Necromancers - development thread (closed)

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eggmceye
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Necromancers - development thread (closed)

Post by eggmceye »

coming soon to reg, PD, weekly and NG ....
:skull: :alarm: :skull: NECROMANCERS :skull: :alarm: :skull:
:skull: :alarm: :skull: NECROMANCERS :skull: :alarm: :skull:
:skull: :alarm: :skull: NECROMANCERS :skull: :alarm: :skull:
:skull: :alarm: :skull: NECROMANCERS :skull: :alarm: :skull:
:skull: :alarm: :skull: NECROMANCERS :skull: :alarm: :skull:

[attachment=0]deathiscertain.JPG[/attachment]


Necromancers will be a sub-class of mage, and the necromancer skill is mutually exclusive with sorcery. In short the subclassing aspect means you can't learn both nerco & sorc skills at the same time.

how to roll a new necro on alpha
* create a mage character
* in game type /script necro, then relog

how to convert a sorcerer to necromancer on alpha
* optionally copy an existing mage/sorcerer from reg or PD to alpha via armoury
* type /script necro then relog

/script necro, in both cases, simply swaps your sorcery and necro skill points. Once swapped, if your necro is then > sorc you are automagically taught all the nercro spells that are available

SPELL LIST
CIRCLE 1 :skull:
cold hands of death - C1 - Des Mani
clone of An Mani

CIRCLE 2 :skull: :skull:
death missile - C2 - Corp Por
clone of Grav Por

breath of death - C2 - Bet Corp Hur
bad breath on self

CIRCLE 3 :skull: :skull: :skull:
greater cold hands - C3 - Vas Des Mani
same as Vas An Mani

summon lesser undead - C3 - Kal Corp Xen I
Summons a skeleton, mummy etc

CIRCLE 4 :skull: :skull: :skull: :skull:
corpse explosion - C4 - Flam Grav Corp
AoE mass curse that curses targets such that when each target dies it explodes - inflicting damage on everything within 3x3 square (like flam grav)

soul transfer - C4 - Mani Por Tym
drains life over time - exact specs: target loses 5% of health per sec over 5 sec, caster gains 5% per sec (% of own health, not target) - both caster and target are frozen during transfer

CIRCLE 5 :skull: :skull: :skull: :skull: :skull:
summon greater undead - C5 - Kal Corp Xen II
summons undead such as lich, vamp, skel drag, etc

giblet golems - C5 - In Corp Kal
AoE mass curse that curses targets: such that when each target dies, it turns into a bunch of body parts which become aligned to caster and act as blue bar npc allies (like clones, not summons)

create bone charm - C5 - Wis Corp Xen
creates a taming food item out of corpse, bones or skull that can be used by someone with taming to tame undead. Works like regular taming, but requires the same points in necro as required by taming. Eg, to tame a ghoul you need 30% taming AND 30% necromancy

CIRCLE 6 :skull: :skull: :skull: :skull: :skull: :skull:
animate corpse - C6 - In Xen
cast on monster corpse to create a summon - the summon stays alive until it is killed or you log out - works on all monster corpses

spread disease - C6 - In Bet Corp
AoE inflicts disease on any monster nearby - diseased monsters temporarily lose 25% MR and 25% def

CIRCLE 7 :skull: :skull: :skull: :skull: :skull: :skull: :skull:
cone of acid - C7 - In Corp Hur
clone of IFH

black lightning - C7 - Corp Ort Grav
clone of VOG

CIRCLE 8 :skull: :skull: :skull: :skull: :skull: :skull: :skull: :skull:
hail of bones - C8 - Corp Yelm
uncoded - but aiming to make a DoT AoE - so basically a highly powerful clone of quake, but does damage over time rather than instant - have to think of ways of keeping your enemies still before casting - maybe this spell could cast mass hold on them all ?


other notes:
Kal Xen will lose ability to summon undead. KX may be improved by some other means.
XMP is staying where it is for the time being, tho I have speculated on moving it to Necro. However there is tons of necro spells already.

