Necromancer Class Variation



  • So I've decided to make a new thread for this variation of Necromancer since the abilities and mechanics are much different from previous suggestion

    So here's a second attempt at necromancer class:

    The Necromancer is the master of the dark arts, using black magic to bring death to its enemies and reanimating the fallen to bend to their cause. In combat the Necromancer relies on ice and death attacks to damage enemies, while utilizing curses to reduce foes combat effectiveness. However death is no escape for those unfortunate to fall to the curses of the necromancer: the lingering magic transforms the slain into foul undead to serve the necromancer and act as living (or in this case un-living) embodiment of the curses. The Necromancer is a master of death, and reaping the rewards for heralding it, each death from his spells granting the Necromancer a new boon: whether its a powerful new minion to command or an increase in his magical strength, death is only the beginning...

    The Necromancers primary attributes are Intelligence and Charisma , and secondary attribute is Spell Power

    The Necromancer preferred weapons are phylacteries and scepters

    The Necromancer's main mechanics are the on-death and curse/reanimation.

    Most of the Necromancers spells have an "on-death" effect, when an enemy is slain by/while effected by a necromancers spell it triggers and additional effect.

    The most powerful spells of the Necromancer's arsenal are the curses/reanimation spells: The Necromancer has access to curses, debuffs that affect a single target with a effect that weakens them (increase damage taken, reduced defenses etc.) and if the target dies while under a curse they are effected by the on-death effect "reanimation". Only 1 reanimation will take place regardless of how many curses are on a target , only the most recent curse will apply ie: if a mob is under curse of banshee and you apply a curse of drauger then if the target dies it will reanimate a drauger

    Reanimation summons a undead minion with the ability to apply a weaker form of the curse to multiple targets (aura's , AoE, etc.) and can last for several minutes to several seconds. After reanimating the curse spell icon can be activated again to cause the undead to use a special ability that applies a weaker version of that curse. Undead cannot be healed using normal methods

    Ex: Necromancer casts the Curse of the Draugr which significantly reduces the targets damage dealt , if they die while under the curse they are reanimated as a Draugr. The Draugr is an large undead useful to act as a tank , casting Curse of the Draugr activates a AoE burst around the Draugr that taunts all nearby enemies and reduces their damage dealt.

    Only 1 of each curse can be active on a target at one time, and multiple of the same curses don't stack on the same target.

    Most of the damage capable spells of the Necromancer are single target Ice and Death spells to quickly kill cursed targets and reanimate them into minions along with a few utility spells to help defend themselves and increase the effectiveness of their minions , however the bulk of their abilities are in curses/reanimations.

    Early levels the Necromancer will rely on simple attacks and cheap basic zombie minions to get through dungeons, but as they level up they will have access to more useful curses and minions that help them CC enemies and Bosses. Solo play the necromancer relies mostly on amassing a small army composed of different undead to get through dungeons , letting their minions do most of the work while they attack/direct from afar. In group play the Necromancer assists the party through curses , using them to reduce the difficulty of hard enemies and bosses while using their specialized minions to help fill in gaps in roles such as tanks and dps.

    Specifics about spells, minions, and explanations of weapons will come later.

    Here are some spells I thought about

    Summon Bone Wall- Creates a wall of writhing skeletons in front of the Necromancer that damage enemies that get too close, occasionally a skeleton free's itself from the wall and attacks enemies. If the wall or a detached skeleton kills an enemy a skeleton automatically detaches itself. The wall can be damaged and destroyed if attacked enough , and takes damage from friends and foes. Only 1 wall can exist at once per necromancer

    The idea of the spell is a wall similar to the champions range wall, instead this wall can damage close enemies and occasionally summons weak minions to aid the Necromancer, properly placed it can help keep the necromancer alive. The downside is that the wall can only attack enemies in front of it, and only in range, while preventing any attacks/movement by allies behind it getting through.

    Soul Tear/Summon Lich- Soul tear is a single target spell that attempts to rip out the targets soul/essence, the more damage the target has the more damage the spell does. If the spell kills the target it traps the soul/essence in a Phylactery , when the Necromancer has collected enough souls the Phylactery consumes the soul to cast Summon Lich

    Summon Lich summons an ancient and powerful undead Lich held within the Phylactery : the Lich is able to summon skeleton knights to aid it and the Necromancer in combat, buffing other nearby undead minions of the Necromancer, and when the spell is cast again a powerful AoE attack that attempts to draw nearby souls of enemies, dealing damage and if killing targets draws out their souls increasing the time the Lich remains summoned.

    Soul Tear/Summon Lich is meant to be the Necromancer's "cap" ability , its strongest spell in the arsenal. Weakening enemies and tearing their souls the Necromancer collects them to summon the Lich during the toughest encounters (usually bosses/mini-bosses) or when the party becomes overwhelmed.

    Soul Tear will requires the Necromancer to be careful timing the spell to ensure the kill , having a cooldown time that will prevent constant spamming. The amount of souls needed to summon the Lich also makes the Necromancer careful about needlessly summoning the Lich as a easy way to clear rooms. The Lich summoned would be vunerable to direct attack, having no direct method to attack enemies except for the AoE Soul Tear, which also has a cooldown to prevent spamming , relying on minions much like Necromancer does to survive. Due to the strength of the Lich its life timer would be significantly lower than other minions, ensuring the Necromancer uses the time he has the Lich effectively and proper timing of Soul Tear to help keep the timer going.

    Curse of the Drauger/Summon Drauger- One of the first curses the Necromancer gets , this reduces the damage a target deals , a must have against powerful damage dealing characters that threaten the squishy Necromancer and other party members . Killing the enemy while the curse is active summons a Drauger , an large undead tank covering in heavy armor and wielding a sword and shield . The Drauger acts as a Tank minion, able to absorb strikes that would fell most undead with ease. Activating the spell again causes the Drauger to taunt nearby enemies, drawing their attacks to it, and reducing all damage they deal.

    Like all curses the Necromancer must pick his targets carefully and timing must be on point: applying the curse to a tank mob with little damage and full health might not be the wisest choice when a dps mob with low health is attacking a vital member of the party. The Drauger is meant to be a tank minion, it excels at attracting the attention of multiple enemies or particularly powerful damage enemies and keeping them off vulnerable targets. Ensuring the Drauger is in the right spot before using its taunt/AoE curse is essentialy to ensure it's not wasted.


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