Very well made! Some of the things strike me as OP, but that's just PTR balancing. I'd totally roll one.
Very well made! Some of the things strike me as OP, but that's just PTR balancing. I'd totally roll one.
Really like the thought you put into this. Especially using the gun with the necromancer for a spec, spreading out its usefulness. I like the idea of a death caster spreading bullets like a gunslinger.
...I actually want that for my mage now. QQ.
Thanks for all the compliments!
I'm currently working on talents. I was able to fly through Faithless's talents (probably because I main a healer in game). Dread is almost finished, but I haven't started Undeath's yet, but it's probably the one I'm most looking forward to.
I approve this Message! Amazing work my friend, lets hope blizzard make this come true.
-
One Learns most when Teaching others!
It's really cool, I almost believe it's true
It's one of the better suggestions on how to make Necromancers work in WoW.
One thing I'd love to see? A DoT that eats big chunks of health a bit more slowly than most DoT effects (Same damage in the same time period, but presented as being bigger individual hits).
Very cool concept
BUT
Mail on Necro would just be waaaaay too out of the way... By just immagineing Necros would be able to mog some of the hunter/ shaman set lookalikes seems to be completly wrong to me
And you have way way too many spells for each spec
Last edited by mmoc098c331c43; 2017-10-20 at 03:14 PM.
I like the concept, thou i would honesly have one of the speccs to be a tank specc, like a ranged tank or something, not sure how that would be implemented thou. the undear necro sounds alot like the demo warlock, i dont mind that, if it only could summons sceletons, i still feel like the dps specc needs a constant minion thou. but yeah change one of the speccs to a range tank specc and let the undead necro specc have a sceleton minion where u can put it as a tank,dps or a healer for ur self when ur out in the world
I'd play it.
Update: I went ahead and did some MAJOR editing for each spec. Unnecessary bloat within the general spells and specialization spells have been removed. The Undeath spec has been slightly redesigned. It still plays the same, but the whole concept of destroyed forms and mortal health is gone. I found that way too complicated. I also committed Dread to a full on gun spec instead of the idea of having your main weapon hidden and only a visual gun.
How did I miss this thread?
Nice work. I really like what you came up with and would play this.
I love the plague gun and witch/plague doctor feel. Definitely something this game has been missing. They removed that from troll priests and shamans.
Definitely more unique and fleshed-out than the redundant Necro concepts I've seen as of late.
Very interesting concept.
A couple of things though, to point out for the Faithless spec.
1) Too many spells according to Blizzard's current design, and too many aoe-spells.
2) Need some clarification on Innoculation. . .are these attacks against the players or is it a type of leech?
3) Antidote - you can't dispel all of those debuffs on one ability. Current formula is magic + 1-2 others. Blizzard very deliberately designed it so that no healer can currently dispel everything at once for balance reasons.
4) Embalming fluids would have to be on a 3 min cd timer, with probably a 4-5 second duration. . . and a cap of probably 200% of the target's current health in damage healed.
5) It may not seem like it, but Parasitic Phantom is god-like overpowered, even at very low amounts of health returned, and it goes against healer design balance. (Instant cast every 10 seconds that heals everyone in the raid? OMG, sign me up!) From the way that it is set up, you can cast another one immediately after one detonates, so effectively, a heal that hits everyone in the raid every 10 seconds. Not only that, but it's an instant cast, so you can immediately go back to healing after you click it, thus increasing the healer's effective HPS by a significant margin.
I'm trying to think of a way to salvage the spell, and I'm not sure I can in a way you would like. The one way I can think of it is capping the targets at 3-5, and making it more of a smart heal. But Blizzard won't go for that either because you don't select any of the intended heal recipients, and Blizz hates smart heals. The best way might be making one of your other abilities "mark targets", and having Parasitic Phantom only heal those "marked" targets. For heals, just keep in mind that Blizzard wants player decision-making to come into play.
