Commanding your Skeletal Warriors will break crowd control effects on them
Skeletal Warriors will no longer die after taking too many hits
Design Philosophy: When we were first designing Command Skeletons, we wanted to capture the feeling of being an undead commander by having skeletons regularly spawn around the Necromancer and charge into battle during combat. It created a cool visual, but as the class evolved through Set bonuses and Legendary powers, it became clear that this visual began to hinder gameplay for some builds. Skeletal Warriors now have the same defenses as all other pets in the game.
Devour
Voracious
Resource cost reduction stacks granted from this rune will now stack and are no longer overridden from multiple casts.
Simulacrum
Added a glow to the skill icon to indicate when Simulacrum is active.
Skeletal Mage
This skill will now display the duration of the oldest mage raised as a buff in addition to the total number of mages active
Design Philosophy: This change is largely to provide transparency to players on the duration of their mage armor. This will be especially useful to players using the Bones of Rathma set. It’s our goal that players will no longer feel compelled to refresh their Skeletal Mage counter when they’re already at max.
Bone Armor
Essence cost removed
Can now be cast while moving
Army of the Dead
Frozen Army
The pulsing damage from this rune has been spread out
Design Philosophy: This was done to ensure enemies within range are evenly hit and to better align with the visual. This will result in more targets being hit more consistently for the stated weapon damage amount.
Necromancer Passives
Fueled By Death
The movement speed bonus from this passive can now exceed the 25% cap
Life from Death
Added a maximum threshold on the number of health globes that can spawn in a given time.
Season 12 Necromancer Changes