Full Necro concept… Pg1, now in add-ons section.

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Red
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Re: Full Necro concept… Pg1, now in add-ons section.

#91 Post by Red »

Well I figured it wasn't too unbalanced since 1) you used your most powerful nuke, 2) you killed all your minions, 3) the wards have a duration (right?), and 4) there's every chance one of your minions survived, making the combo pretty dangerous to pull off since you might cripple your minions (kill 8 of them) for not nearly enough benefit (you, a skeleton archer, and a ghast now have 19 totally random wards each. That should be good for about 3 attacks.)

I think IoD is fine as is. Anything percentile and life is already pretty damn powerful considering how much life bosses get, so you're buffing a potent ability. I think your core skills are all good and either need sidegrades or, potentially, nerfs at this point, and anything new and powerful should be locked. A new category is fine, since it's more investment of category points, class/generic points, maybe even stats if it relies on something other than your core stats...

Basically, stop trying to buff unlocked core talents. You already made it a murdering murder machine of murder, if you want to add barbs to your spikes and poison to your eyebeams, it's going to cost extra.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Delmuir
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Re: Full Necro concept… Pg1, now in add-ons section.

#92 Post by Delmuir »

You're absolutely right Red… I just haven't figured out how to build a new category but I want to.

Ultimately, I agree. I think the class is pretty solid right now.

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Re: Full Necro concept… Pg1, now in add-ons section.

#93 Post by Red »

Want my advice? (As if the thread isn't already seven pages of you listening to and considering it already. :P)

Jot down a few notes, don't let inspiration get away from you, but leave this alone for now. Wait for coding to get done, get people playing it and see what they feel it could use. (Or, in a bad case, what it needs.)
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Delmuir
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Re: Full Necro concept… Pg1, now in add-ons section.

#94 Post by Delmuir »

Sounds like good advice to me. Merry Christmas!

Red
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Re: Full Necro concept… Pg1, now in add-ons section.

#95 Post by Red »

Merry Christmas to you too, Delmuir. May the New Year bring New Necromancers to us all, and to all a good undeath.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Delmuir
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Re: Full Necro concept… Pg1, now in add-ons section.

#96 Post by Delmuir »

Well, I couldn't resist. New locked category idea:

Master of the Undead:

1. Spectral Touch: sustain skill that grants a chance to freeze, disease (only 1 per turn though), or fear to you and your minion's melee attacks so long as they're in your Necrotic Aura. Probably disease at lvl 1, fear at lvl 3, and freeze at lvl 5 as you may not actually want that ability.

2. Meatshield: active that causes every kill to grant the minion (or you) who killed it a physical ward or in some cases (based on enemy type such as elementals) a different type of ward. Duration scales to active talent level.

3. Dark Empathy: Just stealing the name of the old skill… this is a passive that reduces minion-to-minion damage while also granting your minions the ability to move past one another and lastly, grants them a small bonus to defense and global speed based on how many minions are active and currently in your Necrotic Aura… maybe 1.25% per active talent level.

4. Master Necromancer: Passive skill that grants your Create Minions, Create Greater Undead, and Assemble skills the ability at talent level 7 to create 1 rare minion. Lichs and Runed Bone Giants are exempt from this as they're powerful enough.

They would be under-leveled though as that's what would scale with talent point investment here…

lvl 1… minus 8 levels
lvl 2… minus 6 levels
lvl 3… minus 4 levels
lvl 4… minus 3 levels
lvl 5… minus 1 level
lvl 6… same level as you
lvl 7… plus 1 level
lvl 8 and so on… plus 1 level

That way you could have 1 rare skeleton/ghoul, 1 rare advanced minion, and 1 rare non-Runed Bone Giant… IF you're at talent level 7 with those skills. It would certainly make spending a category point in one of the minion categories worthwhile.

Too much?

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Re: Full Necro concept… Pg1, now in add-ons section.

