Building on the 1.5 Necro improvements.
Posted: Thu Mar 14, 2019 8:21 pm
How about finally giving the Necromancer its own locked generic category? How about an unlocked one IF you go Lichform?
I suggest eliminating Conveyance entirely from the Necromancer and replacing it with (the first 3 talents are my older ideas):
Ethereal: Generic 1.2 Locked
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: 2/4 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: 2 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 turns.
3. Whispered Warning
Use: Sustain
Range: N/A
Cost: 2 souls (stores 10-50% of current mana pool)
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.
Note: this sustain stores the mana but doesn't consume it like a normal 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. Ethereal Tether
Use: Sustain
Range: Necrotic aura
Cost: 3 souls and 100 mana
Use Speed: 1 turn
Cool-down: 40
This sustain triggers if you "die." It will prevent your death and turn you into a Specter for "3-7" turns. Enemies can see the specter and will pursue it but cannot injure it. Once the designated number of turns is over, you're instantly transported back into your body with minimal life. Your specter cannot leave your Necrotic Aura.
The specter will linger wherever you left for 1-5 turns. Enemies will continue to attack the specter until you do anything other than skip your turn, i.e., rest.
The purpose of the spell is that if you die, you can lure enemies away from your corpse and then when you return to it, you can either run, heal, or skip turns to wait for abilities to come off cool-down.
Now how about an unlocked tree for the Lich?
Sacrifice: Generic 1.2 Unlocked
1. Blood Oath
Use: Passive
Range: N/A
Cost: 30 permanent life per level
Use Speed: N/A
Cool-down: N/A
At the cost of 20 permanent life per level, you gain +5 to your cap for Magic, Willpower, and Constitution. Once 5 generics are invested in this talent, it grants an additional potential upgrade to any category by adding another category point, i.e., you can now upgrade a category twice but the second one adds 0.3 instead of 0.2.
2. Death's Bargain
Use: Passive
Range: N/A
Cost: trade
Use Speed: N/A
Cool-down: N/A
This ability removes 20 life per level and adds 30 to Blurred Mortality. At talent level 5, it adds a constitution bonus to Blurred Mortality.
3. Rapid Descent
Use: Passive
Range: N/A
Cost: 50 permanent life and 50 permanent mana per level
Use Speed: N/A
Cool-down: N/A
Grants 5% increase to Global Speed for each active talent level.
4. Reaping
Use: Passive
Range: N/A
Cost: trade
Use Speed: N/A
Cool-down: N/A
Every generic added to this ability grants one class talent, adjusted for active talent level. Thus, if it remains at 1.2, then at 5 generics invested, you'd gain 6 class talents.
Thoughts?
I suggest eliminating Conveyance entirely from the Necromancer and replacing it with (the first 3 talents are my older ideas):
Ethereal: Generic 1.2 Locked
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: 2/4 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: 2 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 turns.
3. Whispered Warning
Use: Sustain
Range: N/A
Cost: 2 souls (stores 10-50% of current mana pool)
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.
Note: this sustain stores the mana but doesn't consume it like a normal 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. Ethereal Tether
Use: Sustain
Range: Necrotic aura
Cost: 3 souls and 100 mana
Use Speed: 1 turn
Cool-down: 40
This sustain triggers if you "die." It will prevent your death and turn you into a Specter for "3-7" turns. Enemies can see the specter and will pursue it but cannot injure it. Once the designated number of turns is over, you're instantly transported back into your body with minimal life. Your specter cannot leave your Necrotic Aura.
The specter will linger wherever you left for 1-5 turns. Enemies will continue to attack the specter until you do anything other than skip your turn, i.e., rest.
The purpose of the spell is that if you die, you can lure enemies away from your corpse and then when you return to it, you can either run, heal, or skip turns to wait for abilities to come off cool-down.
Now how about an unlocked tree for the Lich?
Sacrifice: Generic 1.2 Unlocked
1. Blood Oath
Use: Passive
Range: N/A
Cost: 30 permanent life per level
Use Speed: N/A
Cool-down: N/A
At the cost of 20 permanent life per level, you gain +5 to your cap for Magic, Willpower, and Constitution. Once 5 generics are invested in this talent, it grants an additional potential upgrade to any category by adding another category point, i.e., you can now upgrade a category twice but the second one adds 0.3 instead of 0.2.
2. Death's Bargain
Use: Passive
Range: N/A
Cost: trade
Use Speed: N/A
Cool-down: N/A
This ability removes 20 life per level and adds 30 to Blurred Mortality. At talent level 5, it adds a constitution bonus to Blurred Mortality.
3. Rapid Descent
Use: Passive
Range: N/A
Cost: 50 permanent life and 50 permanent mana per level
Use Speed: N/A
Cool-down: N/A
Grants 5% increase to Global Speed for each active talent level.
4. Reaping
Use: Passive
Range: N/A
Cost: trade
Use Speed: N/A
Cool-down: N/A
Every generic added to this ability grants one class talent, adjusted for active talent level. Thus, if it remains at 1.2, then at 5 generics invested, you'd gain 6 class talents.
Thoughts?