hello.
assuming that upon necro revamp feats are properly moved to clearly have a reanimation feat tree with minion improvement feats only, and a nightfall with spell improvements feats, i present the following sugestions under that asumption.
adding more detonating efects using existing ingame curses and dots.
adding more complexity without adding more dps.
necromancer has 3 unique class buffs i propose that each provides diferent efects upon consuming dots with other spells.
for the following asume that switching from each of the 3 inter switchable buff is instant cast(wich currently inst).
also asume that gelid bones is given a small damage frost dot:
http://imageshack.us/a/img854/3319/dotsice.png
set's cold hatred:
presently adds a tiny damage increase to minions as soon as any necromancer spell deals critical damage
http://img266.imageshack.us/img266/2...coldhatred.png
each minion point value gives same amount in stacks granted by this buff with general of the dead/deathlord getting an 8 stack of this buff.
also adds 465 armor and 55 crit rating.
if under this buff consuming pestilential blast instead of doing damage on chill it would do this:
http://img546.imageshack.us/img546/9...armofflies.jpg
applying a physical damage dot with the insect animation surrounding target as in this curse existing in ymirs pass swamp
and grant a parasitic soul pet if chill crited with roughly 33% chance of this if it crited
if gelid bones would apply a low damage ice dot wich could be consumed by blasphemous ruin under this buff granting this:
http://imageshack.us/a/img805/125/plaguega.jpg
for 10 secs
with gelid bones adding a frost small damage dot with low spell damage coeficient so its always low damage independant of magic damage, and every time its casted it stacks hypotermia a small curse removing 1%cold protection stacking max at 3 stacks
at stack 5 spiritual torment casting a sucessfull unimaginable terror would do this
http://img854.imageshack.us/img854/3144/manadrain.jpg
for 10 secs at end of fear
blasphemy:
currently this buff grants 135 holy/unholy protection+110 hit rating
and makes flesh to worms double tick ocasionaly
if under this buff consuming pestilentual blast with chill would
deal the usual extra frost damage on chill and place this
http://imageshack.us/a/img705/9121/invokecurse.jpg
for 15 secs
if consuming gelid bones dot with blasphemous ruin under this buff would grant this:
http://imageshack.us/a/img96/2315/stolens.jpg
for 10 secs
at stack 5 spiritual torment a successfull cast of unimaginable terror would place this
http://imageshack.us/a/img692/9277/ethermadness.jpg
at end of fear efect for a few secs
set's ruin:
currently it grants 135 elemental protection(fire/cold/electric) and 125 spell penetration
and upon consuming pestilential blast with chill it grants sets pestilence, 10% base spell damage for 10 secs
if under this buff consuming pestilentual blast with chill would
deal the usual extra frost damage on chill and place this
http://img199.imageshack.us/img199/1...ingscreach.jpg
10 seconds
if consuming gelid bones dot with blasphemous ruin under this buff would grant this:
http://imageshack.us/a/img22/1314/suffocatingdust.jpg
at stack 5 spiritual torment a successfull cast of unimaginable terror would place this:
http://img687.imageshack.us/img687/7...vouringrot.jpg
i think it would be much more interesting gameplay to extend the unholy dots consumed by frost and have a frost dot consumed by unholy spells.
-------------------------------------------------------------------
also would be nice to have this as a spell with 45 secs cooldown
http://img203.imageshack.us/img203/3011/necroticrot.png
maybe as a feat expanding gangrenous stench to add this debuff while decreasing g.s cooldownt to 45 secs.
this should an inate feat for necromancer class to have this buff with 3-4 minutes cooldown
http://img849.imageshack.us/img849/6...resilience.jpg
--------------------------------------------------------------------
about reanimation and the undead servants
keep in mind these ideas asume as well that reanimation only has minion enhancement feats with the feats currently in nightfall moved to reanimation.
with a clear division of a side for enhancing mage pets and a side for melee pets enhancements.
currently there are 6 diferent types of melee pets each specialized on something and 2 featable extra minions each dealing mainly physical damage
corruptors-wich have a unholy damage proc
mutilators-wich apply and physical damage dot
blighted ones-proc spiritual tormant and drain mana/stamina
harvesters-give back tiny amounts of energy/mana/stamina
lifestealers-teamwide heal proc on each hit
necrotic bombs-explode in an unholy burst of dmage when hit by physical damage.
