_Maxo
Legacy Supporter 3
- Joined
- Oct 15, 2011
As a master Necromancer I feel that it slightly overpowered in the respect that all the spells are selected instead of being skill shots. I do not think they deal to much damage but I think they need a few fixes since at the moment they take much less skill and are more reliable than the other casters. Here are the changes I feel would help the class a lot:
1. Change drainsoul to a higher level skill instead of being the starter skill necromancers receive to do most of their leveling with. Along with this give them fireball at level 1.
2. Remove the skill "Poison"... I feel like its just such an underrated skill and people do not realize how strong this really is. It has a super long range, lands every time you use it, very high damage per tick. Just because in the description it says it only deals like 130 damage over 20 seconds... it matters more about the damage per tick since most of the DOTS you can re-apply. Fireball and poison do about the same damage but poison is 100% chance of landing and fireball most often is used along with a slow/stun etc which will cost double the mana. I feel this would help balance the class significantly because it will force them to use more mana as well.
With the following changes it will significantly fix the class... it makes a whole new gameplay for necromancers and all that dare fight them! I honestly think that poison is the problem with the hero and I understand why everyone says they are super op. Please tell me what you think.
PS: This is not a "nerf" or "buff" thread but a rework that I think needs to be implemented.
1. Change drainsoul to a higher level skill instead of being the starter skill necromancers receive to do most of their leveling with. Along with this give them fireball at level 1.
2. Remove the skill "Poison"... I feel like its just such an underrated skill and people do not realize how strong this really is. It has a super long range, lands every time you use it, very high damage per tick. Just because in the description it says it only deals like 130 damage over 20 seconds... it matters more about the damage per tick since most of the DOTS you can re-apply. Fireball and poison do about the same damage but poison is 100% chance of landing and fireball most often is used along with a slow/stun etc which will cost double the mana. I feel this would help balance the class significantly because it will force them to use more mana as well.
With the following changes it will significantly fix the class... it makes a whole new gameplay for necromancers and all that dare fight them! I honestly think that poison is the problem with the hero and I understand why everyone says they are super op. Please tell me what you think.
PS: This is not a "nerf" or "buff" thread but a rework that I think needs to be implemented.