone, or in hover mode.
    - Self-Sacrifice:
    This is broken and does not heal pet.
    GoneFission and Lazipuppy like this.
  5. Raccoo Augur

    Yes! This used to be 25% chance to proc from any dot/dd. Now during raiding using 20 dots, only 1 of them can cast this 25% of the time. So that is a 0.0125% chance of it procing when casting all 20 spells, right? I have an audio trigger to tell me when it procs, and I think it is usually 1-2 times per raid night.
    Spellfire likes this.
  6. menown Augur

    I really like this idea. I hope that someday it can work. I'm still a little sour that I can't tell the difference between the 2 pets visually. If I summoned a pet, say a week ago, I have to check to see if the pet is bashing or backstabbing to know what kind of pet I have out.
    Felicite likes this.
  7. Forcallen Augur

    - Bloodmagic: reuse dropped to 12-15 minutes, down from 18.
    - Killshot AA: whenever the necro or his pets get a kill shot on a mob he has a 30% chance to proc Death's Fury.

    Death's Fury
    Target: Self
    Duration: 42s (7 ticks)
    2: Increase Critical DoT Damage by 100% of Base Dot Damage.
    3: Increase Current Mana by 400 per tick
    4: Cast: Wraith's Fury

    Wraith's Fury
    Target: Pet
    Duration: 42s (7 ticks)
    2: Increase Pet Hit Damage by 85%
    3: Increase Pet Chance to Flurry 75%
  8. Venau Augur

    Revamp the Blood line of nukes.

    1) Greatly increase recast timer
    2) Increase base dmg of nuke accordingly
    3) 100% chance of activating Chaotic Power
    4) Entirely remove Chaotic Weakness

    Obviously, if we were to do something like this....we'd need to alter (increase either duration or % min/max) of Chaotic Power.

    In it's current state this nuke is basically a gamble. I fail to make the connection between an evil character and gambling. Seems like a necro should carefully plot his/her next deathly course of action. Altering this nuke could provide us with an increased level of certainty....at a cost of it's availability.

    I understand our synergy is attached to this line of spells. I'm sure we'd work out a suitable solution.
  9. Forcallen Augur

    - Gift of Venom: this passive AA adds an additional 24 counters to your proc buff spells.
    - Shadows Boon: this passive AA allows your life tap dots and life tap dot recourse healing effects to exceptionally heal their target at X% per rank. An exceptional heal doubles the healing value for that 6 second interval.
    - Necrotic Defiance: this passive AA allows you 1% chance to resist stun, snare, charm, blind and mezz effects per rank.
    - Life Burn: cast time lowered to .1 or instant. Life Burn VII Decrease current HP by 400% of casters current HP (75% Life Burn). Decrease current HP by 12,000 per tic (dot portion allowed to critical) for 36 seconds.
    - Deadskin: this activated ability absorbs 100% of incoming damage up to 35,149. 60 second reuse mana cost as deemed appropriate. AA version of our level 103 rune spell minus the mana regen aspect. Which causes this debuff and its 108 version to continually be stripped by Deathbloom.
    - Soulslayers Steed: this activated ability allows you to call a deathly steed to your side. Blackshaded skeletal horse mount.
    - Bertoxxulous Eye: summons a magical eye that allows you to see creatures with enhanced invisibility for 120 seconds. Upgraded necro version of eye of zomm clicky that allows you to see invisible and see invisible 2.
    Frogmancer and GoneFission like this.
  10. Forcallen Augur

    - Pestilent Spray: activated ability that causes up to 8 targets in front of you to succumb to a sudden, violent attack, pushing them back and rooting them in place for 4 minutes. .01 or instant cast, 60s reuse.
  11. menown Augur

    I would like Lifetaps to have some relevance again. Lifetaps are a class defining ability for the Necromancers, and yet we have no use for them anymore.

