Lich & Necromancer Updates | Coming to Last Epoch August 21st

Looks amazing! I will probably be going sentinel as a starter if they don’t get nerfed too much hopefully since it’s the only class i haven’t played yet. Then probably try out one of these when the community figures out some builds for them.

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can’t wait to try out the acolyte changes. the new crit node seems good for skeletal mages…

They will be different for sure. Not only an Abom was reworked, it is just an example for today
Wait for patch notes

Incredible work EHG! I can’t wait to play both Lich and Necro in Season 3. Keep up the amazing work :muscle:t4:

I know there is a lot that is missing here but I am feeling so far incredibly disappointed. EHJ has missed and continues to miss the point with minions. But before we get there let me address one thing quickly.

In a teaser about necromancer and lich, there was a couple acolyte changes revealed, a couple necromancer passives and everything else was lich. How about talking about the changes to skeletons (technically acolyte but far more important to necromancer) and mages? It would have been more fair to just call it lich updates as it is because that’s mostly what it was about anyway instead of being equally divided between the two.

Anyway, moving to the little that was shown. Abomination still looks just as disappointing as ever. It removes your other minions which means using abomination means having no clear speed. Changing what skills it uses by minions consumed also doesn’t helps because go figure, no one cares that it fires a special arrow every 4 seconds. If it isn’t firing arrows like a machine gun and turning enemies into pin cushions then what do we care?

Then we have a crit node coming with DoT buffs built in. Why?! Crit is very useful for everyone but not everyone will play DoT minions. Anyone not doing so will be left with a sour taste because half the node is being wasted. The bonus that came alongside the crit should be equally useful no matter what minions you are using because you are already forced to go after this node anyway.

Then we have effigies which is just EHJ rubbing salt on the wound. 2 of the 3 major complaints with necromancer is lack of survivability and lack of minion survivabillity (the third being lack of damage). So you offer us a node for a mere 10% DR which would be awesome on a class that can tank, not good enough in a squishy class and then you make it kill the minions even faster. So you don’t solve problem 1 and you make problem 2 significantly worse.

I really am losing all hope in EHJ. You guys have good intentions but you are so incredibly timid in your approach to making a good necromancer class and solving your underlying issues with the game itself so you stop bleeding players as soon as they hit empowered monoliths.

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The passive tree is completely reworked and hasn’t been released yet. This was just a teaser on some of the skills.

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Thank you lol!

I’ll for sure take a look at Lich but with Death Steal staying as bad as it is for my taste i guss I rather play the beta of another H&S game that starts one day later. I guess one day is enough to see if the changes are fun or not… at least for me ^^.

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And the changes are written where? A change to Death SSeal could be 5% more whatever. If there was a big mechanical change I guess they would’ve mentioned it? Maybe there will be a part two to skill who knows. Right now I only know I dislike DS like it is right now :slight_smile: .

will aura of decay be considered a spell ? i’m sad that half the stats of Rotmind don’t work on it due to not having the spell tag, or rotmind will get change instead?

anyways hype to redo a lich aura of decay this league, will wait the full tree to see if cold AoD is a good option too

What that usually means is that the value was changed for balance between the time the image was created and posted.

The problem is that AoD doesn’t deal spell damage. It applies the Poison ailment, which doesn’t do spell damage either. I think Rotmind was designed specifically to work with non-ailment poison damage, e.g. Wandering Spirits with its conversion node allocated.

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It’s really hard to know just from this basic info, but the Blood Bond/ Blood Tether looks really good if you can stack bleeds. Aura of Decay with Blood Font would help, but for it to really work need more bleeds. But seems like it could be a good single-target boss killing skill.

i think Rotmind shouldn’t not need the spell tag and should be another base item, like why crit chance base for a dmg over time unique x)

I always found it a bit odd that Aura of Decay didn’t have at least some added damage scaling, like Black Hole has for Sorcerer (although AoD should have less than that, obviously).