Golemancer class idea… this may not be a good idea but...
Posted: Wed Oct 29, 2014 11:39 pm
I'm rather fond of the Alchemists Golem and the Necro's Bone Golem but neither satisfies my wants. To that end, I propose the golemancer! These ideas may not be good as a class but maybe some of them are interesting enough to add to another class.
This is a class that would focus on building one or more golems from an elemental class, essentially designed to manage all of the damage and defensive output for the class.
Most of the what the caster spends his/her time on is ordering golems to use certain abilities. Each golem built costs life and mana to sustain. Thus, the more golems active, the lower your mana and life are. Golems, like the alchemist, cannot be cast instantly but rather take time. I would assume that the max # of golems should be three.
1. Stone Golem: pure defense. Primarily a massive but slow tank. It has a massively reduced attack and movement speed but can absorb ridiculous amounts of damage. Offensively, it's so slow that it has a hard time connecting but should it do so, it deals massive damage and every attack can include a pin and a stun… pure physical damage.
So large that it is impenetrable… beams, etc. cannot penetrate the golem. Cone abilities instead are deflected around the golem. Best option is teleporting around it or destroying it. It unfortunately also blocks vision of caster and enemies.
Highly resistant to all types of damage.
2. Iron Golem: This requires the use of a weapon to be created and it gains any bonuses from weapon. The attack speed of the golem is based on the weapons used to make it but its movement speed is also slow.
3. Ice Golem: physical and cold magic damage. Affinity to cold but susceptible to fire damage. It's also your only golem with spells, gained from extra categories.
4. Flesh Golem: Status effect and damage dispersion. This would mimic some of what the Oozemancer does by allowing the sharing of damage between the golem(s) and hero. More so, it could gain the ability to absorb ALL status effects cast upon the hero, share healing, etc. With locked categories, it could gain the ability to share damage between all golems.
However, the drawback to this golem is that should it die, it takes 50% of the hero's life with it so if you're low on life, if this golem dies, it might kill you. Its skills could include choices between making it an additional tank like the Stone Golem or focusing on evasion, etc.
More so, additional categories could offer this golem the ability to deliver mind damage and the ability for you to see what it sees.
5. Anti-magic Golem: This requires the consumption of an item with anti-magic properties in order to be created. It destroys the item and acts as a magic black hole. If you don't have an anti-magic item then this golem cannot be created. Because of the strain between using magic to control anti-magic properties, this golem is relatively fragile and best reserved for situational use.
Additional categories can create the ability for this golem to absorb all magic...
Locked categories can include things such as support spells that offer golems direct heals in certain conditions, enhanced strength, etc. It should possess no offensive or teleport spells of it's own.
More so, additional categories could include the ability to summon more than one golem, up to three, add spells to the ice golem, enhanced speed, etc.
Maybe the class isn't worthwhile but maybe some ideas are… thoughts?
This is a class that would focus on building one or more golems from an elemental class, essentially designed to manage all of the damage and defensive output for the class.
Most of the what the caster spends his/her time on is ordering golems to use certain abilities. Each golem built costs life and mana to sustain. Thus, the more golems active, the lower your mana and life are. Golems, like the alchemist, cannot be cast instantly but rather take time. I would assume that the max # of golems should be three.
1. Stone Golem: pure defense. Primarily a massive but slow tank. It has a massively reduced attack and movement speed but can absorb ridiculous amounts of damage. Offensively, it's so slow that it has a hard time connecting but should it do so, it deals massive damage and every attack can include a pin and a stun… pure physical damage.
So large that it is impenetrable… beams, etc. cannot penetrate the golem. Cone abilities instead are deflected around the golem. Best option is teleporting around it or destroying it. It unfortunately also blocks vision of caster and enemies.
Highly resistant to all types of damage.
2. Iron Golem: This requires the use of a weapon to be created and it gains any bonuses from weapon. The attack speed of the golem is based on the weapons used to make it but its movement speed is also slow.
3. Ice Golem: physical and cold magic damage. Affinity to cold but susceptible to fire damage. It's also your only golem with spells, gained from extra categories.
4. Flesh Golem: Status effect and damage dispersion. This would mimic some of what the Oozemancer does by allowing the sharing of damage between the golem(s) and hero. More so, it could gain the ability to absorb ALL status effects cast upon the hero, share healing, etc. With locked categories, it could gain the ability to share damage between all golems.
However, the drawback to this golem is that should it die, it takes 50% of the hero's life with it so if you're low on life, if this golem dies, it might kill you. Its skills could include choices between making it an additional tank like the Stone Golem or focusing on evasion, etc.
More so, additional categories could offer this golem the ability to deliver mind damage and the ability for you to see what it sees.
5. Anti-magic Golem: This requires the consumption of an item with anti-magic properties in order to be created. It destroys the item and acts as a magic black hole. If you don't have an anti-magic item then this golem cannot be created. Because of the strain between using magic to control anti-magic properties, this golem is relatively fragile and best reserved for situational use.
Additional categories can create the ability for this golem to absorb all magic...
Locked categories can include things such as support spells that offer golems direct heals in certain conditions, enhanced strength, etc. It should possess no offensive or teleport spells of it's own.
More so, additional categories could include the ability to summon more than one golem, up to three, add spells to the ice golem, enhanced speed, etc.
Maybe the class isn't worthwhile but maybe some ideas are… thoughts?