Necromancers - development thread (closed)

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Keighn
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

LMAO!
Probably hit the wrong key.... I hope.
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Re: Necromancers - coming soon to alpha maybe

Post by Turtle »

Oh god, phone auto correct
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

I can't help it but I'm still laughing.

So all us death worshippers this might apply: (I did have the zombie version up but god.. that's just gruesome)


And of course those undead should obey:
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Re: Necromancers - coming soon to alpha maybe

Post by CinisterD »

Amazing start egg! (If you don't mind) I have a few things i wanted to touch base on...

I see the necromancers being a very defensive mage, making the summons/mobs do most the work. A few things i'd like to add.

- Circle 8 needs another spell, not a XC clone, but a solid necro "finisher" the AoE DoT is nice, but not overly useful on a mob more than once, and soul steal or w/e locks you in place, so if your fighting more than one monster (which mages do best) your kinda screwed. Even at high levels mages have to use multiple XC's

- I liked (I think it was keighns idea) about taking over a mob? I cant remember the specifics, but imagine "possessing" a dragon, taking full control of it, and running it into a room after casting that death explosion spell, itd be a walking time bomb.

- Maybe make some death protection spell? Necromancers are kings of the dead, i don't see them taking death lightly. maybe like a (you die in 10 seconds, kill a mob or you die spell) Ex. You die (after) casting "Last breath" On yourself, you kill a red drag (156 remaining hp) and you stay alive with 156 hp, or something along those lines.

don't get me wrong, i love the direction this is going, but i cant help but feel like its not complete yet. I'm more than willing to help however needed!

lastly (sorry guys) I'm all about bonecrafting, dwarves have mithtil, i can see this being fun.
Last edited by CinisterD on Tue Jul 23, 2013 2:16 pm, edited 2 times in total.
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CinisterD
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Re: Necromancers - coming soon to alpha maybe

Post by CinisterD »

also maybe make it so a necros summon/pet doesnt steal xp?

If a necros main line of offense is summons, it will take forever to level.
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Re: Necromancers - coming soon to alpha maybe

Post by CinisterD »

eggmceye wrote:

spread disease - C3 - In Bet Corp
not yet coded - inflicts disease on a target - effects yet to be determined pvm
How exactly will this work? Will it be a wind spell, an AoE, or like a XJ kind of spell (auto target, one mob)

Sorry for all the posts guys, I'm just very excited and would love to see this go live.
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Re: Necromancers - coming soon to alpha maybe

Post by Turtle »

Necromancers should have skulls as an offhand item. Skull gives a vamp effect with charges of +1 to +3. This could work like leeching for mana.

Perhaps a new weapon instead of a staff.
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

Sickles, chains, whips,(scourges), torture implements?

The proto-version hasn't even been up for testing so we can only speculate on how well it will do. No sense coming to early conclusions until rigidly tested like a corpse suffering from rigamortis.
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

Even with /sorcery completely out you still have a lot of choices here:

1 pure necromancer (which I guess gets magery as well)
Necro/priest
Necro/fighter
Necro/rogue
Necro/monk

Any other various up to 100-200% depending on server and race. And yeah don't forget races.

Wonder if skeletuns get some sort of bonus being a necromancer. And don't forget being a Vampyre on top of that.
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Re: Necromancers - coming soon to alpha maybe

Post by treos »

well, now i see what everyone has been looking forward to. this necro class does sound pretty fun. been playing as a golem on alpha for a while and those are monstrous tanks but yeah, will definately try out necromancer too when its released onto alpha.
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

I was on a walk and thought about the green goblin and exploding pumpkin bombs. Maybe exploding flaming skulls for a throwing weapon or some other grenade-like weapon. I'm trying to think of new class of weapons for the class. I'm not sure too many would want scythes taken away from polearms so I thought of sickles and whips.
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Re: Necromancers - coming soon to alpha maybe

Post by Cirrus »

Keighn wrote:I was on a walk and thought about the green goblin and exploding pumpkin bombs. Maybe exploding flaming skulls for a throwing weapon or some other grenade-like weapon. I'm trying to think of new class of weapons for the class. I'm not sure too many would want scythes taken away from polearms so I thought of sickles and whips.
You can dig up skulls from graves now, right? How about using skulls as an off-hand item? I imagine they'd be kind of like orbs.
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

I think I posted some stuff about that in Artifact thread... crystal skulls, etc... oh lemme find the post.
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Re: Necromancers - coming soon to alpha maybe

Post by Heniek »

CinisterD wrote:also maybe make it so a necros summon/pet doesnt steal xp?

If a necros main line of offense is summons, it will take forever to level.
+1

Necros should get full xp from summons, or at least way more than other classes.
It's always funny until someone gets hurt. Then it's just hilarious.

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Re: Necromancers - coming soon to alpha maybe

Post by Turtle »

Could Necros cast an AoE life steal with their mouse? That might make them an exciting class to play.
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

I want to know what egg is using as inspiration for his necromancers. As he said its pretty well ready but he has unique angles at times and if I knew then maybe I'd make different suggestions.

Really, all might be pretty moot until it actually hits the alpha circuit for testing. I wouldn't mind seeing a check list for what we should be testing and the parameters the necro should be hitting.

I'm wondering if this is the first true sub-class of a series:
Magery:
------Sorcery
------Necromancy

Fighter:
----

Priest:
-----

Rogue:
-----

Monk:
------
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Re: Necromancers - coming soon to alpha maybe

Post by Keighn »

I also want to know what we should be looking for when testing them. Some general parameters.
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Re: Necromancers - coming soon to alpha maybe

Post by eggmceye »

Necros now live on alpha

updates since original necro announcement
* 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 - use the undead charm as the food item to tame a pet ('u' use)
* 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

see OP for how to convert or roll
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Re: Necromancers - NOW TESTING on ALPHA server

Post by MoonGoat »

After some testing as a necromancer, here's some issues:
- When using Cold hands of death or Greater cold hands at the direction of my summons, i get the text "attacking good NPC's is illegal" but the attack animation is still there.
- Giblet golems sometimes blocks the path, and i have to wait until they dissapear before i can continue... unless i use Blink, cyan pot etc.
- Lesser summons seems to last forever, but greater summons dissapears after just a few seconds. Imo, i would like the greater summons to last longer too. But if that's not possible, the lesser ones should have a short time limit too since they are blocking the summon slots for other summons.
- Cone of acid: Can't be used unless i stand next to the enemy AND have it as a target AND pressing the correct directional button towards it.
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Re: Necromancers - NOW TESTING on ALPHA server

Post by Eclips »

My cast times with a staff seem to be too long, at least a second longer than sorcery by my shitty count. Also, taking a staff off to see how that compared to magery spells didnt really seem to increase their cooldown.
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