Diablo 2 Save Game Necromancer

20.01.2020

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I don't play witch doctor much at all, so I don't know all of the skills, but the witch doctor does have a decent amount of these already, just different skin.Bone Wall = Wall of DeathBone Prison = Wall of Death (Surrounded by death rune)Bone Spear.not really a perfect match but dagger of darts makes poison darts pierce.Teeth, closest I can come up with is toads. Bit of a reachCorpse explosion.I think there's a skill rune for acid cloud that does this?Poison Nova.I've got nothing.Poison Explosion.I can vaguely remember what this did. Seemed like a crappier version of corpse explosion.Bone armor = Soul Harvest-Languish is pretty closeAmp Damage and Lower Resist are more or less covered by piranha damage buffDecrepify I think there's a Soul Harvest rune that slows. Grasp of the dead as well.Golem = GargantuanSkeletons/mages = fetishes/zombie dogsRevive, closest thing is confusion, not a good substitute:/It's pretty clear to me that Blizzard made the Witch Doctor to replace the Necromancer. It's not an exact copy, but it's pretty damn close.

The only major difference in my opinion is that you can't summon a shit ton of permanent minions. WD has a lot of group buffs/debuffs and a lot of fairly similar skills. I feel like they could close a lot of remaining gaps (poison nova) in an expansion.I'd be pretty surprised if Necromancer was ever added to the game at this point. Just way too much cross over with witch doctor. Same boat as Paladin, Amazon and Assassin-there are already classes in the game that are too close to these. They really should've just given us Necro from the beginning and scrapped WD. Druid is the only other class from D2 I could see them adding.

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Wrathful Potatoe GargThis is excellent, and we should name him Greg.As far as actual discussion.Wall of Death is a low duration wall that deals damage and prevents movement. It does not absorb enemy attacks, and does not last as long as maybe a Bone Wall/Prison could.

It's similar, yes, but it leaves plenty of room for a different similar skill. (Think: Barbarian's War Cry is not very fundamentally different from the various Monk/Crusader auras).Poison Dart is a cool spell, but it's not a thick spear of bone that penetrates in a line by default.

Adding Bone Spear as a 'spender' also opens up a ton of rune possibilities that fit the Necromancer flavor and do not conflict with the Poison Dart 'generator'.Teeth would be a really cool concept for a generator, as long as they don't make it just two teeth. I don't think we really have a 'multishot' style generator on any class right now - Evasive Fire is the closest and it's just three. They could make Teeth shoot like 5 Teeth, and then have runes for various effects like 'each hit grants X resource', or 'teeth slows the targets', etc. Very different from Plague of Toads in both flavor and effect.The skill rune for 'Corpse Explosion' that you're referring to is just a rune that summons a corpse and then blows it up. I guess yeah, this is similar, but I had something more Exploding Palm in mind. (Which, of course, then bring to question 'why have that if we have EP?) I think Corpse Explosion could bring a fun new mechanic to D3; target-able bodies. Currently when a monster dies you can't do anything else with it.

Diablo 2 Save Game Necromancer

Adding new mechanics that allow corpses to be manipulated opens a lot of possibility for skills, and would actually do a great deal in making Corpse Explosion unique from Exploding Palm. It would bring back strategic placement of enemy groups.Poison Nova is self-explanatory. A wide area spell that poisons the targets for high damage over a short period of time (2-3 seconds).

Rune options could include: Increased damage, increases damage taken by affected enemies, slows enemies, etc.Poison Explosion WAS a crappier version of Corpse Explosion. However, that doesn't mean it still needs to be. This would open the doors to a lot of cool rune possibilities, including even changing the element of damage (maybe a cold mist explosion? Necromancers and cold damage could work together.) Similar mechanics would be the Locust Swarm rune that causes slain enemies to leave a cloud of Locusts, but again, this would require corpse targeting, so it would be a drastically different gameplay dynamic.Bone Armor. Soul Harvest doesn't really come close to what I'd expect from Bone Armor.

