Necro new passive tree = net nerf

I didn’t do any math for the damage, that wasn’t me. But they did get a damage buff. And they get a primordial dedicated to zoo builds.

Looking at the nodes, I’d say you’re better off just taking the second +1 skelly (since it has better bonuses), stay at 8 skellys and use the node to make them bigger and summon half. This way you only spend 3 points for the extra skelly but you get penetration as well. Though I’m not sure if penetration gets converted. Probably not, in which case it would be useless and at least the first one would have its uses.

After all, going from 7 to 9 archers is just a small increase in your damage, considering archers are just a percentage of your DPS to start with.
Those nodes were never really important for zoo builds outside of golemancer to push for the last golem. They were just in the way and easy to pick up.

That would be a waste. A Phantom Grip is vastly superior and it will give you +4% base crit to your minions. And it’s pretty easy to get a 2LP as well.

Also, how do you figure 9 passive points? You will almost certainly take the previous nodes because they’re very good, so you’d only be wasting 3 per max skeleton.

"That would be a waste. A Phantom Grip is vastly superior and it will give you +4% base crit to your minions. And it’s pretty easy to get a 2LP as well.

Also, how do you figure 9 passive points? You will almost certainly take the previous nodes because they’re very good, so you’d only be wasting 3 per max skeleton."

I can get my skellys, mages, and wraiths to 100% crit without phantoms with the new tree.

I would not, there are better nodes. Grave thorns for instance, I have 20 vitality so they give 80% more minon life, x2 minion armor and VIT and reflect and flat minion armor all for only 3 pts… This leaves me 6, 5 of which need to go to the new effiges node. Then i need pts for Sharp bones.

Sure, but the rings also give you +4 skills. And for a zoo build that should be at least +12 skills or +16 across all of them. That seems too much value to pass on just to save a few passive points.

For the EHP… especially for skellies 70% is actually laughable, they’re paper, much like crows. Heck… even the bone golems are surprisingly squishy for being massive hulks supposed to take the support-tank role.
EHP only matters when it’s higher then the effective damage from a hit, otherwise it makes no difference if you got 1 or 2 billion EHP… the outcome is still death :stuck_out_tongue:

For skellies that’s sadly the case in many many situations, same as crows.
It won’t affect uptime when it would matter. Julra will still demolish any minion no matter which one, as one of the most tanky minions existing was the wraithlord, which primarily survived though a decent EHP pool combined with the ridiculous leech in combination. Still… despite active attacks and hence leech during T4 Julra’s lasers immediately wreck it, often letting only 1-2 attacks happen before it just crumbles away.
Skeletons have a substantially lower Health-pool already, so they’ve fared even worse… so this ‘dangerous attack’ is still causing the exact same outcome. Skellie runs forward, meets beam, bone dust successfully created without dealing damage once most of the time even! Might actually get a hit in from time to time maybe now?

I mean, the overall changes with the raised damage and the raised DR is a good thing, that’s been something that was needed for any minion through the bank anyway… but the ‘dangerous ability’ DR for minions should be significantly higher even. I would argue at 20% of the former value of total incoming damage we might see a proper effect. I’ve hence already stated that this DR should rather be at 90% since the player is supposed to avoid it with a 100% success rate, those are one-shot like mechanics or absolutely devastating DoTs… primarily the second. And a minion takes the full DoT and not a short moment of it.

Alternatively DoT reduction specifically in a significant amount might work better as it’s not affecting everything else disproportionally.
Another alternative is giving players the option to recall minions to your position, hence pulling them out of danger.

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Well after testing it looks like i was right. skele, skele mages, golems, perm wraiths are absolute trash. The “necro” update just forced you to spend more points into the tree to get even close to what you had last season with those minions. The abomination did get better but not everyone wants to use it. The fixes to minions and new items, you know the stuff that was supposed to help the Necromancer class just ended up buffing beastmaster and ended up making cocaine bear. The devs got lazy and didn’t actually fix necromancers. At this point it is clear to all that the devs dont like the class. They took time and fixed VK and pali last season, they fixed lich this season, they made falconer amazing for the past few seasons but necro except abom they are basically trash tier.

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So abom are still valiable minion for endgame

Yes but why would you play necro and use abom sacrificing you precious skill slots when you can go beastmaster bear for less investment and a better outcome and keep all your skills?

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Not to speak that when I wanna play a zoo then using Abom is kinda counterproductive to that now, isn’t it?

