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  1. #101
    Deleted
    Not my thing perse and it's going to steal my shaman's int loot, but what a write up! Sounds absolutely bad-ass!

  2. #102
    Quote Originally Posted by Unholyground View Post
    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!
    My class concept is entirely designed around ONE plague spell, and that's Devouring Plague. This spell once belonged to Shadow Priests, then Blizzard got rid of it, and I thought a spell with such a cool name and history would be the perfect foundation for a Necromancer class. Think of Devouring Plague as THE plague.

    Quote Originally Posted by Holywraths View Post
    The whole concept around faithless and the class in general look pretty nice! Thumbs up for the work and i would probably play it if it were to make it on live server!
    Quote Originally Posted by Satanaduck View Post
    I really like this concept, and would play this class right now!
    Quote Originally Posted by Nightblade2091 View Post
    Truly a well-thought out class description. Superb work, my friend.
    Quote Originally Posted by InsaneOstrich View Post
    Not my thing perse and it's going to steal my shaman's int loot, but what a write up! Sounds absolutely bad-ass!
    Thank you all for the comments!

    Quote Originally Posted by ThePallyRanger View Post
    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.
    If you take a look at the Faithless and Dread talents, you'll see two fungal spells. One called Fungal Horror and the other Fungal Spores. I do think I could add some more fungal elements do Dread's base spells and talents though. Thank you!

    Quote Originally Posted by ThePallyRanger View Post
    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.
    You're right about the polearms and I love your idea for Dread's dps cooldown. I'll try and incorporate it!

  3. #103
    UPDATE: Here's the last and likely final update (until I get the nerve to make level 130 talents, which I don't see happening anytime soon lol). I've put way too much time and thought into this Necromancer class concept.

    As for what I changed, originally, all three specs had access to Skeletal Army but now only Faith and Undeath can summon them. Dread is now way more focused. They have one minion, the Skeletal Alchemist. This minion helps with assembling cauldrons, refueling the Plague Gun blight canisters, and helping deal damage.

    Instead of the spell Cripple for Dread, they now have an AoE spray version called Crippling Mold. I was able to add some more fungal attacks to Dread's talent trees. I also think their level 120 talents are now much more exciting.

    I also changed one of Undeath's DoT spell to be a small swarm of spiders rather than just a physical decay effect.

    The next class concept I want to develop revolves around a tech-based class, but as I said in this thread before, I absolutely detest the name Tinker, haha. I want to make it something more inclusive with the different races' technology.

    Thanks again for all the comments!!!

  4. #104
    Quote Originally Posted by Amunrasonther View Post
    <snip>
    I find the lore you created for the class interesting. However, I have a different take for a possible necromancer lore. The lore of the player Necromancer in WoW would be more akin to the lore of the Necromancer in Diablo 3. My idea was that, after Wrath, a secret society was formed, made of necromancers, whose goals was not the extermination of life, but rather the maintenance of the balance between life and death. The necromancers in that society aren't evil. In fact, the dead they summon are souls of the ones who did wrong in life but now, after death, regret their decisions, and willingly allow themselves to be raised because by helping the necromancers in their goals of keeping the balance between life and death, they may atone for their sins in life (think "community service" of the afterlife). The minions of the necromancers wouldn't be mindless undead.

    And what could bring them out of their secluded society to rejoin the world could be another undead threat to the world. Not another Lich King, per se, but still undead-based.

  5. #105
    I could live with this.

  6. #106
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    Quote Originally Posted by ThePallyRanger View Post
    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.
    There are some Staff-Scythes, but you're right.

    They should, at least, be able to mog polearms.
    When you are accustomed to privilege, equality feels like injustice.

  7. #107
    Quote Originally Posted by Ielenia View Post
    I find the lore you created for the class interesting. However, I have a different take for a possible necromancer lore. The lore of the player Necromancer in WoW would be more akin to the lore of the Necromancer in Diablo 3. My idea was that, after Wrath, a secret society was formed, made of necromancers, whose goals was not the extermination of life, but rather the maintenance of the balance between life and death. The necromancers in that society aren't evil. In fact, the dead they summon are souls of the ones who did wrong in life but now, after death, regret their decisions, and willingly allow themselves to be raised because by helping the necromancers in their goals of keeping the balance between life and death, they may atone for their sins in life (think "community service" of the afterlife). The minions of the necromancers wouldn't be mindless undead.

