Necromancer +Blood
Posted: Fri Sep 28, 2012 5:56 pm
Normally I would have a fairly large paragraph explaining my thought processes and why I chose to make this mod, (fixed!) but I started this 12 hours ago somewhere around the first time I ever decided to open a .lua, worked on it until 5 am, then passed out and woke up a few hours later and finished it. Also I had a dream where a hippy was trying to murder me while I was coding for some reason.
Thought you should know that.
Edit: Decided the entire post was horrible, so I redid it.
The focus of this mod is simply to make the necromancer more of a necromancer; blood, demons, curses, that kinda thing.
Note that everything is subject to change and such, depending on my whims and the suggestions I receive. If you believe a certain ability/tree adds too much, is useless, overpowered, underpowered, doesnt fit a theme, or belongs elsewhere then feel free to say so, the thing I need the most help with here is keeping things balanced, I dont want my custom trees to be so attractive that every build ever takes it, as that would make players feel forced into playing a certain way they perceive as the best instead of doing what they believe to be the most fun/interesting. I also have a horrible sense of balance when it comes to classes I enjoy.
Most recent changes:
Exsanguinate is now a 3 turn damage over time effect, does slightly more damage overall, and deals physical damage.
Blood Exchange life regen penalty doubled, may increase the penalty even more.
Feel like I am forgetting a few things. Therefor I must have. Will update if I remember them.
List of current changes:
Added a modified Bone talent tree to necromancer, it uses mana instead of vim and is locked, no other changes.
Added a modified Curses talent tree to necromancer, it uses mana instead of vim and has no other changes.
Added a new tree to necromancers, Sanguinis, Blood magic. List of talents below.
Uttercold Efficiency changed from 1.2 to 1.3
Conveyance is now locked at the start.
Conveyance Efficiency changed from 1.2 to 1.0
Divination Efficiency changed from 1.2 to 1.0
Skeleton Mage AI changed to Summoned
-----
Sanguinis Tree:
1: Exsanguinate: A three turn damage over time effect, does physical damage, 50% of damage dealt is added to the caster as life.
Cooldown: 7
Mana Cost: 30
2: Blood Sacrifice: Ability which was commented out of the Sanguisuge tree, requires an enemy to be within your line of sight to use, consumes half of your CURRENT health and restores mana based on spellpower I believe.
3: Blood Exchange: New sustain ability, grants a large spellpower bonus (8 per talent level) but drops your life regeneration. (-2 per talent level)
4: Blood is Power: Similar to Blood Sacrifice, but gives a 5 turn buff instead of mana, the buff currently gives a 10% (+5% per level) boost to all damage done, the ability is instant cast. It is pretty much Lifetap, with a shorter duration, larger damage boost, and it cost health instead of vim.
-----
Plans:
Make the lifesteal percentage of Exsanguinate depend on talent level. (40-60%?)
Replace Blood Sacrifice with a sustain which causes spells to cost life instead of mana. (What would putting extra points into the talent do?)
Think of a more undead themed divination-like tree to replace the current one.
Think of a more shadow-y or necromancer-y escape tree, then remove conveyance completely.
Find a better AI setting for skeleton mages, one that does not allow them to harm the summoner but does not care for the other summons preferably.
Add a few more things for summoned undead to say.
Tweak mana costs of Bone, Curse, and Sanguinis abilitys.
Attempt to keep everything as balanced as possible.
Adding a mechanic for sacrificing escorts to darker powers would be interesting, and could add some flavor to a few non-antimagic classes. (necro, corruptor, reaver, cursed?, doomed?)
Find out what happens when you use Blood Sacrifice/Blood is Power while Blurred Mortality is keeping you on life support.
-----
Now, the reasons for the changes I suppose.
Uttercold: 1.2 > 1.3 Uttercold is already not that great, why 1.2?
If I am wrong on this, please tell me.
Adding Bone tree: Bone tree fits the theme that necromancers have, however the abilitys within the tree do not fit the playstyle of necromancers very well, so it is an option but it is locked. Personally I will most likely always take shades, advanced minions, or uttercold over this, I may tweak a few of the abilitys though. (One idea I have had: change bonegrab to teleport them 1 square away from you, allowing your minions to do the rest.)
Locking/Removing Conveyance: Conveyance is a very nice escape tree, possibly the best in my opinion, and it comes with a somewhat reliable shield. It is also fun to use Phase Door to move enemys that are too close to use Chill of the Grave on, after firing said ability into an empty room. However, it does not fit necromancers very well. Or at all. Necromancers are generally not very well known for their ability to blink around, use shields that 'displace' damage, (though thorn type abilitys are common, they tend to be curses or spiked bone shields/walls.) or tear down the... laws of probability? in order to teleport through walls.
