I was checking out
this thread and I decided that I wanted to try planing out what a necromancer class should actually be like. This is not a thread for naysayers to come in yelling "I don't want other people to be able to play a class they've wanted since launch!" This is a place to discuss cool ideas for a potential new class. So here is my Idea for Necromancer Class abilities and passives.
(Note that some numbers are left out, I didn't put them in because obviously all of these numbers would have to be worked with together with each other and the passives to make the class in like with the others. Durations have been marked with "<dur>" damages (as well as heal amounts) are marked with "<dam>" and AoE sizes are marked with "<aoe>".)
Necromancer:
Colors: Necromantic Green and Purple
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Dark Souls:
Undead Horde(Ultimate, 200)- Summon waves of skeletons that attack your enemy then explode for 10 seconds. Each skeleton deals <dam> magic damage (each wave has 4 skeletons. One wave is summoned every 2 seconds)
Morphs:
Bone Army: Now does physical damage. Targets are set off balance for <dur> seconds. (Stamina morph)
Lord of the Dead- Now summons ghosts instead of skeletons. Ghosts inflict the target with Major breach for 4 seconds.
Notes: Obviously the overall damage would need to be balanced to make it equivalent to other DPS ultimates. I think it would be cool to have an ultimate that deals its damage in waves.
Raise Skeleton- Raise a Skeleton to fight for you.
Morphs:
Skeletal Minions: Raise two Skeletons to fight for you
Bone Colossus- Raise a bone Colossus to fight for you.
Notes: you cant have a Necromancer without the ability to summon the dead.
Raise Zombe- Raise a Zombe to fight for you.
Morphs:
Rotting Corpse- Zombe does <dam> disease damage to enemies within <aoe>.
Flesh Atronach- Raise a Flesh Atronach to fight for you. Its basic attacks deal 1% more damage for every corpse nearby when cast.
Notes: I think Rotting Corpse would be a really cool stamina morph for a summon. The Flesh Atronach would be best cast immediately after killing a large mob (obviously there would have to be some kind of cap on the damage boost)
Necrotic Bolt- Throw a bolt of necromantic energy to destroy your enemy
Morphs:
Necrotic Blast- Each cast has a chance to morph the ability into a stronger version that does 15% more damage and slows the enemy.
Necrotic Rage- Enemies within <aoe> also take <dam> damage each second for <dur> seconds.
Notes: This would be the Necromancer’s main spam ability. It would be the basic skull-bolt type thing like we see from Nerieneth, and the upgraded version of blast would be the larger version of the bolt.
Necromantic Curse- Deals <dam> magic damage each second for <dur> seconds.
Morphs:
Necrotic Infection- Deals <dam> Disease damage over <dur> seconds. (Stamina Morph)
Unstable Curse- Each tick of damage has a 30% chance to cause the entirety of the ability’s remaining damage all at once (if this happens the curse is removed).
Notes: This would be the Necromancer’s basic DoT. I think Unstable Curse would be a particularly fun ability, because you never know exactly when tour going to have to recast it. But when it goes off you get a little boost to dps.
Necrotic Cloak- Deals <dam> magic damage every second to enemies within <aoe> of you for <dur> seconds. Does 300% more damage to enemies under 25% health.
Morphs:
Death Cloak- Now does disease damage and grants minor expedition for the duration. (Stamina morph)
Necrotic Vortex- Has a Larger AoE.
Notes: I was trying to think of an interesting execute abilities that might still be worth using even before execute phase, and I thought a cloak-type ability would be great.
Passives:
Power of the Dead- Casting a Dark Souls ability increases your weapon and spell damage by 2%/4%.
Soul Absorption- When a nearby enemy dies, you restore .5%/1% of your health, stamina, and magicka.
Death Mage- you deal 3%/5% more damage to targets under 20% health.
Master of Undeath- Your undead summons deal 5%/10% more damage.
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Necrotic Empowerment:
Affliction(Ultimate, 75)- Inflict the target with Major Lifesteal, Major Magickasteal, and Major Staminasteal for 10 seconds.
Morphs:
Defilement- also inflict the target with Major Defile and minor vulnerability.
Necromantic Drain- Also inflict Minor Lifesteal, Minor Magickasteal, and Minor Staminasteal.
Notes: As of now, we don’t have anything to give the Major steal effects, so I thought that this would be a nice unique ability that necromancers could bring to the table. The rarity of the effects are balanced out by it taking your ultimate, which also prevents actually keeping 100% uptime.
Necromantic rune- Enemies standing in the rune take <dam> damage each second for <dur> seconds. Enemies standing in the rune are slowed.
Morphs:
Empowering rune- While an enemy is standing in the rune your class abilities gain 200 spell/weapon power.
Consuming rune- Has a Larger AoE. Allies are healed for <dam> each second, and an extra <dam> for each enemy standing in the rune.
Notes: I was trying to think of a cool spin on a targeted ground DoT/Ground HoT and I thought it would be awesome to have one that not only damages the enemy, but rewards you directly for having one in it.
Enthrall- (Single target ally ability) Target is healed for <dam> each second for <dur> seconds. You may only have one Empower active at a time.