each of these pets can proc an adicional physical damage dot 5 point feat bonehoard wich is extremely low damage proc conected to each individual pet "speed of hits per sec"
also possible is to feat curse of pain wich adds a funky proc possibility to all melees hiting cursed target an extremely low damage unholy proc called agony strike
http://img189.imageshack.us/img189/6513/meleepets.png
now what is expected from a necromancer is damage
so any normal person will only use damage dealing pets.
under such reality stands to reason that best and most viable adjustment is to reduce amount of melee pets and adjust feats so they afect targeted mage/range/magic pets and melee physical dmage close range pets.
meaning reduce amount of available minions to something along these lines:
1 close range with higher hits per second like blighted ones.
1 higher reach range and lower hits per second like lifestealers.
allow necromancer reanimation feats to aflict procs determined by the feats.
meaning if i want my melee pets to give a small heal then i should feat it and not have to swap pets for it.
if i want my pets to proc mana/stamina drain i should just be able to feat it and not have to swap pets for it.
if i want my pets to have an unholy damage proc i should just feat it and not have to swap pets to have it.
so on so on, im sure you caught the gist.
current game mechanics grant too much dps bonus for melee pets so in event of doing adjustments like this. it might be needed to reduce amount of melee pets to just 6 or 4 while slightly enhancing their base performance so they are somewhat in same range as the range/mage pets wich dont gain much from team buffs.
possibly best and most fair way would to have just 4 melee pets with base damage increased to hit as current 2 pets do, so that group buffs wouldnt stack on 8-11 melee pets wich already currently is above all other dps classes for most part.
reguarding general of dead and slaughter wraith feats/minions
i sugest slaughter wraith removal its not used due to its very low hits per second and its damage doesnt compare to the dps provided by 6 melee pets wich is amount of pet points needed to have him up.
would be far more comepeling gamaplay to have less amount of pets like i described and justified, with feats adding all diferent sort of procs to them and furthering the general of the dead game play.
by this i mean having more short lived undead comanders to buff up your minions in battle.
http://img839.imageshack.us/img839/2232/warlordsw.jpg
like that guy added as a feat to summon him to for example deal extra damage while hes up or deal extra drains.
i think adding 2-3 more diferent comanders each with 2 minutes timer would work very nicely to provide a reanimation tree a more compeling gameplay with more interest then current simple mechanics of send pets and just respawn them if they died randomly in spellweaving bug that kills them.
would overall think would be better to dimish amount of melee pets slightly adjusting their damage and adding more undead comanders to summon mid battle to enforce better performance of your undead possy
--------------------------------------------------------------------
some ideas reguarding aa's
unhearthly apprentice
could be a comander type pet wich reduces hate on necromancer and team members except if in defensive stance and sligtly augments magic damage of team and necromancer 2 minutes cooldown to reuse something like
7%minus hate buff for team and 100 magic damage(given extremely low bsd coeficients this would be more of a group booster then a necro booster)
nightmare companions
the icon looks like dogs, the name makes you think of dogs, so how about you just adapt the already existing guild renown pet and mob (like in lvl60 destiny quest) that looks like this
http://img854.imageshack.us/img854/4466/undeaddog.jpg
to be a 1 minute cooldown summoning 2-3 dogs wich place a dot like that
http://img32.imageshack.us/img32/7757/ripperbite.jpg
and maybe fear enemies or do a hinder movement once upon cast
funeral rites
currently this feat extending amount of minions killed replacing draw forth the heart with this spell is simply useless.
i think this would be nice extra spell to add to middle of mage archetype aa tree bettewen unbinding charm and subtile ilusion
would be more appropriate if this silver perk would provide faster casting of pets or added extra abilities/reinfoced dots or base damage of pets.
decays of nature
only thing needed is slightly extending duration by 3 secs and increasing by 15% its dot damage
withered blasphemy
this feat simply inst working or worth it the 10 secs cooldown on withered soul proc alied with this feat doesnt even make sense given its impossible even with this feat to gain more then 1 instant icestrike every 10 secs(although reality is more like every 13-15 secs)
would be more interesting if this feat decreased cooldown to reuse of unimaginable terror and freeze this would be most optimal feat possible if it it reduced cooldown from default to 25-30 secs
--------------------------------------------------------------------
thx for reading and cheers.
(might edit again i most likely forgot something]