I put clones of AM, GP, VAM, VOG, IFH in - so as to provide some backbone to your dps.
cone of acid: same as IFH except it is acid damage - not fire - and as yet there are no resistances or weaknesses to acid - so it's just a plain magic damage type in effect

To boil it down, one must ask thyself:
would you trade XJ, IJO & XC (which seem to be pretty solid spells) for:
- a semi perm summon (animate corpse)
- taming undead - possibly a novelty since everone wants black and red dragons - unless skeleton/zombie dragon became good pets variants too
- a strong vamp over time spell that can only really be used when one enemy left
- corpse curse explosion + chain lightning combo - possibly good damage + might be keyboard mashing fun
- aoe dot - never done in euo - may not even work due to fast pacing

about subclassing
it's been 6 months since I worked on it - but I believe it works like this:
Magery is the parent class. Necro and Sorc are sub classes of magery.
Total points in necro + total in sorc is capped at 100, but will be less than 100 if your class cap does not have room for mage class to expand.

Eg
nonhuman with 100% class cap
valid combos:
example 1:
100% magery
100% sorc

example 2:
100% nerco (pts in magery not actually required)

example 3:
100% magery
50% nerco
50% sorc

example 4:
50% rogue
50% (sorc or necro ... sorc+nerco must be <=50% as limited by the 50% in rogue + nonhuman 100% cap)

update log since original post
Aug 5
* use /script necro to convert a sorcerer to necro on alpha (and back again)
* necros get bonus xp from summons: up to a max of 50% (normally the xp you get from a summon is 10%) - the necro xp summon bonus is proportional to your skill in necromancy
* added create undead charm spell for taming undead pets
* diseased monsters lose 25% def, 25% MR (and diseased mobs don't spread it like zombies or diseased players)
* finished spread disease spell - changed to AoE - moved to circle 6
* added diseased 'Z' to the <> above heads - might change to avoid confusion with sleep
* updated Kal Xen such that it no longer spawns undead
* made ICK (giblet golems) and FGC (exploding corpse) AoE mass curses

summary
Needs more sfx - keighn has sent me a zip full of wavs to try out - which I will most definitely do
need to complete the hail of bones
ready to change or delete anything in order to make this a fun & interesting & viable alternative to sorcery
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Re: Necromancers - coming soon to alpha maybe

Post by Mackey »

I like where this is going. Gonna start a thread for necromancer suggestions? Also, how would dual classing as sorcerer/necro work, 200% at versatility and we're good?
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

Cool beans I'll be sure, if I have extra time, to test it from bare bones lvl 1 (if possible).
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Re: Necromancers - coming soon to alpha maybe

Post by eggmceye »

Post your mechanics/spell suggestions right here .... I'm not particularly attached to anything. Most of it is coded but that's easy to change, scrap and expand. Only thing I'd rather be not dictated to me is how one becomes a necro. That is the fun bit for me - so I'd rather work that out myself. I already have some vague ideas. I won't speculate on them.

Dual classing necro/sorc is impossible ! I'm ruling it out totally.

Testing it from lvl 1 is def the way to do it - and at 10x xp etc on alpha or whatever it is it shouldn't take too long and be reasonable fun hopefully.
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Re: Necromancers - coming soon to alpha maybe

Post by Mackey »

"Bonecraft" - some sort of class exclusive wep/armor crafting that would benefit necromancers

Needs a strong 8th circle spell to do some damage

Other spell ideas: "blood burn", "devour flesh/soul", "purge humanity/living", "binding hands of the dead"

Trying to be vague in my suggestions, but I have ideas for all those spells
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Re: Necromancers - coming soon to alpha maybe

Post by eggmceye »

oh yeh I totally forgot bone items
and another thing - remember sandfire's cousin? aaah what was his name - he kept changing it - but he had a great suggestion about cursed shortswords, or hexblades - but not sure I'm going down that route (too much work - am happy just to get a good new circle completed) viewtopic.php?p=74994#p74994
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Re: Necromancers - coming soon to alpha maybe

Post by Bugbo »

So will the necromancy spells DM and VDM heal vamps the way VM and mani damages them?
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Re: Necromancers - coming soon to alpha maybe

Post by Eclips »

First off, love the intro, the openers to your posts have been getting better over time.

