Sign in to follow this  
Followers 0

d3 Necromancer Live Q/A Summary: Jan 26

8 posts in this topic


Recap of the Facebook Live Necromancer Q/A from from January 26. Answering questions were Julian Love (Senior FX Artist) and Travis Day (Senior Game Designer).

The Q/A has come to an end and its highlights can be found below.

  • Necromancers will be part of a standalone pack (no release date yet). The plan is to ship it to all platforms at the same time. Reaper of Souls is required to purchase the pack.
  • A new corpse mechanic had to be developed for the Necromancer to use.
  • No poison skills for Necromancers, they focus more on the theme of bones and blood and are overall darker than Witch Doctors.
  • The team has been playing around with various resources such as Blood or Corpses.
  • Necromancers will have controllable pets, some will be temporary, some permanent.
    • There will be Skeletal Archers & Mages
  • Necromancers will have a close-range melee style.
  • Necromancers will have their own weapon type - scythes.
  • The class will have 4 to 5 golems, developers are currently working on new golem types.
  • Necromancers will start with four sets. No itemization yet, so there's no information what they will do.
  • The team is pretty confident that Necromancers will have a role in the current meta, they bring a lot of curses (no dots to differentiate them from Witch Doctors) and other things to help groups out.
  • No Pet UI has been designed for Necromancer pets. Most of the passives are designed to give players the pet and their skills are active.
  • A lot of blood skills will drain health to deal damage and it's becoming a playstyle. There will be skills to replenish lost health via life steal.
  • Different builds can be explored e.g. pet builds where pets do most of your damage .
  • Revive is returning.
    • Blizzard is also working to fix the issue of no corpses at Rift Guardians.
  • The Armory & Seasons on consoles are still planned for an upcoming patch, more details to be shared soon.


Share this post

Link to post
Share on other sites

Yeah!  This sounds amazing and I cannot wait.  I love the Necromancer.

Share this post

Link to post
Share on other sites
2 hours ago, Stan said:

Necromancers will have a close-range melee style.

Necromancers will have their own weapon type - scythes.

I knew it. I hope they borrow some inspiration from Xul from HotS.

Edited by Valhalen

Share this post

Link to post
Share on other sites
9 hours ago, Valhalen said:

I knew it. I hope they borrow some inspiration from Xul from HotS.

Xul is a prototype, pre-alpha version of Necromanser. Not an inspiration ))

Share this post

Link to post
Share on other sites
16 hours ago, Valhalen said:

I knew it. I hope they borrow some inspiration from Xul from HotS.

They didn't said it like that. They said we can expect to have close range build or skills. I don't want melee necro x.x Look at how wizard is broken. Keep mages ranged pls

1 person likes this

Share this post

Link to post
Share on other sites
1 hour ago, Kaelos said:

They didn't said it like that. They said we can expect to have close range build or skills. I don't want melee necro x.x Look at how wizard is broken. Keep mages ranged pls

Ah yes. I agree with you. I don't want a another broken class like the Wizard, but would be pretty fun to have a Melee build. But I definitely wanna play the Summonancer.

Share this post

Link to post
Share on other sites
5 hours ago, Valhalen said:

Ah yes. I agree with you. I don't want a another broken class like the Wizard, but would be pretty fun to have a Melee build. But I definitely wanna play the Summonancer.

One melee build would be definitely okay. But overall it must be a ranged class. Melee necro is a death knight not necro in my opinion. There are like 4/6 melee classes at the moment. 

Edited by Kaelos

Share this post

Link to post
Share on other sites

its not going to be all melee guys watch the q&a or just skip through it like i did. someone asked about fighting rg if youre all outta corpses so they are making it possible to keep fighting if need be. the necro is not going to be completely melee. 

