Hi! I made a Forum post on Battle.net and it got a good vibe, so I just wanted to put this topic in more places. I really enjoy the Trag'Oul's set, and it is really sad that Death Nova in general does not do enough damage to make it viable/usable.
I am not trying to find a different Trag'Oul build... I am trying to get peoples opinions on Death Nova and the fact that it does not do enough damage to make it usable. This can go outside of Death Nova as well... Skills like Corpse explosion, which can do a fair amount of damage with the items, and Bone Spirit, which doesn't have a use as of right now.
What are your guys thoughts on this? What changes would you like to see before Season 11 starts?
I know that Trag'Oul's already has a greater rift build that uses corpse lance, which is fine. My only issue with it is that is, more or less, the only thing you can use for Trag'Oul's. You can use Skeleton Mages, which is Rathmas thing, and you can use Corpse Lance, which is Pestilence Masters thing...
I think thats an issue when the blood build, the build that improves blood skills, cant use the one skill that thematically makes the most sense, which is Death Nova.
I will leave it at that... LET THE DISCUSSION BEGIN!
Agreed! I've had a lot of problems trying to make the Trag'oul set "good" and some of the builds people are gaining momentum with feel like they belong to the other Necromancer sets. I started using Trag'Oul's with corpse lance but was disappointed with the single target nonsense. I then went to corpse explosion but was unhappy with the damage output vs number of corpses needed, which seems a huge problem for the set all around. There are other small issues with this set that have a big impact; Obsidian ring of the Zodiac doesn't count life spent as a resource (specifically for Land of the Dead), Moribund Gauntlets and Grasp of Essence are both hand armor slots so you are forced to use your cube slot and Ring of Royal Grandeur.
All in all, to me, the set feels like you're fighting to fit gear in some slots and nothing you really want to put in others. Trag'oul's fang seems like it was developed to help the damage of the set but asking a glass cannon to dash in do a melee swing then dash out and start using spells feels Really interruptive. I've spent a lot of time tweaking, trying to get Land of the dead on low cooldown, trying to do a Corpse lance-Corpse Explosion build for a.o.e and single target but hit gear issues and in the end I just can't handle T13 with that much diversity in the build. After wondering what would make it better, more corpses for spells (you spend X to kill a guy and he drops 1 = exponential curve problem), higher gold radius, healing from items and gems included in the set, lower cooldown for Land of the Dead and on and on, I came to believe a flat increase of the blood damage of the set is the best "Fix-all" giving players ability to spread across all the life cost spells rather then just 1 very specific build that kinda works in high level rifts while Inarius just runs by laughing. Blizzard wouldn't have to introduce a new bracer or off hand etc. and it gives players more flexibility.
There is also the disappointment of not turning into a blood mage that made the set fun in D2 or any mention of it in the flavor text of the item (I expect a patch of this like they did with Unity Ring) . I'm sure someone has mentioned this already.
In the end I'm worried this will be the Wrath of the Wastes for Necromancer because it's a tricky thing to fix. Having glass cannons spending life as resource while balancing damage taken and healing without being too powerful makes my head hurt just thinking about the development process. What I'm hoping for is a Bracer, Phylactary and/or weapon that affects your blood damage or corpse costs but I doubt these will be coming in Season 11 unless Blizzard has some surprises up its sleeve.
Agreed! I've had a lot of problems trying to make the Trag'oul set "good" and some of the builds people are gaining momentum with feel like they belong to the other Necromancer sets. I started using Trag'Oul's with corpse lance but was disappointed with the single target nonsense. I then went to corpse explosion but was unhappy with the damage output vs number of corpses needed, which seems a huge problem for the set all around. There are other small issues with this set that have a big impact; Obsidian ring of the Zodiac doesn't count life spent as a resource (specifically for Land of the Dead), Moribund Gauntlets and Grasp of Essence are both hand armor slots so you are forced to use your cube slot and Ring of Royal Grandeur.
All in all, to me, the set feels like you're fighting to fit gear in some slots and nothing you really want to put in others. Trag'oul's fang seems like it was developed to help the damage of the set but asking a glass cannon to dash in do a melee swing then dash out and start using spells feels Really interruptive. I've spent a lot of time tweaking, trying to get Land of the dead on low cooldown, trying to do a Corpse lance-Corpse Explosion build for a.o.e and single target but hit gear issues and in the end I just can't handle T13 with that much diversity in the build. After wondering what would make it better, more corpses for spells (you spend X to kill a guy and he drops 1 = exponential curve problem), higher gold radius, healing from items and gems included in the set, lower cooldown for Land of the Dead and on and on, I came to believe a flat increase of the blood damage of the set is the best "Fix-all" giving players ability to spread across all the life cost spells rather then just 1 very specific build that kinda works in high level rifts while Inarius just runs by laughing. Blizzard wouldn't have to introduce a new bracer or off hand etc. and it gives players more flexibility.
Hey WertsShoe, thank you for your comment.
I wanted to touch up on the Flat damage "fix-all" you were talking about. If you increase blood skills by an additional 1000% then nothing changes with the set... Corpse lance will still be strongest, or every blood skill will remain the same for that matter (ranking wise). I think we need a more targeted damage increase. I.e. specifically target death nova, specifically target Corpse Explosion, Bone Spirit, Simulacrum with this set.
