Necromancer… remember that mage subclass?


  • registered

    Not sure if this has been suggested yet, I don't remember but: Life tap - lasts 2-3 ticks. It is the vampiric affect of swords in hyperdrive. Every successful hit brings hp back to the caster. Nothing dramatic. 1-2 a hit at lower levels to around 3-10 at around level 120.

  • registered

    Hrm, energy drain isn't enough? I can push my hp to 3-5x my max hp if I cast it enough. Unless you want to make it something of a WEAPON affect. :) Then that would be cool. How about make the hp return based upon the level of the spell, the level weapon and the damage given?

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    Energy drain can take you over, but it is a poor substitute for heal. With the life tap, it would stop at your maximum hp, like heal would, not take you over.

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    How about a spell Heat Metals, some sort of energy attack that causes metal items to rapidly heat up to the point that they you take damage and have to remove them or better yet make it targetable so you can say cast 'heat metals' 'infiniate armor' and it falls off into your inventory, like disarm

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    Can the kill spell be made more effective/strong? I was going around Olaria and casting it on random NPCs roaming the streets and they regularly resisted the spell. I'm level 102 and I'm sure most of those mobs are less than half that level.

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    > Life tap - lasts 2-3 ticks. It is the vampiric affect of swords in hyperdrive. Every successful hit brings hp back to the caster. Nothing dramatic. 1-2 a hit at lower levels to around 3-10 at around level 120. Sounds interesting to me… I would set the spell up to imbed sparks of magical energy into the victim, and each spark would deal(and heal the caster) a varying range of damage based on the skill of the spell and the level of the caster. Perhaps the spell could even be cast multiple times, maybe even up to 3 magic taps damaging the target at once. :twisted: Necros should be able to create undead and enhance their bodies with magic. It would be cool if a necro could skull a humanoid mob and use that skull to turn them into a zombie or ghoul, or pull out some of the skeleton of other monsters, to turn them into an undead version of the creature type. Perhaps a Fortify Flesh spell to strengthen the undead, or a spell to enhance the attack/damage capabilities of the frail undead servants.

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    I like your idea tommi! But it should be a gradual thing, not something instant

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    It seems that Heat Metals might be more of a universal spell, I can see each mage class being able to do this seemingly simple feat. (But who couldn't use another nifty spell, especially one that deals damage over time.)

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    I also see this as a way to remove people's equipped spells without actually casting dispel. Horrid idea imo. And uh..im gonna say about 80-85% of worn armor isnt even metal to begin with, so there you go.

  • retired

    Rather than adding a bunch of pointless spells I was thinking of adding something a little more in-depth. Granted I'm not sure how it would be coded into the game but in theory I think it might make necromancers happy. What I was thinking of was giving necromancers a skill or spell that works with creating a Homunculus, or some other kind of magical creature similiar to a familiar. This wouldn't be just walking around raising every corpse you can find skill. This could involve collecting ingredients scattered around the world to create a magical being you intend to be your companion or in the evil necromancer's case. Your little servant bitch. Making the skill in-depth as to produce different results based on the ingredients used and the level of the spell caster the creature would function similiar to a pmount. Allowing it only to be in groups the necromancer leads, if it dies repoping at the said necromancers house (laboratory) or if they don't have one, the creature would be slain permanently. If you did have a place for it to go it would be injured when it comes to there and you would have to go out and find more ingredients to repair it creating hybrids etc. Or something along those lines. Now of course this being would be able to be ordered around and hopefully level up and gain strength as it battles with it's master. I was thinking it could have a limited number of spells/skills it can used based upon the ingredients etc. I don't have it all thought out yet and I'm not even sure if something like this was brought up before and I'm too tired and sick to check right now. Anyway give your thoughts on this I'm not sure if necromancers would like something like this or if they would deem it worthless.

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    Ok even I can see this one really getting bitched at for pking. Reason. Picture this one. I am a necro I have a familure that can fight players, I have a bunch of animated corpses and I have my pmount. To top it off I'm a Crusader too so I have have 2 powerful creatures. I already heard bitching about pmounts and the damage they do in a pk fight. This one would really put them over the edge. Still I do like it to a point. But I would rather see the number of spells more equal in both style, power and number.

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    I'd say only allow the player to take one of their companions at a time, or only allow one to fight as a time to balance this. I think it'd be an extremly fun part of the game, trying to build different homunculi.

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    Just a FYI, Jaz and all. It is not pmounts, it is any mount. Dont lay so much on pmounts the only bonus they give really is owner only and always being able to find a mount

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    Ok you got 9 slots and basically your own standing army and for Crusaders one slot is a mount.

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    ~~@RedRaven:~~ > Just a FYI, Jaz and all. It is not pmounts, it is any mount. Dont lay so much on pmounts the only bonus they give really is owner only and always being able to find a mount And if on the second continent, pmounts mean nothing as of the moment. There are level 100-140 mounts out there that can be used. Pmounts are at the very most equal to these once spelled up properly. I'd rather use the other mounts with their 23k hp of tanking damage available.

  • newly_registered

    lots of those ideas a great. the necro doesn't have that many spells to start with and i think it needs some more.

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