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also next in line is sorcerer, then monk
The idea of resurrecting an enemy's teammate to fight against them as a thrall sounds wildly entertaining, but it would probably be ♥♥♥♥♥♥.
Make the summons timed- add limited spell charges ontop of that- only one of each summon type may be summoned, or X amount depending how good they are.
(Ie something similar to a mummy is pretty slow and easy to kite, while regular skeletons should be limited to one per type)
Or limit the necromancer to one permanent summon or re-summonable summon, with the spells focusing more on dealing damage/buffing the summon. But they would have to make this summon a huge threat-
Obvious weakness: Npc pathing dependent, the necromancer summons would be easy to fool, kite, or troll. Meaning that while even a necromancer with several summons sounds scary, the counterplay is quick and painless.
Where would necromancers be scary? duos and trios. 1-2 players advancing supported by (brainless) npcs sounds busted as ♥♥♥♥: Solutions
Make the summons health/damage scale with the necromancer's own stats- so at gray's/whites they will be weaker than hostile undead npcs.
But at Greens and above they will be able to compete with npcs- maybe even exceed them with legendary gear.
The attack patterns to make it more fair should be the same as regular npcs, but they should be easy to identify and differentiate from the npc summons- maybe by making them look more armored, or different colors.
All necromancer summons should die inmediatly on necromancer death.
Pro's and cons: This class as a concept- if it ever gets made, sounds like will excell at lower gear brackets, making PVE a breeze, and low gear encounters less scary.
But i feel a necromancer wont be able to compete at higher skill levels- because honestly npcs are braindead, summons like the treant are only ever scary if bodyblocking and are little more than glorified walking walls.
ID love a summoner class like that BUT i can see its problems.