Marvelous community,
Let's get those precious minds to work and shape the best possible concepts for the classes.
So how will this work? We will ask you 5 questions (a question every day) about the class of the week. All your answers will be gathered and then evolved if needed, to create the best, and most fun to play class.
Yup, a lot of resurrected creatures are coming, but what else? Poison and corruption? Bones coming out of everywhere?
Let's see what the evil side of your minds have to tell 😈
It would be interesting to have a skill where the necromancer could revive a dead friend player, the revived player could only fight for 10 seconds and die after the time expires or sooner if someone kills him, as a consequence the player who dies after being revived by the necromancer takes more time to resurrect, i.e. if he was alive for 10 seconds, and then died, he will take another 10 seconds to resurrect, let's assume that when a player dies he takes 30 seconds to return to the world of the living, the player that the necromancer resurrected for a limited time takes 40 seconds to come back.
Greetings
Caster DPS summoner: Lord of the Deads. Undead summoning spells that protect the caster, as skeletons (Physical Damage), Ghouls (Necrotic Damage) or Wraiths (Frost damage), and some Necrotic Damage spells.
Support: Despoiler. Necrotic Damage spells, both direct damage and damage on time, and mass control spells, such as spectral hands that hinder the enemy.
DpS Melee: Bone Reaper. Personal potentiation and protection spells (bone spines that cause bleeding, bone shield that absorbs damage, health drainage to melee) and some short-range spells of Necrotic Damage.
See you
How about a curse that pulls the life force from an enemy, but not in the traditional sense? Depending on the type of creature the curse is cast upon, the Necromancer will gain a short-term buff. For example, increased casting speed from intelligence-based enemies, increased HP from strength-based enemies, etc. :)
Marvelous community,
Let's get those precious minds to work and shape the best possible concepts for the classes.
So how will this work? We will ask you 5 questions (a question every day) about the class of the week. All your answers will be gathered and then evolved if needed, to create the best, and most fun to play class.
Yup, a lot of resurrected creatures are coming, but what else? Poison and corruption? Bones coming out of everywhere?
Let's see what the evil side of your minds have to tell 😈
Greetings!
This class seems to me to be a control class and one that depends on its pets, so most of its abilities should be related to them.
It would be great to see something similar to the following in this class.
Skill 1: Resurrects the corpses of nearby allies as elite zombies (whose stats are better than normal summons)
Skill 2: Explodes all nearby corpses dealing damage and possibly applying a negative effect such as a stun or a decay effect that deals damage per second.
Skill 3: Summons a wall of skeletons which allows you to block damage for a few seconds
Skill 4: Gains a haste boost that increases the casting speed or reduces the mana cost of his abilities for a few seconds, and if he takes lethal damage in that time, he temporarily resurrects for 10s, (a similar ability that serves to ignore death even if it is temporary would be great for this class that is supposed to be an expert in conjuring the dead).
If the idea is that this class also serves as support
Skill 5: A skill that allows you to give a damage boost to the target based on the amount of life lost from that target, you could even use the same skill on the necromancer, making the skill active while consuming vitality instead of mana
Skill 6: Summons a cloud of bloody gnats that deal damage and recover 100% of the damage done to the necromancer.
Skill 7: The necromancer sacrifices his own life to resurrect an ally (whether in battle or not), in return the skill would have little cooldown,
which could work for dungeons where healers have a cd on their resurrection ability (or in the case that this ability can't be used in combat)
Skill 8: Absorbs status conditions from nearby allies, causing you to become weak, reducing your damage and defense.
Skill 9: You feed on death so with each nearby enemy that dies you gain vitality (either you recover health or just increase your health for some time)
Necromancer... a wizard, black magician, specialized in dark arts of death, reanimation and drain vital forces.
For me Necromancy is splitted into reanimating dead corpse back to un-life, corrupting and/or depleting enemy life and directly decay and destroy flesh. So lets go into each of this:
1) Master summoner - Main abilities are reanimate (a.k.a. Summoning) and command. Starts with reanimate nearest cadaver that can only craw and bite but with leveling skills of caster, minion retains abilites to walk, run, use its original abilities and etc. Next base-line ability is summon spirit from recently died creature (Need to be adjusted against world's lore - does all creature have souls or only some types, ex. Humanoids). Spirit-type summons also can be developed into more powerful types. With developing of Necromancery's summoning skills, the Necromancer gains abilities to creature different type of undead craetures to deploy in combat. They had to be prepeared at some point before and will cost some time and resources but can be customized in some manner. Here comes cadaver types as Mummies, Draugrs, Jiangshi and etc. Culmination of Summoner development is patchwork similar to monster of dr. Victor Frankenstein (or WoW's abominations). Number and super-types (cadavers, spirits, skeletons, etc.) of undeads that can be deployed of any one point depends of Necromancer's skills, and their actual type (cadavers: zombie, ghoul...; spiritual: phantom, ghost, wraith, and etc) are based of what is prepared before. They can be switched with restriction (Only out-of-combat || with CD's || as single-use-item || something else). As side skill can force spirit of fallen comrade to return back into the body (acting as combat ressurection).