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      The "First Look" series continues with a preview of new zones added in Patch 2.6.0 - Shrouded Moors, Temple of the Firstborn and Realms of Fate.
      Patch 2.6.0 is a standard content patch and you won't have to purchase the Rise of the Necromancer Pack to get access to the new zones. Last week, we explored Challenge Rifts.
      Blizzard (Source)
      Sanctuary is a big place, and in Patch 2.6.0 it’s about to get bigger! With new areas appearing in Acts II and IV of Adventure Mode, there are more places to explore, more bounties to complete, and more monsters to slay. Join us, nephalem, as we take a first look at these new locations.
      The Shrouded Moors: Remnants of a Lost Civilization
      Fetid swamps stretch beyond your vision, obscured by a dense fog that commands malevolent intent. Ancient structures long since abandoned are scattered across the sunken mire, and the absence of human activity might have something to do with an ongoing eerie sense of being watched. Still, despite the sense that something unnatural looms in the distance, the notion that treasure and glory may await tempts even the most cautious being.
      Welcome to the Shrouded Moors.

      Early concept for the Shrouded Moors.
      Located in the northeastern reaches of Sanctuary, the Shrouded Moors border a verdant wilderness. This land shows clear signs of the influence of those untamed wilds, as beasts most foul and vicious have become its primary inhabitants. The remaining stone structures—their purpose lost to the passage of time—stand as the only clue to any humanoid settlers that may have once called this forsaken soil home.

      Whether because of the scattered structures and creatures within, the Shrouded Moors are an unsettling place.
      However, Tyrael and his Horadrim have received word that this land may be less deserted than previously thought. Lurking below, a great evil has begun to stir, drawing followers with most unsettling desires...
      The Temple of the Firstborn: Desiccated or Desecrated?
      An ancient monument to the earliest nephalem, the Temple of the Firstborn has long been hidden away deep beneath the surface of Sanctuary. However, a new and dangerous cult has arisen and taken residence within the buried structure. Disappearings on the outskirts of the moors are inciting fear, and the dusty tiles of the temple are streaked with disturbingly fresh blood. There is no doubt that a powerful evil now lurks below.

      Early concept for the Temple of the Firstborn.
      These cultists have been hard at work, twisting the flesh of mortals and bending creatures to their ill will. Abominations stalk the halls—horrors that should not be, filled with hate and driven by bloodthirst. Who, or what, bids the creation of such terrible creatures?

      Darkness inhabits the ancient halls of the Temple of the Firstborn.
      Perhaps a brave soul will plumb the depths of this cursed place and put an end to the source of these horrid aberrations…
      Realms of Fate: A Heavenly Consequence
      The High Heavens are still reeling from the events of the Prime Evil’s assault. While the angelic host works to repair the damage from the atrocities that violated their sacred home, the Archangel of Fate, Itherael, has discovered a curious development in the far corners of his sanctified libraries.

      Seamless environmental transitions blend endless possibilities together.
      The tomes and history stored within his libraries are changing the heavens themselves, transforming into small pockets reflecting the past, present, and potential futures. Though no one can make sense of why this has occurred, it still poses a threat to Sanctuary. Tyrael invites the nephalem to investigate, his faith in their skills, if not their hearts, still strong.
      Bounties, Treasures, and Monsters Await!
      All three of these new areas are coming in Patch 2.6.0, completely free to all players with the Reaper of Souls expansion pack or Ultimate Evil Edition of Diablo III. Will you solve the mysteries lurking below the Shrouded Moors? Or will you wander the Realms of Fate, forever searching for your future?
      The choice is yours, hero, and we look forward to seeing the fruits of your endeavors!
    • By Stan

