User blog comment:ClayHuang158/Necrius/@comment-3391671-20161016201508

Will covers many of the points I would have commented on, thus to not be redundant, I will first point out what aspects I would like to see out of this kit for it to be... more functional? Better to say, there could be a few tweaks made that answer my questions of "why is this mechanic like this?"

Before nitpicking the abilities, I will agree with Will about how the concept behind Necrius is intriguing in that he's a support battle mage. I wish pre-rework comes back in some form (maybe not with her, since she's changed into a completely different monster from what I thought she was supposed to be), but crying over that won't help.


 * Will makes a good point that Spirit Essence will need a bit of brushing up for the on-enemy-death effect. I wouldn't say that all enemies should drop it (since that would bloat the amount of Spirit Essence would have as resource), but instead have something similar to what has as of the rework; it avoids the spottiness of chance, but doesn't grant the immediate resource.
 * What I am proposing is that enemies killed by allies (in ) will grant Necrius Spirit Fragments, and he has to collect Fragments to gain an entire Spirit Essence. Meanwhile, champion and epic monster takedowns should grant a guaranteed Essence (this won't consume Fragments).
 * Once again, this model provides a consistent and more manageable means for Necrius to attain his Essence without needing to rely on the 20% chance.
 * Also, one more thing that caught my interest was that Essence regen in base. I don't think it should grant 10 Essence, but instead grant up to 10 Essence. What is the difference? Compared to the current model, going back to base would grant Necrius Essence, but not the entire stockpile. Of course, there is the interesting mechanic that returning to base likely gives Necrius a, but I feel that returning to base shouldn't be an automatic 10 Essence, and just grant him up to 10 if he returns to base with less than 10 in stock.
 * This also fixes the fact that limiting the amount of essence gained does not actually limit how many he'll gain. People can abuse the automatic 10 Essence mechanic by walking out and back into base, thus to get the 15 Essence. A cooldown could be implemented, but I feel that would be more of a band-aid fix instead of a well thought out implementation.
 * more TBA