#97 Post by Red »

Not bad, just a bit unfocused. I kinda liked the extra freeze category, whereas this is all over the place. That being said, talent by talent:

Spectral Touch-Nice little sustain bonus, good at one point for the rest of the category but also worth investing more into if you like it.

Meatshield-This seems like a good way to work wards. You'll be getting of the type you want, and it's on kill. That being said, there's an issue-it's on kill. That makes it pretty pathetic for most bosses and rares. Perhaps on kill, but also an X% on crit for enemies of rare rank or higher?

Dark Empathy-Not bad. Defense bonus should also apply to you, but not the global speed. Though I actually ahve a question about this skill-is that 1.25% per TL also per minion? So TL 6.5, 10 minions means 77.5% global speed boost? If so, check the scaling. That's... Pretty damn high. And it can go higher.

Master Necromancer-This feels like a weird place for it. It really does. That being said, the ability itself is pretty cool. While it could potentially give you three rares, that's going to require a bare minimum three cat point investment. That's a pretty reasonable cost. The only thing I think needs to be done here is to make these rares 100% friendly fire proof, no matter what other abilities you might have. Otherwise, players will just summon a rare skeleton, and if it doesn't have an OP skillset, kill it and repeat. Making it friendly fire proof will prevent scumming, to a degree. Obviously you could just put it at the front of combat and let it get killed, but that's at most once per fight. Also, require it to be below 20% or so HP before Undead Explosion works on it. Lastly, it's a one-class rare. Never more than one. (And maybe blacklist Necromancer from their list.)
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Delmuir
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Re: Full Necro concept… Pg1, now in add-ons section.

#98 Post by Delmuir »

All good points… although I think this class has thematic consistency as it all deals with augmenting your minion strength.

These were the ideas that didn't make it in (along with the stuff I posted earlier) but I decided that these skills were worth having.

Meatshield… you're right about bosses so I think your solution is a good one. Also, this idea is from Housepet.

Dark Empathy… I just meant the global speed as 1.25% per TL TOTAL so it would grant 7% or so. The critical skill is the minion-to-minion damage reduction which I'd snuck part in earlier.

On the final skill (Master Necromancer), I thought that rares could only have 1 class while uniques can have 2. Either way, definitely 1 class only.

I was thinking that Undead Explosion wouldn't work on these rares (as well as Liches and Runed Boned Giants until after its resurrection is used up) at all but your bigger point is well-taken. It would not do to encourage scumming… that's also why I didn't make it a % chance like the Runed Bone Giant.

Again, these are all ideas that I wanted to work in but didn't… I mean, I easily sneak all of these abilities into other categories but it strikes me as being too powerful.

For example, I could put the rare summon ability in as just a basic ability when the appropriate skill reaches level 7. I went back and forth on that or the +levels on a crit for quite a while. I also considered having your minions pick up excess items from your inventory or off the ground and then have them automatically put into your inventory upon death but it seemed too risky as sometimes minions just disappear...

Anyway… food for thought… I'll check in with 0player and see what he thinks and unless he wants to incorporate some or all of this, I figure I'll just wait until after he's done.
Last edited by Delmuir on Sun Dec 28, 2014 7:51 am, edited 1 time in total.

Red
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Re: Full Necro concept… Pg1, now in add-ons section.

#99 Post by Red »

I don't know about the rare/unique differences, but I do know special enemies can have up to three classes. It can be bad. Really bad. Really. Really. Bad.

And that clears things up a bunch-if that's the case, I figure just up it to 2% per TL. 10% total at TL 5, since it's a 1.3 mastery you get 13% speed boost for your minions.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Delmuir
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Re: Full Necro concept… Pg1, now in add-ons section.

#100 Post by Delmuir »

I wrote Rares but maybe I should have written Elites… I'm not sure who gets a class and who gets more than one although I'm fairly confident that Uniques can have 2 or more. Either way…

Have you played Housepet's Spiritmancer? Some pretty sweet ideas in that Ghost category…

Made me wish I'd stuck that Master Necromancy idea at the end of the AMM category and put Blood Golem in a category with Undeath Link and some others…

I highly doubt I'll make those changes now but he did some good work that is certainly worth looking at.