      Rise of the Necromancer Pack is just one week away and will go live on June 27!
      Rise of the Necromancer Pack will be available on June 27 for just $14.99 USD!
      It's arriving on all platforms simultaneously. The price is $14.99 USD.
      Purchase the Rise of Necromancer Pack to gain access to
      the new Necromancer Class & Legendary Items 2 additional stash tabs and character slots the Half-formed Golem Pet Wings of the Crypt Guardian Necromancer Banner, Sigil and Accent, Necromancer Portrait, and Blood Master Pennant Blizzard (Source)
      Steel your hearts and get ready to maintain the Balance, nephalem. We’re only a week away—The Rise of the Necromancer Pack is arriving June 27 on PC, PlayStation 4, and Xbox One!
      Comprised of controlled, calculating individuals, the Priests of Rathma have long known the true stakes at the heart of the Eternal Conflict. Known to uneducated outsiders as Necromancers, these masters of blood, bone, and the dark arts are often misunderstood. Driven to protect the Balance at all costs, those dedicated to walking this path see neither good nor evil in their actions; simply obedience to the cycle of being.
      The Rise of the Necromancer is a purchasable content pack coming to Diablo III: Reaper of Souls and Diablo III: Ultimate Evil Edition. The pack will be available for purchase starting June 27, 2017 for PC, PlayStation 4, and Xbox One, and will cost $14.99 USD.
    • By Stan

      Necromancer Beta has now ended according to an announcement by CM Nevalistis on the official forums. More information about the Necromancer DLC should be posted soon. Haedrig's Gift for Season 11 has Necromancer Sets listed, so maybe it will go live when Season 11 starts on Thursday, July 20.
      Blizzard (Source)
      The Necromancer Beta has now ended.

      We want to take a moment to thank all of your for your honest, detailed feedback provided throughout the course of the Beta. Thank you, from the bottom of our hearts, for being a part of bringing the next Diablo III class to life!

      We'll leave the forums open until the end of this week (June 23) in case you wish to archive anything. After that, we'll be closing them down. 

      Thanks again, and we'll see you in Sanctuary!
    • By Stan

      Challenge Rifts are a weekly static version of a previously completed Geeater Rift. It's pulled directly from a player's account and you will need to beat the timer with the same skills, paragon levels, gear and layout as the original player to claim Blood Shards, and various Crafting Materials. This game mode will be introduced in Patch 2.6.0 and you won't need to purchase the Necromancer DLC Pack to unlock it.
      Challenge Rifts will rotate every Monday. For more information, visit our Challenge Rifts Preview.
      Blizzard (Source)
      The breadth of build variety in Diablo III is vast, and it can take a lot of time to try them all. Challenge Rifts are a weekly opportunity to try a totally new build, receive a reward for your efforts, and compete with other players on a level playing field!
      What Are Challenge Rifts?
      Challenge Rifts are a weekly static version of a previously completed Greater Rift. To create a Challenge Rift, we pull a Greater Rift run directly from a player’s account. Once we have that snapshot, we make that exact character, including their items, paragon levels, skills, and gear available for everyone to play.

      This also includes an exact copy of the Greater Rift they completed with that character. Enemies, pylons, and the dungeons you encounter will all be exactly as they appeared when the original player completed their run. If you beat the original runner’s time, you’ll be rewarded with a weekly satchel filled with bounty and crafting materials and some Blood Shards.

      Challenge Rifts will rotate every Monday, so each week you’ll have something totally new to try.
      What’s the “Challenge” in Challenge Rift?
      Diablo III is a game that embraces randomization. Environments, monsters, monster affixes, loot . . . these all have an element of randomness at their core. Challenge Rifts offer a break from that mold, putting every player on equal ground. With the same tools—and, with some builds, the same handicaps—it’s a different kind of contest.
      To truly conquer Challenge Rifts and prove you’re the best of the best, you’ll need to be on top of your game by exhibiting your skills, game mastery, and class knowledge. While there is certainly strategy to pushing as far as you can in Greater Rifts, the strategy to becoming a champion of Challenge Rifts focuses on execution. Spending time to get to know the map, spawn locations of enemies, and pylon locations may completely change your approach to improving your time. A floor might be sparse on Elite packs and you find you need to focus on eliminating certain non-elite enemies to push your progress bar—or perhaps an Elite pack is worth skipping because it’s too far out of the way.

