Necromancer… remember that mage subclass?


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    Of course the vitals wouldn't be the same everytime, that was just an arbitrary number. Everything would have to be worked out. As for the death timer. None of that is neccessary. The only thing that would need to be changed is if the skill is successfuly completed, the necromancers death timer doesn't move, or moves at a much slower rate, like 10 times slower, etc. Either that or the skill lasts for a certain time, and when it's done, the "ghost" returns to it's dead body and the death timer continues. Something along those lines.

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    Maybe I'm just really tired or maybe this really doesn't make a lot of sense, but it sounds to me like you're asking to punish necromancers just so you can get another spell. I'm not sure about all the changes in death timer because it seems as though our death system is pretty fair currently. 5 minutes is plenty painful during times like double exp, but not aggrovating enough to encur hatemail being sent to me. If someone could make summarize what ya'll have decided on and what needs to be decided (theoretically of course) in 2 short paragraphs I (and possibly others) would understand better and maybe be more on board with the idea eRT

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    Permanent death… why? Why? Is it just me, or would that completely suck for any character who doesn't have that spell?

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    Ert… The necromancer could well choose not to cast this spell, but if they did, it would not be bad for them... If they choose to cast the spell, it would LOWER their death timer, since they have more power over the death magicks. That would be the first function of the spell. The second function would be, if they are dead with the spell on them, then they can use the skill to become a ghost. While being a ghost they can do things just as if they were alive, but with the penalties to the vitals. This would be very good for them, as they do not have to wait for their death timer to go away to continue what they were doing, as in double exp times. When their ghost skill wore off, then they would have to wait their five minutes to come back to life. I do not support permanent death, that is useless and would change the game too much :)

  • retired

    ahh, that's much more clear. I was under the impression that someone wanted them to get a longer death timer unless they used that spell. Not exactly sure about the ghost spell… dead people become ghosts already, and I guess you'd need to work out how much the first spell would lower the death timer and a few other things. However, there would definately need to be some restricts and penalties. eRT

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    I think people are Shades when they die… but it could be named whatever it needed to be. Of course there would need to be restrictions, and the death timer would be lowered very little, probably 3 minutes max when you're very high level and have the spell very high %. Specifics would be worked out, but I'm wondering if this is a conceivable idea. It would be a nice addition and maybe draw in more people to play necromancer.

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    Ok, I guess to appease those that don't like perm-death (or quasi-perm-death)… Why not make the death timer the time you have before being restored has some side effects on you, signifying prolonged death. For instance, perhaps you could end up being constantly hungry for the duration of the affect, where NOTHING would satisfy you, no matter what you ate. Other side effects can be randomly imposed upon you at the restore, like a slight duration of weaken, even if you are immune to it, since your body isn't quite upto snuff yet. Now, being restored by someone with raise dead or resurrect while your death timer is still active will leave you with no side effects whatsoever, well aside from the extra Death count. ;) Immortal restores and newb deaths do not count... and will bypass this idea. :) This will be for anyone above mort first class. :) As far as necromancer spells that would affect this...perhaps allow the necromancer to cast a spell that would help hinder the side effects from cropping up when they are restored. :)

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    Ok, I'm not reading all of this since I don't have time right now. If I hit something that as already been talked about oh well. Since Necros can animate the dead adn charm them they should also be able to "Banish" or "Turn" the dead too. I have noticed that even thought charmed animated dead are suppost to vanish after time they don't and tend to over run an area if too many Necros are activly using the spell. It would be nice if you could simply banish the dead once they have served their useage as a Neco would do in any case.

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    How about giving necros a skill to walk into a room with an agro undead and it would work as if it were a cloak of guile, but would only work on undead.

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    Yeah… that's a great idea. :D Another idea could be to have a counterpart SPELL "spirit rage" that could turn ordinarily non-aggressive undead mobs into aggressives :D And for a counter spell for aggressives altogether, allow some anyone with the spell that can get into the same room with an aggresso to quell the savageness enraging the mob (removing the aggressive flag, perhaps for a limited time). This may not have too much use, since the probably that you could do it would be slim if you weren't up with its level. Another idea could be to make it a bard song that can affect adjacent rooms. That would have some use for lower level bards trying to get through dangerous areas. :)

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    ~~@Ithilidin:~~ > How about giving necros a skill to walk into a room with an agro undead and it would work as if it were a cloak of guile, but would only work on undead. I like that one.

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    The "undead cloak of guile" is a good idea… but are there that many aggro undead mobs? And giving bard a song that allows them to calm aggros in adjacent rooms would be great.

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    Yes, Bards do need more… but that's for a different post :) I think the undead COG would be nice... but maybe instead of just undead, it could be for evil mobs, or certain raced mobs (determined by the immortals to what is appropriate). About the "ghost" or whatever idea. I don't think we have to do anything with the death timer. I think the five minutes is plenty enough time for the Necromancer to go around as a ghost, and after that time runs out, he'll be normally dead and have to wait his allotted time. I don't think we need to change much else.

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    Undead Cloak of Guile? Love it Although i have my doubts about the Ghost idea. I mean really why would i want to wander around at a minus to my vitals for a few mintues when i can spend those few mintues chillin with Gorgoth only to come back with my full vitals? I believe yes that Necros should have some more commands available to them if they choose to wander around dead, but as for attacking and such? i'd leave it alone really the only way i could see that working is to either only be able to attack other "Incorprials" or still having the ability to raise and control the dead. Leaving the Necro virtually harmless but his little contingent of Zombies and such still under his command. Although with this ability Paladins and the like should be given a "banish" ability to counter it. But really people, where talking about those who straddle the line between life and death. People who have control over the very essence of life or the lack there off. People who deal with Ghosts, Ghouls and Other foul creatures of undeath as equals. in short compair wizards to Necros and you come up short in the Dark Magic Area. A few spells i would suggest. Negative Energy Ray - Simple attack spell, not much different but hey adds flavour Negative Energy Blast - Another attack spell but if you kill the desired mob with this spell you have a chance of automatically raising the target as undead under your control Negativve Energy Burst - a Room Wide attack spell with the same chance of raising those killed as above. Also any Undead under control of the Necro are healed the same amount of HP as Damage Dealt to others in the room. Vampiric Touch - yes yes i know. A touch attack spell that allows the Necro to drain HP from a target infliciting damage and healing them. How much HP i think should be level fo necro vs level of victum. Chill Touch - Small little attack spell that allows the necro to "chill" his opponent like some frost weapons out there along with some damage. Soul Suck - Powerful spell that allows you to capture the very soul Essence of the victum, gaining a percentage of Hp/Mana/Move from them. Curse Weapon/Armour - the Unholy version of Bless. Mass Raise - Raise all corpses in the room for bigger mana cost Bone Armour - Can transmute one corpse into a collection of bone like plates that cover the body. Can cast this spell on up to three seperate corpses for a bigger increase to AC. Storm of Souls - Summons the Souls of the dead to assail the opponent causing spell failure, a small wither effect and loss of mana. Bone Storm - Cause a series of small bone shards to fly into an opponent, chance of posioning them. well theres more but i'll leave it here. Necros have one of the biggest possibilities to become a really useful class instead of the Quasi-Joke they are now. Sa Out 8)

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    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.

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    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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