Okay I've read some things now.
My main problem with "an increase everything on target by a %" effect is that it's still just a "you'll be better on fights where there's only one target to damage" button. Sure, it would make Necro scaling more linear than it is now... but then so would just taking Festering Curse out altogether and just boosting their DoTs a bit. I guess there is the strategy element of "is this target worth blowing it on or will there be something more important during the fight?" but overall I'm not sure how interesting it is. Rather make DPS not significantly dependent on an active AA at all to get around all the issues inherent there. Rather see some interesting utility!
A super mode could be neat. Maybe a pet-based super mode could be cool too.
Maybe an effect which makes any and all DoTs into a group lifetap over time, say 5% of any caster's DoT damage becoming a heal for that caster's group. Synergy between Necros, and a little with Shamans too. Maybe even make it spread via the tome disease spread code.
"Dread Pact" - Necro targets an ally and gets a debuff on themselves. For the next 15 minutes, their target receives healing equal to any healing the Necro receives from their lifetap and lifetap-over-time spells, but if the target dies the Necro dies too, or they get dropped to 1% HP and lose the ability to FD for a while or some such.
Super mode v2 - Necro receives a debuff which turns all their damage into lifetaps, increases their damage by a %, but drains 20% of their max HP each tick. Lasts a minute or two maybe.
"Curse of Fate" - the target receives damage equal to any damage the caster receives for a little while. Actually that has all the problems I said at the start and more so forget that.
"Raise the Dead" - Necro sacrifices their pet to raise the bones of one of their fallen allies, with the same HP and Mana that the ally had as well as any single-target spells they had memmed at the time of death (nukes, DoTs or heals particularly) although with their casting limited to pet AI. The pet expires after a minute.
Etc etc etc. I guess most of those aren't even very utility...y
FC:
10 sec cast
0 recast
For each tic this spell is active on a target, they take an additional .5% damage from its caster up to 20% (at 4 minutes). Past that they take an extra .2% per tic, not to exceed 40% (14 minute mark, fights almost never go this long, but a cap helps prevent exploits)
My main problem with "an increase everything on target by a %" effect is that it's still just a "you'll be better on fights where there's only one target to damage" button. Sure, it would make Necro scaling more linear than it is now... but then so would just taking Festering Curse out altogether and just boosting their DoTs a bit. I guess there is the strategy element of "is this target worth blowing it on or will there be something more important during the fight?" but overall I'm not sure how interesting it is. Rather make DPS not significantly dependent on an active AA at all to get around all the issues inherent there. Rather see some interesting utility!
Change FC to: Demonic Contract
15 min cd
1 sec cast
5 tic self debuff
-10% health every tic
+4% mana per tic
+1% mana to all group members per tic
+50% critical spell chance
Gain additional -100 resist mod to all spells (if possible)
A super mode could be neat. Maybe a pet-based super mode could be cool too.
Maybe an effect which makes any and all DoTs into a group lifetap over time, say 5% of any caster's DoT damage becoming a heal for that caster's group. Synergy between Necros, and a little with Shamans too. Maybe even make it spread via the tome disease spread code.
"Dread Pact" - Necro targets an ally and gets a debuff on themselves. For the next 15 minutes, their target receives healing equal to any healing the Necro receives from their lifetap and lifetap-over-time spells, but if the target dies the Necro dies too, or they get dropped to 1% HP and lose the ability to FD for a while or some such.
Super mode v2 - Necro receives a debuff which turns all their damage into lifetaps, increases their damage by a %, but drains 20% of their max HP each tick. Lasts a minute or two maybe.
"Curse of Fate" - the target receives damage equal to any damage the caster receives for a little while. Actually that has all the problems I said at the start and more so forget that.
"Raise the Dead" - Necro sacrifices their pet to raise the bones of one of their fallen allies, with the same HP and Mana that the ally had as well as any single-target spells they had memmed at the time of death (nukes, DoTs or heals particularly) although with their casting limited to pet AI. The pet expires after a minute.
Etc etc etc. I guess most of those aren't even very utility...y