You can't get rid of Rain of Blood as it serves two purposes.
1) Is is there for Blood healing
2) It is there for Leach.
If you are going to alter Necromancy you should understand how the skills are intended to be used first.
For example Mosquito Swarm being magic armor instead of physical armor would actually be a detriment. Since not only do you remove the Physical Synergy, but Wizards actually do benefit from having both physical and magical attacks.
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In fact the big problem with your Necromancy "Fix" is you are thinking of it as being purely for magicians AND completely stuck in the first game mindset of no multiclassing at all costs.
The other is you, like many others, completely underestimate Necromancy because your stuck in a purely magician mindset. Mosquito swarm isn't useless, not only does it do good damage against anyone who lost their physical armor, but it is decent for topping off HP.
The other is it is by far overpowered... Dealing any percent of your HP as damage is absolutely devastating. 20% of your health can be 60 damage or more... More then AP skills typically do.
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So here is what Necromancy currently does
Necromancy is a skill set made to synergize mostly with frontline attackers, most notably Leechers but it isn't a requirement. It combos also with Air (and Earth/Water to a lesser extent). It has two main purposes, to sustain your frontline warriors indirectly (more set up based) and to deny the enemy the same through powerful CC-options. All the while being focused more on physical attack (Earth being the only int skillset of mixed types).
So you need to think of it on those terms.
1) It sets up healing and buffs through set ups or as secondary effects, often through damage.
--OR it protects the one who uses the skill, while still targeting the enemy.
2) It denies and reverses enemy advantages such as healing.
--OR It punishes the enemy, instead of shutting them down
3) It deals more damage against stripped enemies rather than through combos
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So if you want to expand on this, forget the blood and vitality mindset, you are missing the big picture.
You want to give it skills for the long distance mage? Go for it. What does a long distant mage need?
Well, how about a skill that doesn't cripple the enemy but instead deals damage if they move and how far they move? AND allow it to combo off of Teleport.
Last edited by Neonivek; 26/12/16 09:04 PM.