    In the mean time, other classes have acquired our lifetaps:
    Cleric - Merciful Contravention & Awestrike (both ToT heal)
    Druid - Remote Sunblaze & Remote Moonflash (both ToT heal)
    Paladin - Censure (ToT heal)

    And our Hybrid counterpart has acquired very unique lifetaps:
    Shadowknight - Xalgoz's Bite (lifetap that both heals and gives mana to group)
    Shadowknight - Insidious Denial (unlimited target AE lifetap)
    Shadowknight - Dire Testimony (much bigger lifetap than necros biggest lifetap, but long recast of 24s)

    These spells are all fine and dandy. The first 3 classes above are priest classes that have acquired unique DPS spells, that still allows them to fulfill their primary role. SKs have gained utility and power through their array of lifetaps.

    What I am asking is for a DPS class (Necromancer) to have a healing utility spell that would be used outside of just healing oneself. It would also make sense that our Lifetap is the most powerful, at least in some aspect, over these other classes. Make RB a 100% proc rate from our lifetaps. The lifetap spell is not a DPS spell, nor has it been a DPS spell since level 50. This will give me a reason to mem the spell again, for either pet tanking or in group/raid encounters with AEs going off. Our pet heal spell is still superior in heal amount and it has a cure component to it. Priest classes would still have superior group heals as well.

    At Reluctant Benevolence's current proc rate, the group heal is never strategically used. If I need a heal, I need it now. Not pray for a chance at a heal. Although in the past I did enjoy how we had a 25% proc rate from any detrimental damaging spell, its heal procs were uncoordinated and felt like fluff. Having any random damage fly your way would eventually get healed from the procs, but you could never really depend on the procs for heals when you wanted them.

    Also, if a future DoT revamp were to ever happen, I will have more opportunities to load my lifetap into my lineup.
    Venau and Frogmancer like this.
  12. Frogmancer Augur

    Soulslaver's Vestments: Passive AA that causes necromancer pets to summon with appropriate level gear, including weapons with a lifetap proc.

    (This is purely fluff, but I'm tired of relying on a wing and a prayer to get gear from a mage in the bazaar)
    Brohg and menown like this.
  13. Goodn Augur


    You are trolling cleric/druid/paladin classes by claiming their heal target of target spells are lifetaps. They aren't. The damage component of these spells has nothing to do with the heal returned. These are "hey, you don't have to switch 10 times between targets each fight" spells (and for the clerics...hey, you can show up on the damage parse now).

    Your observation that SKs have received unique lifetap abilities that you don't share is a fine observation, although your characterization of ID as an unlimited target lifetap ignores the hate generated by the spell.

    I am not a good necro player (I dabble with an alt, but would not even consider myself mildly proficient) so if you say that lifetaps are not worth memming...I trust ya. But you say they aren't worth memming because they aren't viable dps...they are just for heals. If they are just for heals, and you don't need to mem them (because I assume you just aren't taking enough damage either solo/group play/raiding), why would you want to improve them? All you mention is changing RB...why mess with the aa if the underlying spell is too poor to mem regardless of RB?

    It's kinda hard to see exactly where you want to go without some numbers...what would your lifetaps have to be boosted to for you to say...yeah, I want that spell in my lineup?

    As a side note, I do wish DBG would get on with the necro dot revamp because I think anything that directly limits how many of a class you can have on a raid is just stupid.

    As a further side note, you would be better off not asking for instant damage spells/aas. All wizard insta spells have drawbacks (self-dot, root) that can be nasty in the wrong situation. The asking of well, ridiculous casting times for things without drawbacks show a complete lack of care about balance.
  14. menown Augur

    I am sorry if you think that I am trolling clerics, druids, and paladins. Their spells are not labeled as lifetaps, no. The functionality is actually a little better than lifetaps in most cases. If you are solo, then it is a lifetap. If you are main healing a tank, then it will heal the tank instead. This functionality is not possible with lifetaps. I am not going to go into further detail about the differences of these classes spells and the necro spells, but the fact that it does instant damage, and has a heal component makes the spell very much lifetap-esque.

