Class Announcement: The Necromancer(s) - MOD

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?

Yeah, if the mod is anything like your ability to write and format a text, please don’t release it.

Sounds great! Will have to see for balance, but I really like the idea of a more necrotic class, so go for it :smiley:

Ouch, my apologies for being busy and wanting to quickly jut my idea down. Well, you know where you can shove your opinion :wink: right back where it came from - your ass. But, hell, if you have anything constructive to say then by all means please do… just leave the negativity at the gates, eh? I’ll get to rewriting it in a bit.

Balance will be an issue I’ll probably seek some help/feedback with, this is going to be my first go at modding and I don’t want to make anything overpowered which is too easy to do. :smiley: that and more balanced skills overall so they’re all useful.

I understood that Crate will make a necromancer or similar class in the future.

Try to think outside the square. You are using hordes of enemies that are pre-existing in the game as allies. Too many in fact, it’s absurd. You do realise that 3 pets are capable of taking out 90% of the content in a matter of seconds.

http://www.grimdawn.com/forums/showthread.php?t=25495&highlight=unholy+trinity

This is an example of a “necromancer” that I would support. The revenants can be modified to look a little different to in-game models. Try to limit it to 3 pets max. The game would not handle your idea of a necro specially on multiplayer.

While I agree that Necromancer is well thought out, I would like to play it, I don’t think my version is exactly absurd. The reason I put those pre-existing enemies as allies is because I like the way they work as enemies. If I balance them right they won’t be so over-powered that they slaughter everything either, but if I make them like the Hellhound or Briarthorn, yeah I could see how that’d be a problem. Though, as for the game not handling it I don’t think that’s quite right… I play multiplayer as a summoner all the time without trouble, and my summoner has more than four pets.