
I think if they reworked Revive so instead of just…reviving. Not having mana for mages can already ruin a Rathma’s day. While it would be quite fun, downtime would be the death of Rathma. Make Rathma 6-piece Increase the damage of ALL reanimation skills (Command Skeletons, Command Golem, Revive and Army of the Dead) by X% while Army of the Dead is active.Make Land of the Dead and Revive switch skill categories.Add a Bone Spirit bonus to the Pestilence set instead, which already involves corpse consumption and allows fighting from a distance.My suggestion (as written in my thread Necro 2.0) would have been the following:

Invulnerability combined with the highest damage in the entire game just doesn’t seem like something that will make it through.Īs for wanting a pet set, I would have really liked Rathma to be that set but think maybe it would require too much work to make Revives move and attack efficiently hence why the devs chose to give miniona pets an entirely defensive/damage boosting role. On the offensive side, we will have an improved version of the Bone Spirit RGK through the almost endless damage boost from Defiler Cuisses. With maxed cooldown reduction on gear and each minion attack reducing cooldown of AotD by a second (if that really is how the 2-piece bonus will work) we should be able to keep the rotation beneath 4 seconds, which will lead to invulnerability through the Rathma’s Shield passive. The set looks to have incredible potential both offensively and defensively, so much that I really don’t expect it to make it past the PTR without being nerfed. Your skeletal warriors spawn faster, and your revived minions no longer expire. Your minions reduce the cooldown of Army of the Dead by 1 second and grant a Bone Spirit charge each time they deal damage.Any corrections to my line of thinking would be helpful.Įdit: Maybe include another part to the 2-piece affix: I’m not sure what kind of items are out there to help the reworked set, but I really hope they didn’t end up making the set weaker. We should stand as far away from mobs as possible so bone spirit takes longer to reach the target? Seems like a crappy mechanic when most of the damage of the set is tied to the ability.

Not sure of this, but isn’t Bone Spirit damage single target? It doesn’t deal damage to enemies it passes through, just explodes on impact, right? Not sure how good the gaining damage per second mechanic is supposed to help. Not sure what are our options for corpse sources, but I think it’ll be crappy to have to start all GR with a Land of the Dead cast just so we can do damage. And since AotD and BS damage is going to be weaker without Revive minions, it’ll be hard to actually kill stuff for corpses. At least with the Skeleton Mages the damage was kind of on demand.Īrmy of the Dead and Bone Spirit damage depending on the number of our minions also has a problem for me: we need corpses for Revive, but we start GRs with no corpses available. I think it sucks that all our damage comes from cooldown abilities. I’m also not much of a theorycrafter, but these are my thoughts.

Honestly, I never used Revive or Bone Spirit before, so I’m not sure how they work.