Delmuir
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Re: Full Necro concept… Pg1, now in add-ons section.

#101 Post by Delmuir »

This is just me working on some ideas...

Here's a complete re-design based off of this thread: http://forums.te4.org/viewtopic.php?f=3 ... 5&start=30

This should start the Necro with a slightly large Necrotic Aura radius. I've included some ideas from this thread and some from the above thread.

Skeletal Minions:

1. Create Skeletons… this creates up to 5 skeletons only. Raises minion cap up to 3 when maxed.

2. Grasping Claws… skeletal claws reach out from the ground to do damage and potentially cause pin and bleeding.

3. Imbue Bones… passive skill. Whenever you use "Create Skeletons," you have a chance to create an "elite" version of one of them at a reduced level. The level increases to regular with talent point investment. At max level, you can create a "rare."

4. Bone Giant… combine 3 skeletons. At level 6, this always creates a Runed Bone Giant. Armored spell-tower essentially. Counts as 3 minions.

Animus:

1. Summon Specters… the summons up to 5 ghosts, dreads, etc. Raises minion cap up to 3 when maxed.

2. Consume Soul…

3. Animus Hoarder… this changes to the soul-recycling idea such that you can recover souls when your minions die.

4. Legion… combines 3 specters into a Legion. This monster has a gloom, high resistance to physical damage, and can turn invisible. Counts as 3 minions.

Undead:

1. Raise Undead… this raises up to 5 ghouls, ghoul kings, and similar zombie-like creatures. Raises minion cap up to 3 when maxed.

2. Undead Explosion… you can blowup your undead or skeletons to do blight or physical damage plus disease or bleeding.

3. Animus Purge… this is a hybrid between Animus Purge and Forgery of the Haze.

4. Nukelavee… combine 3 undead into a fast, skinless horse-like hybrid with little defense but massive damage. Counts as 3 minions.

Advanced Minion Mastery: Locked

1. Aura Mastery… Dark Empathy is incorporated into this talent. In addition, it raises your minion cap up to 12 regardless of whether you've invested in the other summon abilities.

2. Surge of Undeath… same effect except that the accuracy bonus scales massively.

3. Sacrifice… different effect when sacrificing a greater minion.

Bone Giant… max damage shield for up to 15 turns.

Legion… Immunity from status effects and become incorporeal, granting you physical damage immunity for up to 5 turns.

Nukelavee… grants up to 8 random wards and a movement speed bonus that lasts for up to 5 turns.

4. Undeath Link… this is no longer a heal but a sharing effect such that all damage and healing affecting you or your minions. Duration is 5 + active talent level.

While active, this reduces minion-to-minion damage 20% per level.

Lichdom: Only available if you perform the Lich ceremony. This would Replace the Celestial/Star Fury tree.

1. Cheap, low-cooldown darkness beam.

2. Cheap, low-cooldown darkness AoE.

3. Passive that increases your Blurred Mortality negative life.

4. Command Lich… this allows you to summon and command 1 lich. Counts as 1 against minion cap.


Nightfall: Changes all damage to 50% darkness and 50% cold.


Necrosis:

1. Invocation of Decrepitude: new active skill...

Use: Activated
Range: Necrotic Aura
Cost: 35 mana
Use speed: 1 turn
Cool-down: 25

This skill causes all non-undead creatures, including yourself, within your Necrotic Aura to lose 2% of their current life, per turn, for the duration of this spell, in the form of arcane damage. Duration increases with active talent level (2 + 1 per active talent level) and there is no save against this.

This spell has no effect on the Undead, potentially including yourself.

In addition, while you're at or below 0 life, this spell does an additional 1% of current life.

2. Impending Doom… gains 100% spellpower solely for the purpose of overcoming the enemy save when you're at or below 0 life.