    Your observation about the hate component on the SKs AE lifetap is actually a bonus for the SKs. Of course a necro would not receive a hate component on their lifetap spells. You are just knit-picking my comments now, and this makes you out to be a troll. The simple fact that SKs received a group lifetap before their parent class, necro, should be telling in how far behind necros are with one of their class defining abilities.

    I also guess I did not articulate well enough as to why a necro would ever mem lifetap. Our leech spell, Dichotomic Paroxysm, keeps us well healed on most group/raid content. The improvement to our lifetap that I had asked would be to heal our pet/group. I did go into little detail about that in my post, if you truly did read it. This would give our lifetap spell a different purpose.

    As for the numbers that you are requesting, everything would remain the same, except for the proc chance on the AA, Reluctant Benevolence, would go from 25% chance to 100% chance. If you do play a necro some, you could easily look up the spell data yourself. At max rank, Reluctant Benevolence heals for 17500 to all group members. This heal is not modified by AA or focus effects.

    Did this clear up any of your questions?
  15. Goodn Augur

    My comment about ID was to bring up the fact that it's primary purpose is to focus a group of mobs on the tank...the lifetap part (while nice) is not why the spell gets cast (well, in current level content). If necros don't have a AE lifetap, I think that's a fine idea...but I think it's a stretch to use it as an example of something existing so you should automatically have it. At least from what I've seen over the years from dev's comments.

    You did clear up your post for me. So...you want a 17.5k group heal proc always on a lifetap cast from RB at max...basically a second synergy (except covering all lifetap spells)?

    And this would have you swap out whatever your worst damage spell is currently for a lifetap?

    Okay. A 17.5k group heal isn't huge...with GCD, it would be hard to replace a healer against a real AE threat and isn't healing enough to save a tank without other help (either other heals or work from the tank). Sign me up.

    I just think it's poor design (both by devs and by player requests) to have aas cover for spell inadequacies (I dislike a number of class synergies because some classes have a non-optimal spell that they tied up 1200 aas and counting for). I'd rather necros get to a point where at least it's a real choice about spells, not about one aa ability...which would be to change some of the base spell mechanisms. But with the endless delay in the dot revamp, I guess you go for what you can.

    ...and we'll just agree to disagree about the trolling...
  16. Brohg Augur


    disagree
  17. Frogmancer Augur

    I agree. I’d like to see some of our characteristic spells see more usability in our line up. It’d be nice to have a 30s disease DoT of comparable power to the 30s Pyre line. Heck, if you gave us 30s corruption, fire, disease, and lifetap DoTs that shared a timer, that makes us adaptable to targets that have differing immunities.
  18. groznel New Member

    As a necromancer that has played on and off since 2004 both solo and 2/3 boxing, threads like these really give me hope that I can come back at some point in the modern game. Ever since the dot rebalancing was announced, I've made it a point to check back in to these forums every couple months, even though i haven't really played much since the broken mirror. we've never been the optimal class in any role, but there was always a niche. i really hope the ideas in this thread get implemented. i know there are a lot of people like myself that want to come back but right now there just isn't a good reason to.
  19. Fcseven XIII Journeyman

    Throwing this out there. I'm not a raider atm but for soloing/grouping I would suggest.

    1.Enhanced root AA. At max level 90% chance a DD spell will not break your root. Even rank 1-3 would do. That would be at 50%,62%,75%.

    2.Stronger undead abilities like specific dots that do extra damage to undead (Other classes get far superior spells and we are the ones that are supposed to be masters of undead)

    3.Undead Skeleton Mount AA. Our cousin class the SK gets an AA mount. It's time for us to as well.

    4.Improve the duration of our snare line. Two minutes is just not long enough.
  20. Ibudin Augur

    Right when they give you upgraded roots - they make all the mobs summon lol. Thats my prediction.

    I'd really like -

    Pet haste on an AA click.
    Whats the cap on life burn? Can it be HP's X 2? Not like its going to be OP.

    Other than that I think I am good with the class.