Necro ideas
Posted: Mon Jan 16, 2012 7:47 am
As it stands, I think that necros have two basic problems:
1. Summoner necros are simultaneously too strong and too boring.
2. Lichform is not good enough to explain why all necromancers are obsessed with getting it. It also doesn't offer any in-game version of the ETERNAL LIFE it claims to offer.
I think that this dilemma can be solved by nerfing summons so that necros have to do their own damage, while simultaneously buffing Lichform so that it really does appear as the crown of a Necromancer's achievements.
Firstly, the minions. Minions are enslaved souls constantly fighting for their freedom from their captor. In-game, this could be represented by all minions having a chance to break free and attack their master when they are damaged, this chance depending on the necro's mindpower and on the strength of the summons he's currently trying to control. Even high-level necros should struggle to control more than, say, one lich and one eternal bone giant with no other summons. Also, the low-level summons should have their damage reduced by a considerable margin. Ideally, souls should also be tiered, with the soul of a boss monster being needed to create an advanced summon. Finally, it should be impossible to gain souls from your own bunnies.
All of this would, of course, result in a considerable nerf for summoner necros, but it should also spice them up a bit. This nerf would be compensated by the strengthening of Lichform.
Firstly, the existing benefits should be nerfed; in particular, the life rating boost should be done away with. Also, the prospective lich must be killed by self-targeting in a specific area with a consecrated blade: Lichform is not a mere extra life for emergencies. In exchange, necros acquire a phylactery with 20/40/60/100 life (might need adjustment) when they assume their new form. As long as this phylactery survives, the necro is completely unkillable - but he dies instantly when the phylactery is destroyed. When the lich's hitpoints drop below a certain level (30%, say), hits for more than 10% of his maximum life have a chance to stagger him into dropping the phylactery, which then goes flying into a random location 5 to 10 squares away. The phylactery behaves as a party member with no attack or movement abilities, with the above-mentioned hit points and with very high resistances; trash enemies will still prioritize the (invulnerable) lich and his other party members the majority of the time, but elites and bosses will head right for the phylactery and try to destroy it. Also, it can be destroyed by AoE, including friendly fire. Walking over the phylactery will pick it up. Your phylactery does not regain hitpoints naturally, but can be recharged for a small amount by using boss souls.
(Another way to model the phylactery's strength is to say that it can absorb 1-5 blows of any kind depending on Lichform point investment).
The phylactery can be given to other party members (such as a friendly lich), which will prevent them from turning on you under any circumstances. They will also get a boost to resistances and damage, but they are even more prone to dropping the phylactery than you are, and they are also guaranteed to drop it if they die. These factors should be adjusted so that giving the phylactery to a minion is a bit risky but still useful for necros who have decided to invest very heavily in the Advanced Minions tree (essentially, choosing quality over quantity in terms of summons).
1. Summoner necros are simultaneously too strong and too boring.
2. Lichform is not good enough to explain why all necromancers are obsessed with getting it. It also doesn't offer any in-game version of the ETERNAL LIFE it claims to offer.
I think that this dilemma can be solved by nerfing summons so that necros have to do their own damage, while simultaneously buffing Lichform so that it really does appear as the crown of a Necromancer's achievements.
Firstly, the minions. Minions are enslaved souls constantly fighting for their freedom from their captor. In-game, this could be represented by all minions having a chance to break free and attack their master when they are damaged, this chance depending on the necro's mindpower and on the strength of the summons he's currently trying to control. Even high-level necros should struggle to control more than, say, one lich and one eternal bone giant with no other summons. Also, the low-level summons should have their damage reduced by a considerable margin. Ideally, souls should also be tiered, with the soul of a boss monster being needed to create an advanced summon. Finally, it should be impossible to gain souls from your own bunnies.
All of this would, of course, result in a considerable nerf for summoner necros, but it should also spice them up a bit. This nerf would be compensated by the strengthening of Lichform.
Firstly, the existing benefits should be nerfed; in particular, the life rating boost should be done away with. Also, the prospective lich must be killed by self-targeting in a specific area with a consecrated blade: Lichform is not a mere extra life for emergencies. In exchange, necros acquire a phylactery with 20/40/60/100 life (might need adjustment) when they assume their new form. As long as this phylactery survives, the necro is completely unkillable - but he dies instantly when the phylactery is destroyed. When the lich's hitpoints drop below a certain level (30%, say), hits for more than 10% of his maximum life have a chance to stagger him into dropping the phylactery, which then goes flying into a random location 5 to 10 squares away. The phylactery behaves as a party member with no attack or movement abilities, with the above-mentioned hit points and with very high resistances; trash enemies will still prioritize the (invulnerable) lich and his other party members the majority of the time, but elites and bosses will head right for the phylactery and try to destroy it. Also, it can be destroyed by AoE, including friendly fire. Walking over the phylactery will pick it up. Your phylactery does not regain hitpoints naturally, but can be recharged for a small amount by using boss souls.
(Another way to model the phylactery's strength is to say that it can absorb 1-5 blows of any kind depending on Lichform point investment).
The phylactery can be given to other party members (such as a friendly lich), which will prevent them from turning on you under any circumstances. They will also get a boost to resistances and damage, but they are even more prone to dropping the phylactery than you are, and they are also guaranteed to drop it if they die. These factors should be adjusted so that giving the phylactery to a minion is a bit risky but still useful for necros who have decided to invest very heavily in the Advanced Minions tree (essentially, choosing quality over quantity in terms of summons).