SoOo with the modkit juuuuust around the corner - ooo cant wait - I’ve decided to announce my planned Class Mod, the first two classes anyhoo! Neither of the classes will be “Necromancer” but instead “Bone-Charmer” and “Plague-Bearer” and together it will label you Necromancer.
First off…
Class: Bone-Charmer.
Type: Pet-based (heavily.)
Damages: Aether, vitality, cold.
-Skill Examples-
Death’s Touch: a default attack replacer that follows a line similar to Soldier’s skill Cadence but instead does cold and vitality damage. Trasmuter will add a enemy-slowing and weakening effect at the cost of damage. Like Cadence it’ll have a passive that adds an area-effect.
Aether Tendrils: Like the component counterpart but upgradeable, upgrades that include branching out (like torrent for Primal Strike,) and life-stealing properties.
Skeletal Knight: A Tank type pet and the first you’ll learn, it does moderate damage but has a high amount of health. As you invest points it will learn “Deathly Shriek” which works about the same as Soldier’s Warcry with the Terrify transmuter - taunting with a chance of fear. Along with learning Blade Arc (with cooldown) the branch also leads to Aetherial Revenant which trades off the Skeletal Knight’s physical damage with atherial - (25%/50%/75%.)
Skeletal Priest: Works the same as the enemy but heals you and your allies. Later learns "Specter’s Resilience” a buff that promotes energy regeneration and gives a healthy boost to armor and defensive ability.
Skeletal Archer: Attacks at ranged, as the mob. Skeletal Archer’s attacks will have a slowing effect, pinning or even knockdown. Along the branch it will learn Bolt Burst, making them attack much faster for a brief amount of time. At the end of their chain they will get a “Deathbolt” aura skill, granting nearby allies cold and Aether damage.
Skeletal Warlock: Attacks enemies with potion skills at range while also debuffing and damaging with weaker versions of Occultist’s Sigil of Consumption and Curse of Frailty.
Skeletal Gargantuan: An end tier summon that’s timed but otherwise will work the same way as the in-game mob.
Vampiric Miasma: The Bone-Charmer’s Exclusive skill. This skill, a toggle-aura, will not only sap those close to the Bone-Charmer of health but also fear them. It will cost health-per-second as well as the usual reserved mana.
Class: Plague Bearer.
Type: Damage/Pet-based.
Damages: Poison/Acid/Bleeding.
-Skill Examples-
Zombies: Summon up to three zombies. Along the branch the zombies will learn to throw poison and vomit acid, each with a cool-down. Zombies are weaker than other summons but the end skill of their branch grants them a small chance to return as a corpsefiend – (10%/20%/30%.)
The Long Arm of Dreeg: a default attack replacer that with two-handed weapons grants acid and bleeding damage to your attacks. Following this branch grants the skill life-stealing properties but also ends with “Plague Lord” a skill that gives your attacks a small chance to infect enemies with a minor version of Occultist’s Bloody Pox.
Fog of the Weeping Death: an area effect spell, this summons a small cloud of noxious fumes that paralyze enemies trapped in it. Advancing in this spell grants the cloud both poison and bleeding damage and a transmuter that enlarges the cloud but weakens it to a degree.
Tainted Blood: a toggle-weapon based skill, Tainted Blood grants the Plague Bearer’s weapons vitality and acid damages, with poison and internal trauma as an advancement. Tainted Blood will have a transmuter that lessens the damages you do but grants your allies a portion of the power.
Amalgamation: An end tier timed summon of the Amalgamation boss. Mostly will do poison/acid/vitality damage instead of Aether, but otherwise acts the same as the in-game mob.
Wheeelp, that’s all I have for now! What do you guys think? Are these classes something you’d like to play? And ideas or suggestions?