Necromancer as playable

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Invokersama
Posts: 37

Necromancer as playable

Post by Invokersama » Sun May 21, 2023 1:50 am

hey turtle brothers , yeah this thread about necromancer , a class we all wish to play since long time age , like what 15 years :D , one of most wanted classes to to add to the game and since wow azaroth at war is gonna add it , so why no turtle wow have it's own v of Necromancer although they existence for alliance class is against lore , but warlock exist so why not Necromancer, let's have some fun with our ideas .

Necromancer

necromancer is like warlock, they are spellcaster class that use dark magic but depend more as main way to deal damage unlike warlock and other classes.


Races : [Humans / Drawfs / Night elfs / Orcs / Undead / Trolls] these are the races that i have seen use necro magic by far inside the game I don't know about gnome...


Weapons : just like mage and warlock they can use [Wands/Staves/Daggers/Swords/Off-Hands]


Armors : clothes


Class Specialization :
reviver : summon undead mops you killed .
Lich : summon army of undead to aid you .
Deathlord : summon few strong undead to aid you .
Sorcerer: just destruction v for necromancer.



Abilities :

1-Lich spec :


*skeleton summon: cast for 1.5 sec cast to summon one-handed sword skeleton to fight for you . cost 1 summon point




( you can command npc you summons like how you control Npcs in Moba games )

(every Necro summon have 2 or 3 spells in their owns like shield skeleton can taunt, skeleton healers can heals and etc etc )

(Necromancer would have cap number for his summon that they can't exceed it by making every summon have "summon point" when they are active, like for example having 10 point cap for their summons. normal skeleton cost 1 point as long as they active , archer skeleton cost 2 and tank skeleton cost 3 so if you have 10 points you can summon like 5 archer skeleton or 10 normal skeleton or 3 tank skeleton with 1 normal skeleton . you get the idea )

( if you try new summon when you already reach the cap point of your summons, that will lead for your summons to dis summon for the new summon to take it's place based on summon point )

( cap point of Necromancer summons can be increase by leveling, class quest , talent trees for some specs like Lich , special gears that increase it and etc etc )

( necromancer summon take huge amount of mana like 1 skeleton to summon could take like 5% mana or more, so you can't spam it mindlessly so you need to manage your Mana unless you take lich build tree spec )

( necromancer's summons power level define by necromancer is stats or spell power. every summon have their power cap of necromancer power . like skeleton take 5% cap of necromancer power and skeleton soldier take like 10% cap and like this etc etc )




*skeleton warrior summon : cast 5 sec to summon more stronger 2 handed sword skeleton to fight for you. cost 3 summon point .

*skeleton defender summon : cast 5 sec to summon skeleton with shield that have more def then other skeletons but have weak damage and can generate a lot of threat to aggro . cost 3 summon point.

*skeleton archer summon : cast 3 secs to summon skeleton with bow to attack. cost 2 summon point .

*skeleton mage summon : cast 10 secs to summon skeleton that can cast mage spells . cost 5 summon point

*skeleton healer summon : cast 10 secs to summon skeleton that can heal . cost 10 summon point

( you can command skeleton healer to heal specific person or give command like heal you first then other or heal lowest friendly target first etc etc )

* gaint skeleton summon : cast 20 sec to summon super strong gaint skeleton with 2 handed sword . cost 15 summon point

* army call : AoE spell that summon instantly 5 skeleton of your choice

*Lich transformation : transform to lich for 20 sec to improve you spells and necro spell ( like how Kel'thuzad look not lich king :D )






2- reviver :

*dead call : summon ghost of your dead friends to your location.

*body summon : summon the dead body to location of your friend ghost

*Necro revive : revive friendly targets

*Necro summon : summon undead V of dead body of mops or npcs you killed dose not work in players . cost point based on target you summon

* Necro control : enslave undead npc to your well ( work like demon enslave )

*undead call :cast for 8 sec summon undead hands from the ground to slow targets. AoE spell that damage and slow target moving speed ( like mage Blizzard but weaker )

*undead class summon : cast for 5 sec when you kill player or npc that have specific class you can summon undead that have some appearance and some class spell to help you fight . cost 10 point summon

(for excample warrior undead would have charge , kick , cleave / paladin would have judgement ,hammer of Hammer of Justice , flash of light etc etc . ofc they are weaker then players )

* elite summon : cast 15 sec now you can summon undead elite out of dead bodies of elite npc but they are much weaker . cost 15-20 summon point




3-Deathlord :

*zombie summon : cast for 4 sec to summon zombie that have nice dps and def cost 3 summon point

*soul weaver summon : cast 6 sec to summon soul weaver that do AoE damage cost 6 summon point

*deathknight summon : cast for 8 sec to summon deathknight that have good dps and high def also cost 7 point ( knight in hourse )

* abomination summon : cast for 20 sect to summon abomination that have high dps and heath cost 20 point summon



4- Sorcerer :

*shadowbolt : warlock spell Sends a shadowy bolt at the enemy, causing 13 to 18 Shadow damage.


i ran out ideas for this spec :D . also sorry for bad english peace
Last edited by Invokersama on Sun May 21, 2023 2:54 pm, edited 10 times in total.

