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Member Since 07 Jul 2012
Offline Last Active Apr 14 2013 08:53 AM

#2151570 Ideas for Necromancer Skill Balance

Posted Falfyrel on 26 January 2013 - 09:38 PM

I had a bit of free time so I thought I might as well slap together a list of changes I thought up for some of the more underpowered Necromancer skills and traits.

General: Increase range of all axe skills except Unholy Feast to 900m.
Rending Claws: Increase damage by 1.4x.

Necrotic Bite: Cripple target for 1 second upon attack hitting. (Mimics Flesh Golem)
Life Siphon: Decrease duration of skill to 3 seconds (down from 3 1/2) but do not decrease overall damage.

Death Shroud:
Doom: Increase duration of fear to 1.5 seconds.

Dagger (off-hand)
Deathly Swarm: Improve tracking to stop it from being obstructed too easily by terrain.

Necrotic Grasp: Increase projectile speed.

Locust Swarm: Decrease cooldown to 25 seconds.

Blood is Power: Increase duration of self-bleed to 15 seconds. Increase initial damage of skill by 1.5x.
Corrosive Poison Cloud: Decrease cooldown to 30 seconds. Decrease duration to 8 seconds (currently 12) but have the time interval between application pulses be 2 seconds instead of 3. If an opponent dies or is downed while standing in the Corrosive Poison Cloud a Jagged Horror will be spawned. (If an opponent dies and is downed they will spawn 2 jagged horrors.)
Plague Signet: Fix bugs on Plague Signet.
Signet of Spite: Reduce cooldown to 60 seconds. Improve condition damage instead of power. Spell no longer inflicts Cripple. Also applies fear upon activation for 2 seconds.
Signet of the Locust: Decrease cooldown to 50 seconds.
Spectral Armor: Reduce cooldown to 60 seconds. Reduce duration of Protection and Spectral Armor to 4 seconds, but also have skill grant Stability for 4 seconds.
Spectral Grasp: Fix tracking on skill.
Spectral Walk: Make shadowy "trail" invisible to all but the user. Current function of Spectral Walk is too flashy, allows for opponents to punish use of skill, and punishes enemy players playing on low graphics options due to it.
Well of Corruption: Have Well of Corruption inflict Poison for 1 second per pulse.
Well of Suffering: Reduce overall damage to 0.75x that of current but have it inflict Cripple for 1 second per pulse.
Well of Power: Reduce cooldown to 45 seconds.
Lich Form: The activation time of Mark of Horror is decreased to 1.5 seconds. Deathly Claws will now steal 150 HP upon hitting an opponent.

General: Allow minions to move while attacking.
Improve AI by having minions focus on whoever you are attacking.
Minions will no longer stand idle in combat.
All minions will automatically focus on your target if you command a minion to use a skill on the target.
Cooldowns on minions (with the exception of Flesh Golems) will start the moment they are summoned instead of counting down upon death. Jagged Horrors will also not trigger the death-of-minion voice line.

Summon Blood Fiend: Blood Fiends, like Jagged Horrors, will now slowly lose HP via two unremovable Bleeds. The health-stealing of Blood Fiends will also heal the Blood Fiends. Increase health of Blood Fiends by 1.2x.
Taste of Death: Now has an inbuilt cooldown of 20 seconds.
Summon Bone Fiend: Increase cooldown to 35 seconds. Bone fiends now do 1.2x more damage. Upon a bone fiend's death it will spawn a jagged horror. Increase health of Bone Fiends by 1.2x.
Rigor Mortis: Decrease cooldown to 40 seconds. Also applies one Bleed to Bone Fiend for 10 seconds upon activation.
Summon Bone Minions: Increase damage by 1.1x.
Putrid Explosion: Applies poison for 2 seconds upon detonation.
Summon Flesh Wurm: Attacks now inflict 2 stacks of vulnerability for 3 seconds. When a Flesh Wurm dies it spawns a jagged horror.
Summon Shadow Fiend: Increase cooldown to 35 seconds.
Haunt: Also fears foes for 1 second. Increase cooldown to 30 seconds.
Summon Flesh Golem: Upon death, the Flesh Golem will spawn two special Bone Minions. These Bone Minions will behave like normal minions but cannot use Putrid Explosion. Upon their death the Bone Minions will spawn two Jagged Horrors each. Increase cooldown of Flesh Golem to 80 seconds. Cooldown on Flesh Golem will start as the Flesh Golem dies, when the Bone Minions are summoned.
Jagged Horrors (general): Upon attacking an opponent Jagged Horrors will inflict one stack of bleed for 3 seconds.


Spiteful Removal: Change effect to "Whenever you strip a boon from a foe you lose a condition." No internal cooldown.
Spiteful Spirit: Grants retaliation for 4 seconds instead of 3.
Signet Power: Now gives 5 stacks of might instead of 3. Also grants Fury for 10 seconds.
Axe Training: Increase axe damage to 1.25x instead of 1.15x.

Terror: Fearing an opponent also Blinds them for 4 seconds. This blind will not trigger the extra damage from Terror.

Death Magic:
Reanimator: Reduce cooldown to 25 seconds.
Dark Armor: Change functionality to "Gain 400 toughness while channeling or while in Death Shroud."
Ritual of Protection: Change functionality to "Wells apply protection for 1 second for every pulse."
Staff Mastery: Also increases damage of Necrotic Grasp by 1.1x.
Shrouded Removal: Change functionality to "Lose a condition every 4 seconds while in Death Shroud."
Flesh of the Master: All minions except Blood Fiends and Jagged Horrors also regenerate health outside of combat.

Blood Magic:
Dagger Mastery: Dagger spells recharge 20% faster instead of 15%.
Deathly Invigoration: Also grants regen for 4 seconds.
Fetid Consumption: Change functionality to "Whenever you remove a condition from yourself you apply 5 seconds of poison to enemies within 250m. 5 second cooldown."
Vampiric Rituals: Increase life stealing by 1.2x and also apply 2 stacks of bleeding to enemies affected for 3 seconds.

Soul Reaping:
Fear of Death: Life Leech also cancels out downed state's HP degeneration while you use it.
Decaying Swarm: Activation of this trait also breaks stun.
Master of Terror: Trait also applies to blinds.