However I assume the reason necromancers have this tree is because they do not really have any other escapes, best way to protect yourself outside conveyance as a necromancer is to put up a wall of minions between you and your enemy, (outside inscriptions) and then perhaps run if needed, this does not always work. I feel that this tree could use a replacement, ideas I currently have for new escapes are somewhat limited, the only one I truly like so far is the ability to turn incorporeal for a number of turns so that you may pass through walls, or, it could perhaps be a sustain with a large mana drain per turn. This could have a number of bad side effects, but since there is already the gemport and probability travel abilitys there is probably nothing too gamebreaking.
Adding Curses tree: What led me to create this addon in the first place. Curses seemed excellent for necromancers, (themewise) debuffing your enemys with cursing/hexing tends to be one of the big things that necromancers do, moreso curses than hexes, which is why I did not add them. (also did not want to add too much in one go)
The abilitys in the Curses tree do the following: decrease spell saves/defense, decrease damage dealt, good damage over time effect which stops life regeneration, and reduce the target's resists. I feel this also makes the minion necromancer perhaps a bit more viable, by allowing your minions to do more damage to a single target, or slowing how quickly that boss shreds through your minions.
May need balancing, but in the end it fits necromancers extremely well.
Creating Sanguinis: This is for the demon/blood magic fans out there. I was thrilled after reading the necromancer lore about how some necromancers choose to attract demons to them while others avoid them at all costs, then I was disappointed when I found out there were no talents to represent this. This tree does not quite fix that, outside of having some flavor in the ability descriptions that imply you are making deals with demons, but it does add abilitys which are focused on sacrificing your health to increase your magical potential, which is what I feel blood magic is all about, and felt like it was missing. (Sanguisuge has abilitys similar to these, but aside from bloodcasting they cost and restore vim, not health.)
Divination: Divination is a tricky one, many moons ago the word 'necromancer' was used to refer to people who used the spirits of the dead to gain information- divination. But nowadays necromancy is much much more about raising the dead, cursing/hexing, sacrificing, demons, blood, cults, etc. In fact in (some editions of) DnD if you chose to play as a wizard character focused on necromancy you become unable to even learn divination spells.
But I do feel I could change this up a bit, there are many, many forms of divination that fit a necromancer, not just rolling the bones or interrogating spirits, and there is bound to be a few I could perhaps tailor an ability or two around, perhaps a few with a soul cost. (once I figure out how to do that.) Do a quick search for 'methods of divination' if you are interested in the many different types.
-----
+2 points if you read all that junk.
Well.... I guess that is all? I think I am supposed to wrap this up somehow.
...
Praise Odin.
Thought you should know that.
Edit: Decided the entire post was horrible, so I redid it.
The focus of this mod is simply to make the necromancer more of a necromancer; blood, demons, curses, that kinda thing.
Note that everything is subject to change and such, depending on my whims and the suggestions I receive. If you believe a certain ability/tree adds too much, is useless, overpowered, underpowered, doesnt fit a theme, or belongs elsewhere then feel free to say so, the thing I need the most help with here is keeping things balanced, I dont want my custom trees to be so attractive that every build ever takes it, as that would make players feel forced into playing a certain way they perceive as the best instead of doing what they believe to be the most fun/interesting. I also have a horrible sense of balance when it comes to classes I enjoy.
Most recent changes:
Exsanguinate is now a 3 turn damage over time effect, does slightly more damage overall, and deals physical damage.
Blood Exchange life regen penalty doubled, may increase the penalty even more.
Feel like I am forgetting a few things. Therefor I must have. Will update if I remember them.
List of current changes:
Added a modified Bone talent tree to necromancer, it uses mana instead of vim and is locked, no other changes.
Added a modified Curses talent tree to necromancer, it uses mana instead of vim and has no other changes.
Added a new tree to necromancers, Sanguinis, Blood magic. List of talents below.
Uttercold Efficiency changed from 1.2 to 1.3
Conveyance is now locked at the start.
Conveyance Efficiency changed from 1.2 to 1.0
Divination Efficiency changed from 1.2 to 1.0
Skeleton Mage AI changed to Summoned
-----
Sanguinis Tree:
1: Exsanguinate: A three turn damage over time effect, does physical damage, 50% of damage dealt is added to the caster as life.
Cooldown: 7
Mana Cost: 30
2: Blood Sacrifice: Ability which was commented out of the Sanguisuge tree, requires an enemy to be within your line of sight to use, consumes half of your CURRENT health and restores mana based on spellpower I believe.
3: Blood Exchange: New sustain ability, grants a large spellpower bonus (8 per talent level) but drops your life regeneration. (-2 per talent level)
4: Blood is Power: Similar to Blood Sacrifice, but gives a 5 turn buff instead of mana, the buff currently gives a 10% (+5% per level) boost to all damage done, the ability is instant cast. It is pretty much Lifetap, with a shorter duration, larger damage boost, and it cost health instead of vim.
