Thanks to Jahaar, Xilith, Ali, Runaf, and the rest of the crew for putting in a lot of work on all of the reworks, not just this one. I promise I'll buy a T-shirt, or maybe even a gnome pillow, at least! π
All of this will require testing before providing in-depth feedback.
At a glance..
Things I like:
- Your minion scales with your level between spell ranks
- collectable pet types found through world exploration
- Life Drain...cleaned up into a smoother climb across ranks.
- Leech Lifeforce...heals you for what it takes.
- Summon Lifestones - unchanged.
- Pact of Vampirism
- Lich line - clean up
- Lich Spirit - retained
- Unliving Shield - combined effects, but not Soul Tether (explan. below)
- Unholy Bulwark / FD - unchanged
- Fury of Death - first rank now arrives a little earlier
- Summon Companion, Reclaim Essence
- Aspect of Vampirism - Thank you for keeping this, I'm positive it was on the fence of the discussion
- Eye of the Underworld (formerly See Invisibility, now also senses magical effects)
Possibles:
- Pact of Eldritch Quickening - TBD
- Splinter/Fracture debuff line - Reordered to affect our DoT's?
- Mana Surge - CD duration?
Things I dislike:
- Your minion is still the heart of the class, holding the front line while you work from range.
- Lull the Dead - can only affect one target at a time
- Lack of additional DoT's where dot stacking was removed
- Leech Line - No longer stackable across different tiers
- Removing our most efficient DD for Undead mobs
- Grasp of the Dead - Unchanged in function (root)
Requires Clarification:
- 1) Restrain the Dead - incapacitate a single undead target. Now four ranks instead of one, so it stays useful as you level
- 2) Terrify the Dead - make an undead target flee. Formerly Fear the Dead.
- 3) Shadows (Corruption over time with a snare)
1) Was this spell separated into x4 for different levels of mobs? The original remained useful from 12-60.
2) Did this receive an adjustment to differentiate from regular Fear?
3) Assuming this will not land on Named mobs for the dmg portion only, in its current iteration?
Leaning more into the pet-focused theme slows down the gameplay of the class and doesn't make sense, thematically, as the Elementalist is the pure pet-focused class that needs to be incorporated more into the solo/group play. Ele's should have received this in their rework, not the necro. Ele's have no CC nor capability to split camps for pulls and their solo/group rotation is rather bland, to say the least.
Pact of Deathly Enduring - only valuable when our pets are tanking, (AE Raids, too) which will never be the case in a group setting. Nor will it be the case when kiting, fear-kiting, charming, root/rotting. Sounds great for Farming lower level mobs and Named sub-50, but it doesn't improve DPS of the pet, only durability and at a (significant?) health cost. It's extremely situational.
Removing our DD vs. Undead mobs also trades our usefulness in high DPS / fast TTK groups. Previously, depending on the mob coming to camp, one would choose which was the most efficient method to go - Lethal Deluge > Utility or Assail the Undead x2 > Utility. On Named Undead mobs, I could stack DoT's (pre-nerf), then Nuke while averaging 300-400 dps on the backend of a mobs health pool at lvl 60. (Take that, Charmed Pet pre-nerf) This felt rewarding for reaching max level and bringing all of my abilities to bear, while maintaining eyes on party health / mana pool to add utility as necessary. Now, that choice has been removed and I don't understand the rationale behind the decision to force the necro class to slow the game-play further. It already played slower than the Classic EQ necro due to the Spell Memorization/GCD/Cast times. Now, it's amplified with less DoT's, no DD vs. Undead, and a slower pull role.
Lull durations were already nerfed, significantly (50% ish), and with charisma factored into the equation. Bringing this down to 1 mob limit slows down the pulling role pace, which was quite rewarding for a change of gameplay. Who wants to change into their best Halloween Costumes (charisma) to perform the pull role? It reduces our capabilites for pulling and clashes with the role. Why carry all that extra gear to swap out for a 1 mob limit?
Lacking additional DoT's, with variety, and removing our self DoT stacking seems like a missed opportunity. Casting the same x3-4 dots over and over to 60 and beyond isn't going to be rewarding. Lifetap is not an efficient use of our mana and should be reserved for when necessary.
All combined, we've become more sluggish with less options.
Soul Tether - Highly situational. We have enough mitigations as it is and I'd rather have something more diverse than for Farming or my pet staying alive a little longer during AE's at Raids. If we must keep it, I concur with Klok regarding "removing Agency" and we should have the choice, not limit it to automatic.
Redlining - I would have loved to see those staying under 40% health for extended periods of time receiving a (cumulative?) benefit for playing it tight on the risk/reward factor, perhaps with additional benefits to the necro if incorporating group based Utility spells.
Cheers, keep up the good work!