DoT dmg is fine at higher lvl's, especially with INT scaling. We're not a Burst DPS class, nor should we be.
The current DoT problems reside at low - mid lvl, especially now that you can't stack them. Disease based is practically worthless before lvl 28/36. Not all situations require DoT's and I'm not sure why our DD's are being left out of the discussion. We have x2 very important DD's.
We already have a front-loaded DoT doing dmg initially, then ticking off - Poison line.
SWARM Pets is a Terrible Idea for so many reasons, yet the screen clutter may just be most obvious example.
Base DoT tick time shouldn't change, imo. There's other ways to improve this while providing a path of learning from lower level's to higher.
The class plays too slow at high lvl's, constantly being limited by spells with a 7s memorization, 5s GCD refresh, then typical 6s cast time, THEN whenever the tick occurs after. 18s to adjust to the game-play prior to 6s initial tick is too slow. Hence, my proposal to implement a beneficial system that synergizes with reducing those 3 systems when running particular spell combos, feeding into each other as another level of depth that brings the class up to speed, if you so choose to use it.
M&M Necro plays slower than the Classic Era EQ Necro (classic/kun/vel), and that's not fun.
Now that self DoT stacking our main line of spells has been removed, we need new Dot's now more than ever before, and we needed more prior to the nerf:
- Low Resist, Lower Dmg, Long duration line outside of Disease (Corruption based?)
*Low aggro, Long duration, low dmg initial and scaling up per tick over time like Splurt (Holy/Unholy?)
- Life Leech HoT/DoT - This is the biggest nerf and I'm disappointed to see it occur: the dmg/healing ratio needs to be adjusted UP by 50% to compensate for loss of such a Class-Unique-FUN ability...and we'll see what the rework brings i guess.
3 DoT's isn't enough.
M&M Necros need the same level or more Options, not less than EQ.