Necro Generic ideas (updated skills)
Posted: Thu Sep 21, 2017 11:12 pm
Updated this after presenting new Necrosis idea:
I like to think of the Necromancer as being a class oriented around trade-offs for power. As such, here are my new ideas, derived from older ones:
Necromancy: Generic 1.3
This is a category built around PERMANENT tradeoffs. All of the skills have a permanent price:
1. Become Death
This skill is what creates your necrotic aura and allows you to gain souls as a resource. Without it, you'd just be a mana-class.
First level costs 5 life and 5 mana permanently. Each subsequent level costs 10 life and 10 mana.
Level one grants necrotic aura and a soul cap of 10. Each active talent level raises your soul cap by 1.
2. Ghostly Vision
Grants ability to see what your minions see, range 2, plus +1 infravision at the permanent cost of 20 mana and 20 life for the first level.
Each subsequent talent point costs -1 max sight range, 10 mana and 10 life, but gains:
Level 2: +1 infravision, and +30 to detect invisibility and stealth
Level 3: +1 infravision, and blindness resistance +35%
Level 4: +1 infravision, and +3 to acquired minion vision range
Level 5: +1 infravision, and telepathy undead
Level 6 and above: +1 infravision, and +10% blindness resistance but only costs 10 mana and 10 life
3. Mark of the Sepulchre
Costs 2 souls, 20 mana, and 20 life on first level. Costs 10 mana and 10 life each subsequent level.
Converts 15% of all incoming damage into darkness/cold combination damage.
Each additional active talent level grants an additional 5% conversion AND 2% darkness and cold absorption.
4. Harvest
Sacrifice 40 life and 1% global speed per talent point investment in order to gain +0.5 mana regen, +0.5 life regen, +2.5% resistance cap, 2.5% additional damage to undead, and 2.5 flat damage reduction per active talent level.
Additionally, Conveyance is eliminated but if you activate "Become Death, you gain:"
Ethereal: Generic 1.2
1. Phase Soul
Use: Activated
Range: 6-12 (+1 per active talent level but reduced by half when below zero life so 3-6)
Cost: 1/2 souls
Use Speed: 1 turn
Cool-down: 8/2
This is a perfect, intermediate teleport, albeit an expensive one. It works outside of line of sight with 0% fail.
Range increases per active talent level. This teleport cannot be "targeted" on enemies, escorts, etc. Range scales with active talent level.
In addition:
If you're at or below 0 life (either with equipment, Blurred Mortality, or Heroism infusion, etc.), then this teleport's cool-down is reduced to 2 although the cost doubles and the range is reduced by half.
2. Specter
Use: Activated
Range: N/A
Cost: 3 souls
Use Speed: 1 turn
Cool-down: 30
Reduces heal mod by 100 and movement speed by 50% but grants "incorporeal" status.
In this state you can move through walls, gain 15-45% resist all and a flat damage reduction of 6-30 for 4-8 turns.
3. Whispered Warning
Use: Sustain
Range: N/A
Cost: 4 souls
Use Speed: 1 turn
Cool-down: 40
This sustain hides away 10-50% of your current mana pool such that if you're mana clashed (or just run out) then this sustain shuts down and instantly recovers the listed amount of mana PREVENTING all of your other sustains from being shut down.
Additionally, you receive advance warning of incoming attacks, granting you up to 25% chance to avoid an attack entirely. Each attack avoided costs 20 mana. Running out of mana triggers the sustain.
Note: this sustain stores the mana but doesn't consume it like a sustain, i.e., when you activate the sustain, it costs "x" mana like an active spell, which you can recover if you rest. It works more like a battery.
4. Soulless
Use: Activated
Range: Necrotic aura
Cost: 5 souls
Use Speed: 1 turn
Cool-down: 15
This skill lets you drain an enemy of enough of their soul for them to become "as if" undead, i.e. now classified as undead. If they had infusions then they can no longer use them.
Additionally, if the effect hits then the enemy also suffers from confusion, spellshock, and daze for 5 turns, due to the trauma.
For every % below max life of the enemy, you gain an equal % bonus to spellpower solely for the purpose of overcoming their saves, i.e. if the enemy is missing 10% of its life, then you gain 10% to spellpower.
