Necro needs rework!

With the release of the DLC and the introduction of the Warlock, the Necromancer started to look somewhat incomplete and underdeveloped. Both the Necromancer and the Warlock have skill trees dedicated to pets and summoning, but the Warlock has a huge advantage.

First of all, the Warlock has a teleport-like ability, Blade Warp, which moves both the character and all of their demons to the target location. In addition, the Warlock has a skill that forces his demons to teleport directly to a target and attack it. In practice, this gives the player full control over their pets. And most importantly, the Warlock summons and captures all of his demons directly - he doesn’t need corpses or any other resource.

Now let’s look at the Necromancer. He is completely dependent on Enigma or items with Teleport, because if your minions get stuck somewhere, you have to run a long distance until they finally teleport back to you. But if you just need to reach an enemy at a short distance, you often have to open a town portal and re-enter the portal, or risk teleporting directly onto a dangerous enemy.

The Necromancer also has no real skills to control his army - it’s essentially an uncontrolled herd running wherever it wants. And the most important question: why do we still need corpses to raise skeletons? In fantasy worlds, skeletons are buried creatures - why can’t they simply rise directly from the ground?

Why does the summoner Necromancer have to be the most limited and slow compared to other classes?

When you join an 8-player public game, you often have to compete for Pindleskin so that a Paladin or Sorceress doesn’t run there first, because you need the corpses to raise your skeleton army and start farming. This takes time - about a minute just to build the army. By the time you start farming, other players may have already cleared entire areas in those first 1-2 minutes, and after another 2-3 minutes the game is recreated again.

So why doesn’t Blizzard rework the Necromancer, especially when we already have an example like the Warlock that shows it’s possible?

2 Likes

so what’s your take on the druid summoner compared to those two?

Basically every class except Sorc, Paladin and Amazon needs a rework to be even remotely close to the design standards of the Warlock. Most direly the Druid.

Necro atm isn’t even that bad, Bone

is extremely good and currently underrated as it benefits a lot from the Magic damage focused gear that was introduced to support the Warlock. Skeletons are ok and revives is still one of the coolest/most versatile ability in the game, Bind Demon has nothing on it if you know what you’re doing.

Necro does have a lot of dead skills, skeletal mages, every golem besides Clay and poison dagger/explosion. Wouldn’t even take that much work to bring these up to par.

Necro also does have the quirk of having an entire tree filled with 1 point wonders in the form of Curses, which limits a bit his build diversity but its also where a lot of his gameplay depth comes from so i’m not sure i’d touch it. Curse juggling is a very fun part of the class.

Lets say you fix skeletal mages (who should be their own playstyle and split from the normal skeleton warriors+revives), poison and golems that still leaves the class with 2 to 3 different summoner gameplay style, poison caster and bone necro. 5 archetypes is pretty healthy.