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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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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.
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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.