


Golems are somewhat redundant with druid summoning and have been replaced with corpse interactivity. Not everyone will take this passive at the same time or put the same number of points into it, which is a hallmark of a good passive. Three skills seems to be the right amount for a summonmancer, but the important thing about this passive is that it creates a decision point during the levelling process: do you want more minions or stronger ones? This will depend on your playstyle and usage of other skills.

Note that resistances are now innate to each minion and no longer require a separate passive. The skeleton/revive backbone is fine and just needs some tweaking. The Brotherhood necromancer has a much bigger focus on corpses, ways to create them and many more ways to consume them, introducing some much needed decision making to the class. With half of the skill trees out of the picture, it lacks interactivity other than very non-necromancery behaviour such as compulsive bone spell spamming.īrotherhood takes some steps towards fixing this and making the class a lot more interactive. The problem is that it has a large focus on utility, all of which is dead weight in a game like this. The vanilla D2 necromancer is very flavourful compared to many other games. To address some concerns about the previous druid announcement: this is not a concept, this stuff is fully functional. While all seven class kits are almost completed, the necromancer is the second class to hit the milestone of a full 24 skills. The goal is to make D2R a more tactical game, instead of just "plan build, make build, try to stay awake for 5000 boss runs". It is similar in scope to Median XL for classic D2, but offers a more "gritty" approach instead of big exploding fireworks. Brotherhood is an upcoming total conversion mod for D2R, replacing most character skills, the item system, monster AI and behaviour, and adding new challenges.