I think this one would be hard to implement simply because the numbers in this game are too high. In D2 it would 'absorb X damage' and then vanish. In D3 that can't work because X would need to be multiple million, which is stupid OP for anything lower than T10. If they make it too weak it becomes garbage-tier and would require a set to give it a significant boost (which actually isn't out of the question) to be usable. I think if Blizzard sat down and thought about this they could make it work.Amplify Damage is covered by a lot of skills - Piranhas, Threatening Shout, Marked for Death, etc. However, none of those have the cool wide-area curse effect I'm thinking of. Also, this effect would be the base effect of the spell, and then runes could add additional effects.

I'm picturing this as a 'physical damage amplified' spell. Lower Resist I was thinking could cover the magical damage. This would provide two unique curses that have effects we haven't seen yet (separation of physical vs magical damage), which would allow stronger specialization in poison vs bone. Also, since these spells would be mutually exclusive, each could be a bit stronger than their competitors (instead of 15%-25%, maybe 30%-45% increases). I'm not a designer, but I think they could make it work.Decrepify. Again, there are a ton of spells in this game that slow things, not just on Witch Doctor. Making specific comparisons here doesn't make sense, since every class has AOE slows.

It's just another spell that would add utility and flavor to the class.Golems. You're right that they're basically the Gargantuan. This would make it harder to code.

Diablo 2 Save Game Necromancer 3

Though I do like the idea of a permanent Iron Golem that actually eats items to power up (or something). Fire Golem would basically be the Stinker rune for Gargantuan, except fire. This one would be harder to make unique.Fetishes and Dogs were definitely created to mimic Skeletons and Mages. However, I think with corpse targeting, and various runes, they could make these spells (yes, two separate spells) unique enough to not feel boring.Revive. Again, corpse targeting would be big for this.

And permanent is the key word.I think with the three summon spells and corpse targeting we would be able to get a very unique Necromancer experience without feeling like we've copied the Witch Doctor too much. In the end, all the classes have the same role, which is to do damage, control things, and survive.

The differences are the flavors with which they do so. I get it, they're not 1:1 copies of a Necro skill, but that's the point that they share enough similarities that they cover the basic functionality.

The curses are all covered and have wide areas of effect. Locust Swarm spreads across the entire screen and can AoE slow/decrepify if you gear for it and will provide debuff to monster damage if you rune for it, Zombie Piranha will jump out of the pool to hit every mob on the screen.The Necro would be a meta more like a Support WD is today and nothing more if they were put in as a 1:1 to their D2 counterpart. The class itself would need to be re-imagined in order to have a proper balance (no pun intended) with the class.Wall of Death is a low duration wall that deals damage and prevents movement. It does not absorb enemy attacks, and does not last as long as maybe a Bone Wall/Prison could. It's similar, yes, but it leaves plenty of room for a different similar skill. (Think: Barbarian's War Cry is not very fundamentally different from the various Monk/Crusader auras).Having a bone wall/prison work like D2 would break the high greater rift meta.

Just bring a support necro, bone wall/prison everything while your ranged classes hammer away at a safe distance with no threat to monster damage as the wall is 100% damage absorbing.Teeth would be a really cool concept for a generator, as long as they don't make it just two teeth. I don't think we really have a 'multishot' style generator on any class right now - Evasive Fire is the closest and it's just three. They could make Teeth shoot like 5 Teeth, and then have runes for various effects like 'each hit grants X resource', or 'teeth slows the targets', etc. Very different from Plague of Toads in both flavor and effect.Plague of Toads is similar, firing 3 toads out that go in a random direction. Magic Missile has 3 shot rune, Shock Pulse is a bit more of a 'fork' AoE type generator but has a limited range.Poison Nova is self-explanatory. A wide area spell that poisons the targets for high damage over a short period of time (2-3 seconds). Rune options could include: Increased damage, increases damage taken by affected enemies, slows enemies, etc.So basically Locust Swarm, just not an AoE nova and instead a disease like spread ability.Bone armor is Diamond Skin on the Wizard.

Exploding Palm is on Monk so giving the same skill to a Necro as Corpse Explosion wouldn't really work. Plague of Toads is similar, firing 3 toads out that go in a random direction. Magic Missile has 3 shot rune, Shock Pulse is a bit more of a 'fork' AoE type generator but has a limited range.It sounds like your argument here (and argument in general) is that we shouldn't implement it because we already have it?

If that's the case, shouldn't we remove all but one of them? There are so many examples of duplication of abilities across the classes that it would by hypocritical to block implementation of things simply because something 'that may be similar' already exists.

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