
bro1017 |
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Reaper Weapon Familiarity: It's almost better on martial people dipping into Necromancer, unlocking advanced axes. But my main gripe is that these weapon proficiencies don't have much reason to be locked behind a feat - namely, what is preventing Necromancers from just knowing how to swing Scythes at level 1? (I know the comparisons don't necessarily work 1-to-1, but all Clerics get a special weapon for free and all Bards get every martial weapon for free. It's not unprecedented.)
Draining Strike: You've touched upon a common trend here. Muscle Barrier and Body Shield are also forms of early-game survivability feats, all of which require Thralls. Presumably, you're playing a melee build to perform melee attacks instead of casting Summon Thrall. Doing those melee attacks leaves you without the Thralls which allow you to perform well in melee. That's a heavy mismatch between the melee options and the basic ability to use those melee options (related to my rant on Bind Heroic Spirit later on).
Osteo Armaments: It got better when someone informed me that the summoned weapons don't have a max duration, but in 90% of scenarios you're better off simply purchasing an actual weapon and spending your feat elsewhere. That said, I would never wish for this feat to be removed - its core thematic is extremely strong.
Bind Heroic Spirit: I'm glad that other people also see this as a build-defining feat which arrives far too late. I am personally of the opinion that this could be a rank 1 single-action focus spell which only summons Thralls (no Heroism), and that alone would be a MASSIVE improvement to the Necromancer's gish viability. (I'm even theorizing whether such an ability could just be a passive effect on the class itself - they're still heavily incentivized to stay at range going all-in on INT with Summon Thrall, but basic melee support wouldn't detract from that basic playstyle at all)
I'd even settle for a rank 3 focus spell which mirrors the heightening of Heroism, and even that feels like a really late implementation of what I'd call a playstyle-defining ability.
I'm fine with the notion that the Melee Necromancer gets less Thrall generation. I'm less fine with the thought that a level 18 Necromancer summons 3 Thralls per action, about to be 4 per action at level 19, and ONLY JUST NOW can their melee attacks summon a singular Thrall. (I know right now it also affects their ranged strikes, but if the concept of an gun Necromancer is what's choking out the melee benefits... that's just a supremely weird reason to kneecap the gishes)
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Warpriest-Style subclass: I'd go a step further and say Battle Harbinger. If you aren't aware - it's a new Cleric subclass which replaces their spellcasting with Magus-style spell slots and proficiency growths. Partially because I don't think we're ever going to see another full caster gain an option like Warpriest, partially because I already view Necromancer as a class where I'm fully okay giving up my old spell slots.
That said, Necromancer is interesting to me as a light class because their feats DO allow them to become hugely resilient. In theory, anyway (see my argument on Draining Strike). It only sucks because their iconic gish uses a scythe in light armor, which is kind of bad at level 1. Level 10+, your ability boosts allow studded leather to cap out your AC without foregoing INT or STR at all, but actually making it to that point is rough. I don't think there's a perfect answer here, because medium armor would solve the mechanical problems in the early game whereas I don't think the class even makes thematic sense with medium armor. (And I kind of which PF2 were more lenient with people not instantly capping out their AC for this precise reason - the mechanical incentive is massive)
ugh idk, I agree with your thesis that they'd do better with medium armor. I just wish that weren't so true for thematic reasons.