3. Become Death… new passive skill:

Whenever you're at or below 0 life, your Necrotic Aura becomes enhanced such that it functions in a similar manner to a Cursed Gloom effect.

All enemies within your Necrotic Aura must save against you spellpower each turn, and if they fail, they lose one beneficial effect or sustain of any type (including anti-magic and prodigies). For the purpose of this spell, you gain a spellpower bonus equal to 12% of your real magic power per active talent level. Non-undead can also be inflicted by the Necrosis effect:

The Necrosis effect is a magic effect and causes a resource and life drain of 25% of current over 8 turns. Doesn't affect odd resources like souls, paradox, equilibrium, et al., but will still drain life. Affects: Stamina, Mana, Positive and Negative Energy, Vim, Hate, and Psi.

If you increase your life above 0 life, the aura lingers for 3 additional turns.

4. Spiteful Revenge… active skill that deals damage to 1 enemy in melee range of you or one of your minions equal to the total amount of life below max for you and all of your minions. Then, you suffer half of that amount on the next turn.


Grave:

1. Chill of the Tomb…

2. Will o' the Wisp… Whenever you're at max capacity of souls, there is a 10% chance (per active talent level) of creating a wisp from any souls generated from killing enemies, etc., at cost of 5.0 mana per wisp created.

3. Cold Flames…

4. Vampiric Gift… This only affects damage dealt within your necrotic aura.


Shades: Locked.

1. Shadow Tunnel… transports your minions through the underworld to you from anywhere on the map.

2. Dark Vision… new passive skill.

After any enemy or minion is killed, you gain a radius "1 + active talent level/2" vision in that spot for "1 turn per active talent level." This is due to your ability to communicate with the dead… it essentially acts as a limited Arcane Eye.

Radius and duration increase with active talent level.

3. Grim Shadow… new sustain skill.

Cost: 50 mana
Instant Cast
Cool-down: 36

This skill infuses a portion of your life into your shadow to grant it the appearance of life whenever your life is at or below 0 life. This shadow will spawn somewhere within your necrotic aura and has no skills, takes no damage. It exists as an added target which can be moved to a minimum and maximum pre-set range. It can move on its own and absorb attacks, although not beams, etc., as attacks just go right through it.

Enemies cannot tell the difference between you and the shadow and will target each of you equally. The shadow can be cancelled and while active produces a constant mana drain of 1 per turn, per talent point invested. With each additional active level, there is an added 3% chance that enemies will target the shadow.

If the Shadow should stand in any magical darkness such as from a Doomed, it will cause the Shadow to be unseen and thus ignored by the enemy. Shadow is cancelled should it leave your Necrotic Aura, i.e. if you teleport away.

Sustain is dropped when you raise your life about 0 although the shadow lingers for 1 turn per active talent level.

4. FrostDusk… no change.


Thus, you'd have Survival, Divination, and the new Necromancy as your generics.


Necromancy:

1. Blurred Mortality… no changes except with Lichform.

2. Phase Soul

Use: Activated
Range: 4-10+ with active talent level.
Cost: 30/60 mana
Use Speed: 1 turn
Cool-down: 8/1

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 1 although the mana cost doubles and the range is reduced by half.

3. Harvest:

Use: Activated
Range: N/A
Cost: 5 mana and 99.99% of life.
Use speed: 1 turn
Cool-down: 36

This spell immediately reduces your life to 0 in exchange for granting the undead status for up to 15 (scales with active talent level) turns and gaining absolute immunity to all new status effects AND damage for 1 turn. Duration increases to 2 at active talent lvl 7 (so with a category mastery).

This will cure up to 7 status effects (1 +1 per active talent level).

This ability does not work if you're already at or below 0 HP.

4. Lichform… gains passive bonus: Blurred Mortality now scales to constitution at 1.25% per point of constitution in addition to current amount.

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Re: Full Necro concept… Pg1, now in add-ons section.

#102 Post by Red »

Right, I'll just say two things since the ideas are still pretty raw.