I really do like the ideas you present (which is the only reason I posted anything at all). I had my own ideas for a necro healing spec but they were a bit different -- I had pictured a necro with a pair of bone hounds (two different types, pick any combination of the two), and some spells were directly cast on players, and others were cast on the bone hounds, which affected players. But this is another really cool way of envisioning a necro healer.
Lore wise, I think the idea becomes more palpable when you consider Ner'zhul was a shaman who dabbled in necromantic magic. And in a literal sense, as I explained in the one part under "additional notes" - it makes sense when you remember that mail is supposed to be joined bits of metal/bone. Necromancer tier sets would make heavy use of bones, metal, and chains.
Each of the three specs does have constant minions with the Skeletal Army. Within that army you have a Skeletal Warrior who could perhaps have taunt/tank like abilities.
I don't know, it's been around since September. Thank you though!
Thank you very much
I implemented some of your balance suggestions for Faithless, thank you!
The spec definitely has a strong healing cleave niche for which I aimed for..As for too many spells (you should had seen how many they had before, especially Undeath!) but compared to my Resto sham and excluding talents, Resto has 24 active spells vs Faith's 27. I doubt 3 extra abilities is a big deal and I'm not aware how many abilities every class has. There may be some with even more than 27.A couple of things though, to point out for the Faithless spec.
1) Too many spells according to Blizzard's current design, and too many aoe-spells.
These are attacks directed against the players. I tried clarifying that by adding "the next 3 harmful attacks directed at the ally" to the spell description.2) Need some clarification on Innoculation. . .are these attacks against the players or is it a type of leech?
Well then they forgot to give Paladins that memo since they can remove Disease, Magic, and Poison with their Cleanse spell. With that said, being able to remove all four with Antidote was intended.3) Antidote - you can't dispel all of those debuffs on one ability. Current formula is magic + 1-2 others. Blizzard very deliberately designed it so that no healer can currently dispel everything at once for balance reasons.
4) Embalming fluids would have to be on a 3 min cd timer, with probably a 4-5 second duration. . . and a cap of probably 200% of the target's current health in damage healed.
5) It may not seem like it, but Parasitic Phantom is god-like overpowered, even at very low amounts of health returned, and it goes against healer design balance. (Instant cast every 10 seconds that heals everyone in the raid? OMG, sign me up!) From the way that it is set up, you can cast another one immediately after one detonates, so effectively, a heal that hits everyone in the raid every 10 seconds. Not only that, but it's an instant cast, so you can immediately go back to healing after you click it, thus increasing the healer's effective HPS by a significant margin.
Fixed. Thank you!
Yeah, I definitely wanted Faithless do have access to undead hounds somewhere and decided the talents was the best place. Thank you again for all your input!I really do like the ideas you present (which is the only reason I posted anything at all). I had my own ideas for a necro healing spec but they were a bit different -- I had pictured a necro with a pair of bone hounds (two different types, pick any combination of the two), and some spells were directly cast on players, and others were cast on the bone hounds, which affected players. But this is another really cool way of envisioning a necro healer.
Last edited by Amunrasonther; 2017-11-27 at 03:53 AM.
Really good concept, I agree with some people though it is too much like DK in a lot of ways. All the plague abilities should probably be made into poisons which would solve that thematic issue, and yes I know rogues have poisons but theirs are all applied via their melee weapons. It has a lot of potential though!
I really like this concept, and would play this class right now!
Dread could also sprout (with magic) various types of fungi that detonate and release plague spores. It would be an AoE attack.
There could be spores that slow enemies in the vicinity, spores that deal DoTs, etc.
If you look at Eastern Plaguelands, or some of the bosses and areas in Naxxramas, you'll notice a significant deadly fungi/spore theme in the Scourge.
Truly a well-thought out class description. Superb work, my friend.
Necromancers should also be able to equip polearms since, to my knowledge, almost all scythes in-game are polearms, and scythes are a really big part of the whole grim reaper/death fantasy and theme.
I also noticed that dread can't turn into a lich. One possible alternative is that instead of being a lich, they can consume a chemical concoction that turns them into a monstrosity of sorts. Think Professor Putricide from ICC. This would be a big cooldown and provide some sort of buff.