      It might even be worth putting together a little plan!
      Builds are selected from live players, so you might get something totally different than the builds you’re used to seeing on fansites or your favorite streamer’s channel. A build from the start of a Season might be a mix of the first Legendaries someone happened to find, and you may need to capitalize on the effects of items or abilities you’re not used to using. Regardless of how the build came together, it’s the same set of tools every player in the Challenge Rift will be using—this puts every player on a level playing field, so you’ll play alongside the best in the world no matter your experience!
      The choice is yours in how you approach, and when you’re pushing the limit amongst friends and other community members, there’s nothing more satisfying than eking out your buddy’s best score by a handful of seconds. 
      Playing Your Way
      Challenge Rifts were a long-incubated project from Senior Game Designer Adam Puhl, and it’s clear he’s passionate about it! Adam’s eyes light up when he thinks about the next challenge around the corner and how he’s going to dissect and conquer it. “It’s an adrenaline rush,” he says, and his excitement is contagious. “When you’re racing that clock, it can be some intense, heart-pumping action.”

      Adam hopes that Challenge Rifts accomplish a few feats. For one, they offer a level playing field for players to compete on. Secondly, it’s a different experience than the usual Diablo gameplay, and it’s nice to take a break to focus on your skill mastery, refining the details, and strategizing the best way to conquer a specific map. “I’m really hoping it’s an opportunity for players to hone their skills, sharpen their reactions, or polish their resource management,” he shares. “It’s also a great opportunity to highlight build diversity. Not every skill will be in a top build, but that doesn’t mean there aren’t a lot of fun ways to play Diablo.”
      On a personal note, the moment I saw Challenge Rifts, I knew I was going to fall in love with them. To me, Challenge Rifts are the game design answer to what I wanted to explore with the original Play Your Way series. Build diversity doesn’t have to mean min/maxing. One of my favorite memories from a past season was watching a friend of mine giggle maniacally as he decimated enemies with the chain spawned by his Maximus. He decided that’s what he was going to build around, and it was silly, fun, and still a great memory I hold dear.
      We come together in Sanctuary to slay monsters and collect loot. While Challenge Rifts are more focused on the former, it’s a great way to explore so much more of what the game offers when we take off our optimization blinders.
      Ready for a Challenge?
      What do you think of Challenge Rifts? Are you looking forward to climbing the leaderboards? What’s your strategy for tackling them? Have you tried them on the Necromancer Beta and knocked a pro off their pedestal? Let us know in the comments and stay tuned; we’ve got more Patch 2.6.0 information on the way!
    • By Starym

      Sets being revealed in action along with a couple of legendaries, the DLC releasing with Season 11 seems more and more likely!
      We've read all about the new Necromancer legendaries coming with the DLC, and now we get to actually see all of them in action! The fact Blizzard are officially showing these now gives more credence to the theory that we'll be getting the Necromancer DLC along with Season 11, which starts July 20th, despite the fact they limited the legendary selection to 4. If you want to check out more legendaries and the most recent Necro changes, check out our Beta patch notes, or you can see everything you get with the DLC pack here.
      Blizzard (source)
      The Priests of Rathma are capable of wielding formidable dark magic – but they must first unlock their potential using items of immense power.
      Look below to discover the tools you’ll use to dominate your foes on the battlefield with the Rise of the Necromancer pack. Click on each item’s name to bring up detailed info.
      As with other classes in the game, the Necromancer will have access to four groups of Set Items. Each has a unique theme related to the core concepts that define the class: blood and bone.

      The above items aren’t all you’ll find in your journey! Below are just a few of the over 30 new Legendary powers you can use to strengthen your Necromancer’s already potent skills.

      The Necromancer will be here before you know it, nephalem. Which of the above Sets are you planning to play with first when the new class is available? Let us know in the comments!