Endlessfishing
Posts: 29

Re: Necromancer as playable

Post by Endlessfishing » Sun May 21, 2023 6:21 am

As a cool option, it wouldn't be bad, but there are a few problems here.

1 point: at the beginning you have 10 "nerco summon points" and when you level up, talent and class guest increase slowly, but what is the maximum "nerco summon point" 20 or 30?
a possible solution: warlock similar soul shard mechanical only not soul shard but captured soul or something similar.
2 points: at the lore level, how will there be an alliance or a carry? Because only the cult of the damned can train narcomancers
there is a solution: ok, it can be explained at the death knight level (retial), but they are not undead, but people who voluntarily chose this path.
3 points: all specifications are based on undead summoning (except sorcerer), the problem here is what separates the specifications on a larger level (for warlock: affliction Dot, demonology summoned pet, destruction fire damage)
possible solution: lich spec many small undead, reviver a kind of healing build, deathlord few but high power undead

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Invokersama
Posts: 37

Re: Necromancer as playable

Post by Invokersama » Sun May 21, 2023 10:09 am

Endlessfishing wrote:
Sun May 21, 2023 6:21 am
As a cool option, it wouldn't be bad, but there are a few problems here.

1 point: at the beginning you have 10 "nerco summon points" and when you level up, talent and class guest increase slowly, but what is the maximum "nerco summon point" 20 or 30?
a possible solution: warlock similar soul shard mechanical only not soul shard but captured soul or something similar.
2 points: at the lore level, how will there be an alliance or a carry? Because only the cult of the damned can train narcomancers
there is a solution: ok, it can be explained at the death knight level (retial), but they are not undead, but people who voluntarily chose this path.
3 points: all specifications are based on undead summoning (except sorcerer), the problem here is what separates the specifications on a larger level (for warlock: affliction Dot, demonology summoned pet, destruction fire damage)
possible solution: lich spec many small undead, reviver a kind of healing build, deathlord few but high power undead
1- point : i give 10 Necro summon point as example to make explaining more ezer, so Necro starts with 10 summon point is kinda op , maybe for best Necro start with 1 point then gain more throw leveling or processing in talent tree to end up like with 10 or 20 in lvl 60 ? .

also maybe higher ranks of summoning spells would cost more summoning points like instead of (1 point for rank 1 spell) now it cost ( 2 point for ranks 2 spell ) for example

the reason why i didn't use soul system because i think the main way for Necro to deal damage is by summoning (like magic bolt for mages ) and if soul system exist for class that summon a lot, they could run out of souls to summon pretty fast, kind like paladin with oom issue .

but maybe it work if Necro have both summon point and soul system ( like every soul have specific number to summon with ), also cap point system to make Necro at check


2- point : i remember their were friendly Lich in death knight zones , maybe they can teach us how to be necromancer other then that you are right .


3-point :i guess you are right . although l like the idea of 3 specs that have their own way to deal damage with summoning mechanic like mage and warrior specs.

maybe Necromancer's summon will define what spec they are to other players.
Last edited by Invokersama on Sun May 21, 2023 12:27 pm, edited 1 time in total.

Endlessfishing
Posts: 29

Re: Necromancer as playable

Post by Endlessfishing » Sun May 21, 2023 12:19 pm

I don't play as a death knight

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Galendor
Posts: 202

Re: Necromancer as playable

Post by Galendor » Sun May 21, 2023 4:03 pm

That's an interesting concept for you guys:
Image
Image

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Gladeshadow
Posts: 178

Re: Necromancer as playable

Post by Gladeshadow » Sun May 21, 2023 10:07 pm

The creativity is great, but adding a class doesn't feel so much in the spirit of Vanilla personally. I'm happy with the classes we have and developing them further.

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Heine
Posts: 193

Re: Necromancer as playable

Post by Heine » Mon May 22, 2023 9:30 am

Night elves and dwarves can not be necromancers.
Humans/Undeads, thats all.

Andima
Posts: 45

Re: Necromancer as playable

Post by Andima » Tue May 23, 2023 9:45 am

A warlock with the minions reskinned as skeltons/ghouls may be an option, very easy to implement and wont affect gameplay at all. Maybe something you buy with donation tokens?

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Galendor
Posts: 202

Re: Necromancer as playable

Post by Galendor » Tue May 23, 2023 1:03 pm

Andima wrote:
Tue May 23, 2023 9:45 am
A warlock with the minions reskinned as skeltons/ghouls may be an option, very easy to implement and wont affect gameplay at all. Maybe something you buy with donation tokens?
That's actually a good idea.

Baess
Posts: 28

Re: Necromancer as playable

Post by Baess » Tue May 23, 2023 3:03 pm

Thats actually a neat idea. Full class "skin" as a shop item. Recoloured spells and such.
Caestielle (Hagreth/Litestep HC)

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Linebreaker1337
Posts: 4

Re: Necromancer as playable

Post by Linebreaker1337 » Wed Jun 14, 2023 8:25 pm

New Classes are a terrible idea and only ever bring long term problems. In retail "expansions" they have only ever been added to boost sales, but theyve been a nightmare for game balance.

Also WoW has a Necromancer, its called the Warlock, except in WoW it happens to be demon themed. Tough luck.

TERRIBLE idea!

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