I don't think the set needs to run Simulacrum, I just want it to feel better. The necromancer doesn't have a lot to captilize on the fact that Simulacrum is up without spending another 120 second cooldown.
I mentioned this in the Battle.net Diablo 3 Forum about the set feeling like the Akkrats Champion Set for the Crusader. You are able to do a t13 if you have high end gear. You can even do a 70 with high end gear. Thats the issue though, it takes a lot of pieces to get it working.
Don't want to stop this discussion I want people to continue discussing this, you had a lot of good stuff WertsShoe.
I was just thinking right now, what if Bloodtide Blade was 100% instead of 30%... GO!
Hi! I made a Forum post on Battle.net and it got a good vibe, so I just wanted to put this topic in more places. I really enjoy the Trag'Oul's set, and it is really sad that Death Nova in general does not do enough damage to make it viable/usable.
I am not trying to find a different Trag'Oul build... I am trying to get peoples opinions on Death Nova and the fact that it does not do enough damage to make it usable. This can go outside of Death Nova as well... Skills like Corpse explosion, which can do a fair amount of damage with the items, and Bone Spirit, which doesn't have a use as of right now.
What are your guys thoughts on this? What changes would you like to see before Season 11 starts?
I know that Trag'Oul's already has a greater rift build that uses corpse lance, which is fine. My only issue with it is that is, more or less, the only thing you can use for Trag'Oul's. You can use Skeleton Mages, which is Rathmas thing, and you can use Corpse Lance, which is Pestilence Masters thing...
I think thats an issue when the blood build, the build that improves blood skills, cant use the one skill that thematically makes the most sense, which is Death Nova.
I will leave it at that... LET THE DISCUSSION BEGIN!
Agreed! I've had a lot of problems trying to make the Trag'oul set "good" and some of the builds people are gaining momentum with feel like they belong to the other Necromancer sets. I started using Trag'Oul's with corpse lance but was disappointed with the single target nonsense. I then went to corpse explosion but was unhappy with the damage output vs number of corpses needed, which seems a huge problem for the set all around. There are other small issues with this set that have a big impact; Obsidian ring of the Zodiac doesn't count life spent as a resource (specifically for Land of the Dead), Moribund Gauntlets and Grasp of Essence are both hand armor slots so you are forced to use your cube slot and Ring of Royal Grandeur.
All in all, to me, the set feels like you're fighting to fit gear in some slots and nothing you really want to put in others. Trag'oul's fang seems like it was developed to help the damage of the set but asking a glass cannon to dash in do a melee swing then dash out and start using spells feels Really interruptive. I've spent a lot of time tweaking, trying to get Land of the dead on low cooldown, trying to do a Corpse lance-Corpse Explosion build for a.o.e and single target but hit gear issues and in the end I just can't handle T13 with that much diversity in the build. After wondering what would make it better, more corpses for spells (you spend X to kill a guy and he drops 1 = exponential curve problem), higher gold radius, healing from items and gems included in the set, lower cooldown for Land of the Dead and on and on, I came to believe a flat increase of the blood damage of the set is the best "Fix-all" giving players ability to spread across all the life cost spells rather then just 1 very specific build that kinda works in high level rifts while Inarius just runs by laughing. Blizzard wouldn't have to introduce a new bracer or off hand etc. and it gives players more flexibility.
There is also the disappointment of not turning into a blood mage that made the set fun in D2 or any mention of it in the flavor text of the item (I expect a patch of this like they did with Unity Ring) . I'm sure someone has mentioned this already.
In the end I'm worried this will be the Wrath of the Wastes for Necromancer because it's a tricky thing to fix. Having glass cannons spending life as resource while balancing damage taken and healing without being too powerful makes my head hurt just thinking about the development process. What I'm hoping for is a Bracer, Phylactary and/or weapon that affects your blood damage or corpse costs but I doubt these will be coming in Season 11 unless Blizzard has some surprises up its sleeve.
Hey WertsShoe, thank you for your comment.
I wanted to touch up on the Flat damage "fix-all" you were talking about. If you increase blood skills by an additional 1000% then nothing changes with the set... Corpse lance will still be strongest, or every blood skill will remain the same for that matter (ranking wise). I think we need a more targeted damage increase. I.e. specifically target death nova, specifically target Corpse Explosion, Bone Spirit, Simulacrum with this set.
I don't think the set needs to run Simulacrum, I just want it to feel better. The necromancer doesn't have a lot to captilize on the fact that Simulacrum is up without spending another 120 second cooldown.
I mentioned this in the Battle.net Diablo 3 Forum about the set feeling like the Akkrats Champion Set for the Crusader. You are able to do a t13 if you have high end gear. You can even do a 70 with high end gear. Thats the issue though, it takes a lot of pieces to get it working.
Don't want to stop this discussion I want people to continue discussing this, you had a lot of good stuff WertsShoe.
I was just thinking right now, what if Bloodtide Blade was 100% instead of 30%... GO!
bloodtide blade could definitely use a buff, something to alleviate the feast vs famine theme that trangouls has.