The Legion sacrifice? Is Draconic Will. Only more powerful.

On a less obvious note, Skeletons are more powerful than any other basic minion. They're the only ones with a passive boost, so if you go at 5/X/5/X with Bones, a group of all Skeletons will be more powerful than any other single-basic group or a mixed group. That is not helped by Skeletons already being a good choice and having melee, ranged, and magic covered. If you do want a passive T3 skill, all categories should have one. Unless you can make them unique, though (the Bones T3 would work just fine for any other tree) it'll be kinda dull. Better to find a new T3 for Bones.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Delmuir
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Re: Full Necro concept… Pg1, now in add-ons section.

#103 Post by Delmuir »

Points well taken. It was rough but I kind of liked the concept…

I figure the best solution is just to nerf skeletons by reducing their level to yours at max. That way, they're not as powerful as other minions… but anyway, I have another thought:

Wisps… I've always hated these and I've also always kind of hated the Grave category. To that end, in my original on page 1, what if Will o' the Wisps was changed to summon a ghost/phantom/revenant kind of thing instead of a wisp.

They'd still do cold/darkness damage but they would no longer be bombs but minions. In essence, this would give your minions a second life. Those ghosts could do status effects and very limited cold/darkness damage. This could be similar to the haunted creatures from the Fears category for the Afflicted.

These minions would have low hp, high physical damage resistance, and would be able to travel through walls. Then, I could get rid of Cold Flame OR Chill of the Tomb and replace it with the Legion super-summon from the other thread. Then, grant the Legion a gloom aura and maybe 50% physical damage resistance and the ability to move through walls… then, if you use Undeath Link, it could share the damage resistance and incorporeal nature.

That might seem OP but recall that Undeath Link also shares damage and if the ghosts have low life, they'd die first when using Undeath Link. Thus, you'd essentially be sacrificing them for a temporary movement bonus.

Perhaps it can move two spaces through a wall sans negative effect or float or something. More so, this super-minion could have pretty low-life as it'd be pretty strong.

I could also grant it a sacrifice bonus… but a weaker one than the crazy OP one that I had.

Thoughts?

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Re: Full Necro concept… Pg1, now in add-ons section.

#104 Post by Red »

That sounds like a pretty good fix for your "soul" creatures, and quite fun to boot. The only addenum would be to make damage they take check their resistance, so if all minions and you take 100 physical damage, they only take 50, but not grant 50% physresist to everyone. Move through walls is fine.

As for the skeletons... Not so much. You'd have a pretty damn hard time balancing the passive buffs with level, and now skeletons are underpowered. Before, they were equal until they got their buff and then they were more powerful. Now, they're weaker until they get their buff, then they're equal, but that means they cost five extra points. Either give everyone that passive, or give no one that passive.

Legion sacrifice, hrm... Grants you the Gloom aura, move through walls, 50+X% Physresist and 10+Y% Allresist for Z turns?
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Delmuir
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Re: Full Necro concept… Pg1, now in add-ons section.

#105 Post by Delmuir »

I think you're right about the damage… that's how it should work with every minion, hopefully.

I think I'll go back to the page 1 design and tweak the Grave category to add the ghost elements. As for Legion… I think the Undeath Link should share only the incorporeal skill which would grant you and your minions the ability to move 2 spaces through walls or through each other.

Then, perhaps the sacrifice ability for Legion is invisibility for "x" turns. Even better would be sharing it with your minions. It'd have to be reasonably short in duration… probably 6-8 turns.

The only question is: what do I get rid of? Cold Flames, Chill of the Tomb, or Vampiric Gifts? Perhaps I could move VG out and put Legion in its spot but I'm not sure where I have room for VG…

Then, of course, I'd have to define stats for the ghosts and Legion…

I had a thought about replacing Cold Flames… it could just become part of he sustain that is currently Will o' the Wisps. Have every ghost/wisp created leave a lingering radius 2, short duration, creeping cold flame's-like AoE. I don't know...

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