Necromancer Skill Changes Diablo 2 | IdBeCoolif

Necromancer Skill Changes Diablo 2 | IdBeCoolif

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Buff mages sure - and I like the idea of golems buffing your army. But let’s face it. Everyone would run iron golem with the changes proposed here. Pretty much all other changes are garbage :slight_smile:

i like the bone wall idea
man geat ideas overall

While i don’t know about his suggestion i agree that something must be done with poison dagger. It makes no sense to use that instead of poison nova, as far as i know. Even ignoring poison nova exists, you have to change so much for the necro to be a close range fighter and for not much benefit.

Having 2 curses at the same time on enemies? Nah man, that would be way too powerful. Maybe rework them a bit to make all of them viable. Or at least reduce level requirements somehow for all of them. Amp damage is the best curse he has 99% of the time and because it’s the first you get, it already kills incentive to experiment with others.

The mages really make no sense either. If you’re a summon necro, you’re doing physical damage. There’s no reason to dump points into lower resist to help out your mages. Just let us make archer skellies, doing physical damage. Then, combined with his suggestion to control how many melee or ranged skellies you can have, you’d have a pretty good army with no useless units.

@Guts

Would you like to post all videos in one thread? Is clearer. :wink: