Howdy howdy howdy XD,
Once again, your friend and humble class fanatic decided to make the wishes expressed by your vote in THIS thread, and came up with another class concept! Hope you ALL like it, and a special thanks to Northem, for keeping a lot of my motivation alive with his encouraging words .
NOTE: Plz disregard any hero conotations within this class. I made it as a hero class starting from médium high lvl but now I'm not very sure if it fits the category =P
So, once again a heads up, this is not the final version! Any suggestions are welcomed!
Credits go also to Oshigun
Necromancers are spellcasters whose magics manipulate the power of death. In calling upon this power, necromancers risk being consumed by it — until eventually they join the ranks of the undead. Necromancers twist arcane magic to manipulate the power of death. Commanding the undead, generally in the service of the Scourge, they gradually take on the characteristics of the dead — hollow eyes, shambling gaits, pallid and sunken skin, foul odors and so forth.
New weapon type: scythe- brings with it a 2 target hit chance
this weapon is a special weapon that does not drop. This weapon is created after staves have been corrupted with special blades collected in special class specific quests. These blades are bop and indistructible even after you destroy the scythe. the stats vary depending on the staff you have and the blade.
Races: Forsaken, Troll, Orc, Human, Worgen, Night Elves
Requirements: requires a character with Scholomance dungeon completed in heroic mode
Armor: Leather with agility. /yh just like that, if ur lucky one day u'll see why XD
Animation- Focuses on protecting by animating inanimate objects or corpses and healing by sucking life energies from enemies and placing them on allies in a dirty and twisted fashion. This spec is a shadow healer.
Animism teaches that all creatures and some objects have souls or spirits. But even non-natural objects like plate mail or iron are capable of being animated, if the dark power infused is controlled by an experienced Necromancer. The return to animism inspired revolutionary thoughts among some orcs. Now the orcs judge themselves spiritually superior. Tauren practice animism by revering a spirit they call the Earth Mother. The Earth Mother represents all the animistic forces of nature. But the undeniable truth for the Necromancers is that everything can be animated in this world and what is commonly thought of as an haunted object, for the Necromancer is nothing more than either a trapped soul who seeks release or an angry spirit with remorse. Either way, these are enough reasons for a Necromancer to set it on a twisted purpose.
Evocation - Focuses on heavy spawning by collecting corpses and superior pet control, specializing in the use of the magic school of evocation, which consists mostly of damage-dealing spells.
As a former connoisseur of blunt magic, the Necromancer is well versed in the skill required to amass heavy enough energy and unleash it ruthlessly. But as what happened to with many others, power corrupts and the Evocation Necromancer started to seek new sources of power from already dead bodies and restless souls to fuel the need for more power. Needless to say that once his living shell became too weak to absorb, death was the only suitable answer to host such power.
Ascendance -Focuses on spectral avatar and melee damage without the need of many pets and some cc skills based on direct single target curses with aoe effects.
A devotee death knight may throw off the shackles of their zombie-like body, becoming one with the Shadow. Those who succeed become shadow ascendants. Outsiders, however, do not understand the process that fuels the ascendant's evolution from a physically powerful (but slow) corpse to a quick and deadly shadow. By strengthening their ties to death and undeath, the ascendant manifests their inner Shadow, bonding with it until they become a living shadow.
Dark Matter – Generated by doing damage and healing and is degenerated over time like rage. Any extra dark matter past 1000 is stored through a buff called 'Dark Soul' which works like a Dark Matter 'bank'. When you spend Dark Matter, your stacks of Dark Soul will decrease into your resource bar and fill it to 100%. Often, if you have a lot of Dark Matter in storage, you will see the number of Dark Soul stacks decrease rather than your resource bar. In practice, all abilities will generate 1/10 of their damage as Dark Matter
Necronomicon- (Special resource)takes the place of the normal Glyph Tome, grants automatic major glyphs that take up only the space of minor ones, using magic inks to hasten the casting time, chapters to allow abilities to benefit from haste stats and finally allowing the Necromancer an ultimate ability depending on the spec.
SPEC SPECIFIC RESOURCES:
Corpses(evocation): Corpses are collected through the meat wagon or can be used directly if they stand nearby the necromancer. The corpses are required to resurrect pets, and tame them as well.
Bone Shards & Bad Souls(animation): Up to 3 of each can be collected by the necromancer, and they share the UI below the dark matter. Bad Souls are collected through triggers of the Death Touched spell. Bone Shards on the other hand are collected whenever the Bone Tomb spell is destroyed.
Dark Essence(ascendance): Behaves similar to runic power. Except it isn’t a requirement for abilities, instead it boosts the damage or healing of certain abilities. Generates constantly based on your spirit but only after you reach max Dark Matter. Has a cap value of 1/50 of a normal mana bar and each value increases your AP by 100.
For starters, this class could be considered a distant cousin to the affliction warlocks and a direct cousin to Unholy Death Knights but it is worked around being ultimately unique by using Shadow to heal which is a new concept introduced to separate it from the DK’s knowledge of death magic and further more affliction locks and their demonic magic. So, this solidifies Necromancers as practitioners of a different branch of death magic. Besides that, there are also some abilities that are basically corrupted with undeath, becoming partially different from their original and natural states. This is the case with Shadownature and Shadowpoison damage.
Now for the action part, Necromancers use multiple pets at the same time. The pets are something like a bodyguard/entourage and each spec has a unique team of specific pets that function differently. For the Ascendance spec, the pet is a lesser form of the Necromancer, for the Evocation spec it is possible to have up to 3 pets at the same time and they will work similar to a hunter’s pets. For the Animation spec, up to 4 pets can active at the same time but these can be sustained with a special resource and are served mainly as tools for healing and/or soloing.
In combat, the Necromancer cannot exceed a very short to medium range from his spells, which is made even more evident to the ascendance spec that uses mainly melee skills. This condition also applies to the pets in the case of the Evocation Necromancer, which makes the Necromancer a moving fortress when he is surrounded by all pets. However, this condition does not apply to Animation Necromancers so that they can place their pets in strategic areas for healing. And since the Ascendance spec already is forced into melee range, his pet can walk around as far as any other pet of the other classes.
The upside for being a caster with short range is that it can hit various opponents with many of his spells, crossing the “one target only” frontier and involving interesting gameplay in order to achieve a perfect combination of power divided between as many targets as possible, without overusing the resource. To finalize this, Necromancers also have access to the Necromicon (Book of the Dead), which is a different type of Glyph Tome that is filled automatically throughout the levels and improves the Necromancer’s powers. However, for balance purposes, necromancers cannot benefit from haste stats from other sources other than the Necronomicon’s benefits and weapon stats.
-Necronomicon: is basically the spell book with some perks here and there and a final ultimate perk.
-Dark Matter: basic resource similar to mana but not only is it generated constantly through spirit it is also generated through spells. No complication there I hope =). The funny bit starts when you finally cross the threshold of Dark Matter. This is when your necromancer will start to grow on the battlefield and in your heart =). When this happens the necromancer will assume its true place and form accessing its specific combat traits.
-Bone Shards & Bad Souls: an animation only alternative resource, it is used to balance the abuse of Dark Matter primarily but also to unlock some fun cc skills.
-Corpses: used by all specs in reality but not to the extent as the evocation spec does and neither as important. This spec is the only able to collect them and in turn is the one who will spend them constantly for summoning and re-raising their downed pets back into battle.
-Dark Essence: This resource is used to power up the regeneration of your health when in Spectral Form, boosting it up so you can be safe knowing that you will quickly recover your health even in death =P.