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I think the college of necromancers is a bit much, lmao, having more than one apprentice is insanely strong, especially because they can summon their own minions. But, I think having it cap at just 1 extra is fine, two apprentices doesn't feel too bad at all as the game gets harder. But, again, I don't know how intense later NG+ cycles get so, maybe I'm wrong.
I mean, I'm just entering NG+ as well with mostly blue/purple gear but I still feel like this is really strong.
The teleport and the detonation stuff feels really solid so far, though I think the teleport should not be allowed to go over walls. Completely trivializes traps and navigation.
Damage wise, I haven't felt like I've been doing too much damage so far?
I think I've felt too TANKY for a mage. But given what stat the necromancer scales off of and that I'm not deep in the NG+ cycles yet, maybe being tanky won't be a bad thing in case a stray projectile or two flies at me.
The aura sounds pretty neat. Isn't death march just a passive that enhances Death Strike and Death Coil though? I think Outbreak would be a sick spell. Short range, pseudo-melee touch spell that spreads plague throughout enemies. I know someone made a Necromancer mod in Hammerwatch 2 that lets you revive recently killed enemies as your own minions, but I think they'd have to be timed so it doesn't get overwhelming lmao.
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Ice spells on necromancers is always awesome. I love both of these ideas.
I used this one but got some problems.
The passive for Skel doesnt seem to work - Theres like no Minion
Also i cant see see Death and Decay just the DMG.
Did i do anything wrong?