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LE Dev’s dropped the ball pretty hard on this “rework.” Not all things done with good intentions turn out positive when those making the changes are incapable. This games been out for a good while now but outside of a couple single-pet broken builds it would make more sense to call the specialization “Turret.”

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I have +10 minion skills with my apogee, dino skull and book. I literally can’t productively spend 38pts on any of my minons. Now compare that to +70% minion crit multiy and +40ish for both minion damage and health. Across the hollow finger and a turquoise ring.

“So abom are still valiable minion for endgame” yes and with the nerfs in Dread Shade making wraith lord much worse. it is the obviously best way to play necro.

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What new unique is this?

It’s not a new unique, actually, I was just confusing it with something else. I thought I saw somewhere a unique that gave 60% chance to resummon, but I was mistaken.

There’s Sinathia’s shield, but a perfectly rolled one will only bring you to 86% chance with the nodes.

There is the node in the necromancer tree for 40%, another node in the summon skeleton tree for another 40%. With Sinathia’s shield it seems to me that 100% is achievable. The shield can give up to 46%, and the extracted set affix shard can give up to 94% on its own.,

yes there are a total of three different skeleton res, sinathia, passive tree, and skele tree for a 3 second res on them. My question is why keep them around? they are trash, they do almost no damage, have low life so will always need that res and in general just like necro are horrible.

They’re great for Abomination, allows Abom to absorb the 20 skele warriors/rogue/archer for the more melee dmg/speed/ranged dmg and the double strike buff. Also you can summon skellies for Abom to devour in combat to heal it or more importantly proc the ward on skele death (which keeps happening as they resummon and get consumed). Can also be used to proc the other on Skele death effects (mana prolly the most important one).

Sinathia’s shield is up to 46%. The T7 affix goes up to 47%, so not enough on their own.
The only way to get 100% is to use that affix as T8, and that seems like a waste of a primordial slot, especially when there are so many good primordials for minion builds.

You can get 40% from skeleton tree, 40% from passive tree, so you just need 20% more, which you can get from the affix.

I think my confusion came from the fact that you can now get to 100%, which is due to the new passive tree, but I was under the impression it was some new unique, for some reason.

Yea I was hoping for a decent upgrade to Necro and they deliver a nerf! Lich sure needed an upgrade but so did Necro! (I hate abomination swap skills and shit)

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The necromancer changes were a buff, but it depends on the build, bow minions have essentially been removed from play in contrast to everything else. A few obsolete nodes were moved and merged, but otherwise the stats remained very much similar.

Changes in damage (specifically damage orientated):

  1. 45% changed to 60% damage dealt/taken; Just under 35% relative increase (at level 100).
  2. 50% increased fire & bow minion damage removed from tree (5 points).
  3. 50% minion crit + 10 intel passive moved (10 points). At +50 Intel you now have 50% minion crit (5 points).
  4. Costs 2 extra passive points per skeleton/mage (6 in total).
  5. Mark of Death on minion death merged with shared damage node. Replaced old node with minion stun immunity, 30% less crit taken, 25-50 health, 75-150 armour, 250-500 stun avoid (5-10 points) - Few players used the node this replaced (and if they did it was a 1 or 2 point expenditure).
  6. 50% - 80% reduced necrotic & elemental minion damage from passive. Replaced with 1% penetration per 5% resistance (element specific (7 points)).
  7. 5% added crit to minions (5 points)
  8. 8 minion bow&melee physical damage & 40% minion physical damage removed (8 points).
  9. Added 10 minion melee physical damage (5 points).
  10. Added 70% minion ignite + Damned chance (10 points).
  11. Mana spent on minion skill gained as ward removed (8 points). Replaced with 56% minion frostbite chance (5 points). 160% minion freeze rate moved from crit node to this node (5 points)
  12. Added 10 minion spell damage & 10% minion cast speed (5 points).
  13. Added 1% more DoT minion damager per vitality (an average of 10-60 based on items/build (including the new primordial items)).

Conclusion:
-All minions do just under 35% more relative damage (+15%).
-More minion crit chance (double from base) with the same point expenditure.
-Bow minions had all their damage nodes removed.
-More elemental/necrotic minion DPS (mages buffed).
-4 extra points needed for max skeletons (excluding mages).
-DoT minions stronger (rogues buffed).

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Thanks Ember. I would add 10 ward per sec per minion for 5pts in soul conduits and 16 armor and 16% health regen her minion for 4 pts in empty the graves.

For zoo minions that can hit 20 summons that is a substantial increase in personal survivability.

+200 ward per second +320 armor, +320% health regen for 9 passive points is pretty impressive.