Morphs:
Vigorous Thrall- Ally also gains minor vitality.
Empowered Thrall- Ally gains 200 spell damage and weapon damage.
Notes: I was trying to think of an interesting and unique healing ability for the Necromancer. I thought that something like this would be quite fun, as it makes you prioritize who you think needs it the most. Do you want to use the Vigorous morph and put it on your tank to keep them alive, or do you want to increase your groups damage output by using the Empowered morph on your strongest dps?
Transfer- Remove a harmful effect from yourself, and inflict it on the target instead.
Morphs:
Transfer Power- Also removes a beneficial effect from the target, and gives it to you.
Revenge- You now transfer two harmful effects onto the target.
Notes: I wanted to have some kind of cleanse for the necromancer, but I was having trouble thinking up a unique way to implement it, but then I though “what if it puts the negative effect on your enemy instead?” Obviously this would be a fairly high cost ability to discourage running around spamming it, but it would be immensely useful on something like Velidreth, where a cleanse can make a big difference.
Command Soul– Enslave the souls of the dead to heal nearby allies for <dam>.
Morphs:
Lingering spirits- has a 10% chance to leave behind a lingering spirit to heal an ally for an extra <dam> over 5 seconds.
Enslave the Dead- Gives allies Minor Toughness for 5 seconds.
Notes: This would be the Necromancer’s basic spam heal.
Displacement- Restore Magicka to an ally equal to the cost of this ability
Morphs:
Substantial Displacement- Now Costs stamina and restores stamina (stamina morph)
Empowered Displacement- Increases cost (Thus increasing magicka restored)
Notes: I was thinking about things like equilibrium and dark deal, and I thought it would be interesting to be able to transfer your attributes directly to an ally.
Passives:
The Returned- resurrecting an ally gives them 1500/3000 armor and spell resistance for 4 seconds
Erudite- Healing a target with a Necrotic Empowerment ability gives you Minor intellect for 3/6 seconds
Raise the Dead- When a nearby ally dies, you gain 150/300 health regeneration for 10 seconds.
Overflow- When you heal yourself at full health, you heal nearby allies for 5%/10% of that amount.
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Eternal Lich:
Necromantic Burst (ultimate, 100)- All nearby enemies are knocked back for 3 seconds.
Morphs:
Echoing Burst- When the effect wears off, enemies are knocked off balance for 3 seconds.
Crippling Burst- Affected enemies are slowed for 10 seconds.
Notes: This would be very useful against large mobs or bosses with a lot of adds.
Lich’s Grasp- The enemy is rooted for 8 seconds.
Morphs:
Crushing Grasp- Target is inflicted with minor mangle for 10 seconds.
Unyielding Grasp- Now also roots two nearby targets, but for half the time.
Notes: I wanted to make a good root ability for Necromancer Tanks, so of course my first thought was to use an ability we’ve all seen countless times. This would be the player version of that big spectral skeleton hand coming out of the ground to grab you.
Death’s Embrace- Gain Major Resolve and Major Ward for 20 seconds
Morphs:
Immortal Embrace- Also grants Minor protection.
Enduring Embrace- Increase duration to 25 seconds.
Notes: The mandatory tank armor spell
Blood Pact: Heals you for <dam> (High heal amount) If you are above 50% health You are inflicted with Minor mangle for 10 seconds.
Morphs:
Eternal Pact- If you are under 25% health, also gain Major fortitude for 4 seconds.
Blood Price- If cast while under 50% health, the next enemy to attack you within 3 seconds is inflicted with Minor Maim for 6 seconds.
Notes: I wanted to have a good self heal that rewarded you for using it at lower health, but then I thought “This is necromancy! Lets have it punish you for using it wrong instead.” This makes it the perfect OS heal, but discourages casting it unless you actually need it.
Bone Guard- Reflect the next projectile that hits you.
Morphs:
Bone Judge- Reflected projectiles set the target off balance for 3 seconds.
Splintering Bone Guard- Instead of reflecting projectiles, being struck with a projectile causes 75% of its damage to be dealt as physical damage in an AoE around you. (stamina morph)
Notes: As far as the Splintering morph, I thought it would be fun to have a projectile “reflect” that redistributes the damage into an aoe.
Necrotic Bond- For 25 seconds the target takes 5% of damage that is dealt to you.
Morphs:
Death Bond- If the target dies while this effect is active, you are healed for <dam>.
Undying Bond- Duration increased to 30 seconds.
Notes: I was trying to think of a truly unique ability that necromancer tanks could use, and I thought it would be cool to have one that both protects you and punishes them for attacking you.
Passives:
Necromantic resistance- Enemies under 20% health deal 2%/5% less damage to you.
Blood Worm- When you take damage, you have a 5% chance to absorb 500/1000 Magicka from the attacker.
Undeath- Activating an Eternal Lich ability grants nearby allies 200/500 armor and spell resistance.
Lichdom- While under 30% health you gain 10%/20% Magicka and Stamina regeneration.
What do people think? Does anybody else have cool ideas that they'd like to see on a necromancer class?