Bwahaha, it is I, I have returned from my most recent hiatus in light of the newly announced necromancer changes that i noticed a week or two ago but didn’t get around to reading until like an hour ago, so please do keep in mind, this is sorta a hot-take, as it does take place before the changes have actually been implemented.
Wraith changes: on paper it looks good, however in the original post, i don’t recall it saying what the default cap is BEFORE wraiths are made to be permanent (a cap of 2 after being mad permanent, with what looks like 4 after talents) but the original cap is an important number. if we’re going from 50 wraiths cap to 2-4 then making them permanent is utter garbage, but if it’s like a 5-7 wraith cap to 2-4 that’s far more reasonable, but also slightly unnecessary, as keeping up 5-7 wraiths was brain dead easy in the first place.
the point is, unless the regular cap of wraiths is already arbitrarily low such as to gain no real benefit from them being permanent, then lowering the cap to 2-4 wraiths will be too large of a damage loss.
just for consideration.
Dread shade changes: I didn’t use the spell before out of spite for what it was, and i won’t use it now on the grounds that i don’t build around necrotic minions (although i might try a poison minion build?) but otherwise i do feel better about the spell being what it is, but there’s still a ways to go.
really the only gripe i have about the post change is: since it’s already limited to one instance, why isn’t it just permanent?
Abomination nerfs: (yes, it’s exclusively a nerf, come fight me) you almost had it, you were so close, it was in your hands, you already wrote the tooltip perfectly… then you just had to go an add “UNLESSSSSSSSSSSsssssssssssss”
WHY?! it already had the downside that justified it, limited abomination to 2 minion types and overall just less minons consumed meant it would already be weaker, but then you had to go and decide that not only do we get a weaker abomination in exchange for it being permanent, but it also DELETES two other skills from our bar.
and before you angry defenders chime in “AH BUT ARCHMAGE AND DREAD PHALANX” understand that those nodes make the abomination EVEN WEAKER on the grounds that it now has EVEN LESS minions to eat, ON TOP of those talents being known damage losses for their own skills, regardless of the abomination existing. that one little “UNLESS” statement on the end of the permanent abomination talent makes it instantly dead BEFORE arrival. it has to be the development team actually trolling us or just giving in to some weird punishment fetish they seem to have for the necromancer. it was that same horrific design that led to the dread shade change, but it only migrated onto the abomination.
TL;DR on this one, congratulations, you took an already underperforming skill and made it even weaker such as to not even be desirable. /rant.
This concludes my thoughts on the upcoming necromancer changes, more to follow once the patch actually goes live.