Skills: Reanimate Body(as gradation over Cadaver, as keeping some its original abilities), Recall <Spirit>, Capture Spirit (Capture spirit ot recently slayed enemy for further use//summon), Summon <Undead>
2) Necrolyte - Concentrated over affect body and soul of the target as doing direct damage or weakening some or all of its abilities. With advansing of this path more poweful spells become available conventional mage. Beside the Necrolyte uses Dark arts and Death magic.High in developing is strong corruption magic that destroy will and mind of target non-ellite || non-boss || non-immune turining it into mindless minion that slowly dies. At the end of development some of spells helps Necrolyte and allies to regains lost health.
Skills: Flesh decay (slowly destroying enemy's flesh causing direct damage), Aging (slow enemy reactions), Unlearn (block/disable enemy ability), Soul rend (direct damage), Rust (decay enemy weapons and armor, reducing their values)
3) Grim Ripper* - Focused on directly absorb enemy vital forces in close combat. Kinda vampire. Ripper's knowledge of anatomy allows allows precise strikes in vital points of enemy and magical skills transfer life from victim. However such lifesteal do affect the receiver. With developing more sophisticated and skilled manners of draining life, Ripper gains some abilities that are fueled by victim's life force. Failing to provide it leads skill to become dormant until its refueled. There is array of different skills that can be activated based on Ripper's development and number of parallelly active depends both on Ripper's development and on amount of currently available drained vitality. Close encounters with death physically strongly affect the Ripper drying flesh and turning it into deformed skeletal corpse (Read as: Fantasy Lich) with some benefits as (almost) undead. Depends on developement, Ripper can be turned into melee combatant slash healer for party (cannot distribute life force to too many people) || Self-sufficient tank that draing heal || Melee combatant
Skills: Kiss of Vampire(directly transfer life), Flesh of my Flesh (Mark friendly target to receive drained health instead Ripper), Blood fontain (when 'Bleeding' Status effect is applied, neares X allies recieve health), <Something with bleeding status effect>, Necrotic touch (Melee stricke taht apply 'Flesh Decay')
-> Additional skills (maybe) non-developement based:
a. Create Phylactery - create an artifact that holds Necromancer's soul. Can create multiple and scatter accross the world. In case of death, Necro can self-ressurect at (any of) nearest one.
b. Reanimate cadaver - bring death corpse to (un-)life with very limited abilities.
c. Recall Spirit - Force spirit of slain enemy to fight for Necromancer for limited time (can be used out-of-combat for some Class-quest or something).
d. Dead helper - small minion created by necromancer. Much small and weak version of Master Summoner's Patchwork.
d1. Grim Harvest - out of combat - ability to collect body parts to modify Dead helper from d.
e. Dust to Dust - Destroy enemy minion by sacrificing own minion
f. Hungry dead - reanimate any corpse(s) (Number is based on build, level and development) to attack nearest target no matter friend or foe. Immobile.
g. Bone Melting - Reduce combat effectiveness of target. May insta-kill skeleton-type enemy.
_______
* Y, Ripper as Jack the Ripper, not as Grim Reaper....
Marvelous community,
Let's get those precious minds to work and shape the best possible concepts for the classes.
So how will this work? We will ask you 5 questions (a question every day) about the class of the week. All your answers will be gathered and then evolved if needed, to create the best, and most fun to play class.
Yup, a lot of resurrected creatures are coming, but what else? Poison and corruption? Bones coming out of everywhere?
Let's see what the evil side of your minds have to tell 😈
Sereía genial darle un poco más de variedad al nigromante en cuanto skills, ya sea poder hacerlo variable entre melé y rango, unas skill melé como por ejemplo, con sus poderes agrandar el rango de sus armas y poder pegar a varios objetivos de un golpe, causando heridas, sangrado, enfermedades, etc... crear escudos temporales con distintos especialides, ejemplo... un tipo de escudo que puedas explotar y hacer daño en área, dependiendo de la cantidad de escudo que te haya consedido, o un escudo de huesos que aumente la regeneración de maná mientras esté activo, etc... con una base fija y que sólo dependiendo de la rama de especialización cambie la habilidad, levantar esqueletos y ser capaz de sacrificarlos para poder regnerar vida/maná, aumentar el daño o darle más vida útil al escudo de huesos, también podría tener agarres como una prisión de huesos, o una clase de mano esquelética que agarre al objetivo y le impida moverse, maldiciones que potencien los daños, en conclusión tratar de darle una variación a melé del nigromante, así exisitiría mas variedad de la cantidad de clases rango que tendrá el juego.
-EN ESPAÑOL-
Esta clase debería ser sobre todo daño en área, ya que con corrupción y veneno podría afectar a unos pequeños trozos de tierra para que le haga daño a los enemigos si entran en el, obviamente esto duraría unos pocos segundos, creo que esto todo debería verse según avanza el juego, pero considero que debería ser una mezcla entre daño en área o melee.
-IN ENGLISH-
This class should be mostly area damage, as with corruption and poison it could affect a few small pieces of land so that it will hurt enemies if they enter it, obviously this would last a few seconds, I think this should all be seen as the game progresses, but I think it should be a mixture of area damage or melee.
revivir esqueletos
resucitar muertos
crear golems
inflingir hemorragia y congelacion
inmovilizar , cegar y envenenar
debilidad , miedo , incapacitar , condenar , atontar , corrupcion