The effect of being undead lasts until the caster dies. Cannot be eliminated otherwise.
Thoughts?
I like to think of the Necromancer as being a class oriented around trade-offs for power. As such, here are my new ideas, derived from older ones:
Necromancy: Generic 1.3
This is a category built around PERMANENT tradeoffs. All of the skills have a permanent price:
1. Become Death
This skill is what creates your necrotic aura and allows you to gain souls as a resource. Without it, you'd just be a mana-class.
First level costs 5 life and 5 mana permanently. Each subsequent level costs 10 life and 10 mana.
Level one grants necrotic aura and a soul cap of 10. Each active talent level raises your soul cap by 1.
2. Ghostly Vision
Grants ability to see what your minions see, range 2, plus +1 infravision at the permanent cost of 20 mana and 20 life for the first level.
Each subsequent talent point costs -1 max sight range, 10 mana and 10 life, but gains:
Level 2: +1 infravision, and +30 to detect invisibility and stealth
Level 3: +1 infravision, and blindness resistance +35%
Level 4: +1 infravision, and +3 to acquired minion vision range
Level 5: +1 infravision, and telepathy undead
Level 6 and above: +1 infravision, and +10% blindness resistance but only costs 10 mana and 10 life
3. Mark of the Sepulchre
Costs 2 souls, 20 mana, and 20 life on first level. Costs 10 mana and 10 life each subsequent level.
Converts 15% of all incoming damage into darkness/cold combination damage.
Each additional active talent level grants an additional 5% conversion AND 2% darkness and cold absorption.
4. Harvest
Sacrifice 40 life and 1% global speed per talent point investment in order to gain +0.5 mana regen, +0.5 life regen, +2.5% resistance cap, 2.5% additional damage to undead, and 2.5 flat damage reduction per active talent level.
Additionally, Conveyance is eliminated but if you activate "Become Death, you gain:"
Ethereal: Generic 1.2
1. Phase Soul
Use: Activated
Range: 6-12 (+1 per active talent level but reduced by half when below zero life so 3-6)
Cost: 1/2 souls
Use Speed: 1 turn
Cool-down: 8/2
This is a perfect, intermediate teleport, albeit an expensive one. It works outside of line of sight with 0% fail.
Range increases per active talent level. This teleport cannot be "targeted" on enemies, escorts, etc. Range scales with active talent level.
In addition:
If you're at or below 0 life (either with equipment, Blurred Mortality, or Heroism infusion, etc.), then this teleport's cool-down is reduced to 2 although the cost doubles and the range is reduced by half.
2. Specter
Use: Activated
Range: N/A
Cost: 3 souls
Use Speed: 1 turn
Cool-down: 30
Reduces heal mod by 100 and movement speed by 50% but grants "incorporeal" status.
In this state you can move through walls, gain 15-45% resist all and a flat damage reduction of 6-30 for 4-8 turns.
3. Whispered Warning
Use: Sustain
Range: N/A
Cost: 4 souls
Use Speed: 1 turn
Cool-down: 40
This sustain hides away 10-50% of your current mana pool such that if you're mana clashed (or just run out) then this sustain shuts down and instantly recovers the listed amount of mana PREVENTING all of your other sustains from being shut down.
Additionally, you receive advance warning of incoming attacks, granting you up to 25% chance to avoid an attack entirely. Each attack avoided costs 20 mana. Running out of mana triggers the sustain.
Note: this sustain stores the mana but doesn't consume it like a sustain, i.e., when you activate the sustain, it costs "x" mana like an active spell, which you can recover if you rest. It works more like a battery.
4. Soulless
Use: Activated
Range: Necrotic aura
Cost: 5 souls
Use Speed: 1 turn
Cool-down: 15
This skill lets you drain an enemy of enough of their soul for them to become "as if" undead, i.e. now classified as undead. If they had infusions then they can no longer use them.
Additionally, if the effect hits then the enemy also suffers from confusion, spellshock, and daze for 5 turns, due to the trauma.
For every % below max life of the enemy, you gain an equal % bonus to spellpower solely for the purpose of overcoming their saves, i.e. if the enemy is missing 10% of its life, then you gain 10% to spellpower.
The effect of being undead lasts until the caster dies. Cannot be eliminated otherwise.
Thoughts?