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  4. Necromancer… remember that mage subclass?

Necromancer… remember that mage subclass?

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  • BelexusB Offline
    BelexusB Offline
    Belexus
    registered
    wrote on last edited by
    #28

    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.

    -Belexus

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    • S Offline
      S Offline
      Samakain
      registered
      wrote on last edited by
      #29

      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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      • I Offline
        I Offline
        Ithilidin
        registered
        wrote on last edited by
        #30

        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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        • NibelungN Offline
          NibelungN Offline
          Nibelung
          registered
          wrote on last edited by
          #31

          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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          • I Offline
            I Offline
            Ithilidin
            registered
            wrote on last edited by
            #32

            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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            • T Offline
              T Offline
              tommi
              registered
              wrote on last edited by
              #33

              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

              God save the Queen as nobody could save the Governor General.

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              • U Offline
                U Offline
                Upir
                registered
                wrote on last edited by
                #34

                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.

                "The sun sucks." – Butt-head (Beavis and Butt-head Do America)

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                • P Offline
                  P Offline
                  Pravus
                  registered
                  wrote on last edited by
                  #35

                  <quote>> 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.</quote>

                  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.

                  Understanding requires not just a moment of perception, but a continuous awareness, a continuous state of inquiry without conclusion.

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                  • XavisX Offline
                    XavisX Offline
                    Xavis
                    registered
                    wrote on last edited by
                    #36

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

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                    • P Offline
                      P Offline
                      Pravus
                      registered
                      wrote on last edited by
                      #37

                      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.)

                      Understanding requires not just a moment of perception, but a continuous awareness, a continuous state of inquiry without conclusion.

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                      • SpunkyS Offline
                        SpunkyS Offline
                        Spunky
                        registered
                        wrote on last edited by
                        #38

                        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.

                        Advocate of Future Hope, Opposition of Future Fear

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                        • RythenR Offline
                          RythenR Offline
                          Rythen
                          retired
                          wrote on last edited by
                          #39

                          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.

                          The wings upon which souls are carried, the wind that carries angels.

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                          • JazelleJ Offline
                            JazelleJ Offline
                            Jazelle
                            registered
                            wrote on last edited by
                            #40

                            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.

                            The last Mystic -

                            All things are possible - until you open the box. - Ref. to Schrödinger´s Cat

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                            • P Offline
                              P Offline
                              Pravus
                              registered
                              wrote on last edited by
                              #41

                              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.

                              Understanding requires not just a moment of perception, but a continuous awareness, a continuous state of inquiry without conclusion.

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                              • R Offline
                                R Offline
                                RedRaven
                                registered
                                wrote on last edited by
                                #42

                                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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                                • JazelleJ Offline
                                  JazelleJ Offline
                                  Jazelle
                                  registered
                                  wrote on last edited by
                                  #43

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

                                  The last Mystic -

                                  All things are possible - until you open the box. - Ref. to Schrödinger´s Cat

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                                  • I Offline
                                    I Offline
                                    Ithilidin
                                    registered
                                    wrote on last edited by
                                    #44

                                    <quote author="RedRaven">@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</quote>

                                    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.

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                                    • S Offline
                                      S Offline
                                      shodei
                                      newly_registered
                                      wrote on last edited by
                                      #45

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

                                      there are 10 types of people in this world. those that know biniary and those that don't.

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