-----
Plans:
Make the lifesteal percentage of Exsanguinate depend on talent level. (40-60%?)
Replace Blood Sacrifice with a sustain which causes spells to cost life instead of mana. (What would putting extra points into the talent do?)
Think of a more undead themed divination-like tree to replace the current one.
Think of a more shadow-y or necromancer-y escape tree, then remove conveyance completely.
Find a better AI setting for skeleton mages, one that does not allow them to harm the summoner but does not care for the other summons preferably.
Add a few more things for summoned undead to say.
Tweak mana costs of Bone, Curse, and Sanguinis abilitys.
Attempt to keep everything as balanced as possible.
Adding a mechanic for sacrificing escorts to darker powers would be interesting, and could add some flavor to a few non-antimagic classes. (necro, corruptor, reaver, cursed?, doomed?)
Find out what happens when you use Blood Sacrifice/Blood is Power while Blurred Mortality is keeping you on life support.
-----
Now, the reasons for the changes I suppose.
Uttercold: 1.2 > 1.3 Uttercold is already not that great, why 1.2?
If I am wrong on this, please tell me.
Adding Bone tree: Bone tree fits the theme that necromancers have, however the abilitys within the tree do not fit the playstyle of necromancers very well, so it is an option but it is locked. Personally I will most likely always take shades, advanced minions, or uttercold over this, I may tweak a few of the abilitys though. (One idea I have had: change bonegrab to teleport them 1 square away from you, allowing your minions to do the rest.)
Locking/Removing Conveyance: Conveyance is a very nice escape tree, possibly the best in my opinion, and it comes with a somewhat reliable shield. It is also fun to use Phase Door to move enemys that are too close to use Chill of the Grave on, after firing said ability into an empty room. However, it does not fit necromancers very well. Or at all. Necromancers are generally not very well known for their ability to blink around, use shields that 'displace' damage, (though thorn type abilitys are common, they tend to be curses or spiked bone shields/walls.) or tear down the... laws of probability? in order to teleport through walls.
However I assume the reason necromancers have this tree is because they do not really have any other escapes, best way to protect yourself outside conveyance as a necromancer is to put up a wall of minions between you and your enemy, (outside inscriptions) and then perhaps run if needed, this does not always work. I feel that this tree could use a replacement, ideas I currently have for new escapes are somewhat limited, the only one I truly like so far is the ability to turn incorporeal for a number of turns so that you may pass through walls, or, it could perhaps be a sustain with a large mana drain per turn. This could have a number of bad side effects, but since there is already the gemport and probability travel abilitys there is probably nothing too gamebreaking.
Adding Curses tree: What led me to create this addon in the first place. Curses seemed excellent for necromancers, (themewise) debuffing your enemys with cursing/hexing tends to be one of the big things that necromancers do, moreso curses than hexes, which is why I did not add them. (also did not want to add too much in one go)
The abilitys in the Curses tree do the following: decrease spell saves/defense, decrease damage dealt, good damage over time effect which stops life regeneration, and reduce the target's resists. I feel this also makes the minion necromancer perhaps a bit more viable, by allowing your minions to do more damage to a single target, or slowing how quickly that boss shreds through your minions.
May need balancing, but in the end it fits necromancers extremely well.
Creating Sanguinis: This is for the demon/blood magic fans out there. I was thrilled after reading the necromancer lore about how some necromancers choose to attract demons to them while others avoid them at all costs, then I was disappointed when I found out there were no talents to represent this. This tree does not quite fix that, outside of having some flavor in the ability descriptions that imply you are making deals with demons, but it does add abilitys which are focused on sacrificing your health to increase your magical potential, which is what I feel blood magic is all about, and felt like it was missing. (Sanguisuge has abilitys similar to these, but aside from bloodcasting they cost and restore vim, not health.)
Divination: Divination is a tricky one, many moons ago the word 'necromancer' was used to refer to people who used the spirits of the dead to gain information- divination. But nowadays necromancy is much much more about raising the dead, cursing/hexing, sacrificing, demons, blood, cults, etc. In fact in (some editions of) DnD if you chose to play as a wizard character focused on necromancy you become unable to even learn divination spells.
But I do feel I could change this up a bit, there are many, many forms of divination that fit a necromancer, not just rolling the bones or interrogating spirits, and there is bound to be a few I could perhaps tailor an ability or two around, perhaps a few with a soul cost. (once I figure out how to do that.) Do a quick search for 'methods of divination' if you are interested in the many different types.
-----
+2 points if you read all that junk.
Well.... I guess that is all? I think I am supposed to wrap this up somehow.
...
Praise Odin.