Secondly, I love the bad breath spell. Now instead of becoming invis, you could just roll through and watch everything scatter like a boss.

I like the idea of undead pets and summons but summons can be lackluster. I think there should either be a heal for them, or maybe they should absorb damage for you. Either of these would be cool:
*Undead Pets/summons absorb parts from their kills or nearby kills, and gain a portion of the monsters health back as their own.
* Call to the beyond - Pet gets no healing, but can be ressed at 30% health and regens the other 70% over a few seconds.
* Pets/summons get no healing, but while active they absorb a portion of the damage you take. Or a spell to toggle this effect.
* Pets/summons can be fed bones, or can eat undead mobs.

Necromancers should get a way of interacting with player death.
* Living Death- If target player dies in the next 30 seconds, resurrects for 10 seconds and then explodes on death.
* Necromancers get a buff for nearby dead players.
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

I actually had a pet skele-dragon at one point. CinisterD might still have it. I believe it was a carnivore.
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Re: Necromancers - coming soon to alpha maybe

Post by Eclips »

I suppose I should have showed my support for the class overall before I shat out suggestions all over your hardwork. I like what you have so far a lot, but it seems like a class that will have a hard time soloing so far.

Suggestion for Spread Disease - Change it to Fester Wounds- Damage scales off of int and how much HP the monster is missing. Also extends duration of Bleed, or doubles damage of bleed or causes bonus damage to a bleeding target.
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Re: Necromancers - coming soon to alpha maybe

Post by eggmceye »

nah I am definitely concerned that all the summoning will be underwhelming
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Re: Necromancers - coming soon to alpha maybe

Post by Onyxt »

eggmceye wrote:nah I am definitely concerned that all the summoning will be underwhelming
Could you make the summons damage scale to the casters int?
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Re: Necromancers - coming soon to alpha maybe

Post by Eclips »

Is it possible for dark lightning to start at the monsters and then bounce the last hit to you, visually anyway. I think it would be a cool effect and change from VOG.

Also I think Acid wind would be cool if it debuffed defense. It won't help necros solo game, but it will help in parties.
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Re: Necromancers - coming soon to alpha maybe

Post by Eclips »

Sorry about the double post, but now that I think about it, Breath of death might be too cheesy.

Whats to stop you from casting it on yourself, and essentially disabling all nearby mobs while your party takes care of them.
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Re: Necromancers - coming soon to alpha maybe

Post by Flamesoffire »

Corp Flam: Circle 6: Black Fire??
Clone of VF.


Only reason suggested this, It would be nice to have a decently powered ranged non AoE spell. Would kind of suck to have to spam a AoE spell against one monster.
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

Ya'll gotta think outside the box:
Parasitic Soul - infects a mob with corrupted soul.... eventually explodes in dmg (not necessarily killing it) those around get diseased and or poisoned or bleeding

Possession - you basically stand still and control the monster until it regains its free will.

Cry of the Undead - arms reach out and grasp mobs in the area of effect (hamstrung as per charge) for the duration.

Stuff like that. I'm not in a huge creative mind atm so those are kind of lame.
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Re: Necromancers - coming soon to alpha maybe

Post by Bugbo »

eggmceye wrote:
CIRCLE 2 :skull: :skull:
death missile - C2 - Corp Por
clone of Grav Por
Wasn't that the spell they were always casting in Origin's Ultima Online?
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Re: Necromancers - coming soon to alpha maybe

Post by Eclips »

Suggestions for pets:

*Either pets heal a portion of a monsters HP when they get a kill

OR

* A spell that marks a target and if you kill it in so many seconds, your pet heals some.
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Re: Necromancers - coming soon to alpha maybe

Post by Turtle »

Maybe necro power increases as hp decreases?
Last edited by Turtle on Mon Jul 22, 2013 8:07 am, edited 1 time in total.
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Re: Necromancers - coming soon to alpha maybe

Post by Onyxt »

Turtle wrote:Maybe negro power increases as hp decreases?
Wat..
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