    And what could bring them out of their secluded society to rejoin the world could be another undead threat to the world. Not another Lich King, per se, but still undead-based.
    That's definitely a unique take on them. It could work.

    Quote Originally Posted by Nightwatch View Post
    I could live with this.
    Thank you!

  8. #108
    I'm skeptical of the viability of a necromancer class. Do we need a fourth cloth caster? We already have the dark, morally ambiguous one in warlock. But I wouldn't be AGAINST a necromancer class necessarily if they could address the following issues.

    1. Have it feel distinct from Unholy DK without gutting unholy's minions and diseases. IE don't make it a squishy ranged unholy DK.

    2. Don't change TOO much, because if you stray too far from what a WoW necromancer is why not make something new or give it a more appropriate label?

    Balancing those two concerns I feel would be tricky to do, to maintain the necromancer theme and fantasy without stepping on unholy dk toes the way demon hunter had to strip meta away from demo locks.

    If they could do that I wouldn't mind it but I'd still much rather get a mail ranged dps/healer hybrid rather than necromancer. I feel like our cloth classes are pretty well rounded. But also while I feel another cloth caster dps would be redundant, we also just got ANOTHER agility leather based class in demon hunter so who knows maybe it's not a concern for blizzard. And it's not like the classes I'd personally love to get would be likely to happen either.

  9. #109
    1; Are you trying to tie 'tinker/engineer' spec into a necromancer? Lel.
    2; I stand by my opinion that Necromancer as a player class is too depraved, given their background in the wow universe. It's enough with the Death Knights. Something could probably be done to make a necromancer-esque class, but a different name would serve it better, and putting a new spin on it.

  10. #110
    Quote Originally Posted by Halyon View Post
    1; Are you trying to tie 'tinker/engineer' spec into a necromancer? Lel.
    2; I stand by my opinion that Necromancer as a player class is too depraved, given their background in the wow universe. It's enough with the Death Knights. Something could probably be done to make a necromancer-esque class, but a different name would serve it better, and putting a new spin on it.
    If you're talking to me, no I don't want tinkers. In fact I'd take necromancer over tinker.

  11. #111
    Quote Originally Posted by Florena Emberlin View Post
    If you're talking to me, no I don't want tinkers. In fact I'd take necromancer over tinker.
    No, otherwise I'd reply specifically to your post.

  12. #112
    Ghost – Instant – 20 sec cooldown
    Turns the caster into a ghostly apparition, reducing all damage taken by 50% and increasing movement speed by 200% for 4 sec.
    Ahahaha oh my god

  13. #113
    A month later, don't know how I missed these replies but here we are.

    Quote Originally Posted by Florena Emberlin View Post
    I'm skeptical of the viability of a necromancer class. Do we need a fourth cloth caster? We already have the dark, morally ambiguous one in warlock. But I wouldn't be AGAINST a necromancer class necessarily if they could address the following issues.

    1. Have it feel distinct from Unholy DK without gutting unholy's minions and diseases. IE don't make it a squishy ranged unholy DK.

    2. Don't change TOO much, because if you stray too far from what a WoW necromancer is why not make something new or give it a more appropriate label?

    Balancing those two concerns I feel would be tricky to do, to maintain the necromancer theme and fantasy without stepping on unholy dk toes the way demon hunter had to strip meta away from demo locks.

    If they could do that I wouldn't mind it but I'd still much rather get a mail ranged dps/healer hybrid rather than necromancer. I feel like our cloth classes are pretty well rounded. But also while I feel another cloth caster dps would be redundant, we also just got ANOTHER agility leather based class in demon hunter so who knows maybe it's not a concern for blizzard. And it's not like the classes I'd personally love to get would be likely to happen either.
    I don't know how closely you viewed my concept, but it is in fact a mail armored Necromancer.

    Quote Originally Posted by Halyon View Post
    1; Are you trying to tie 'tinker/engineer' spec into a necromancer? Lel.
    2; I stand by my opinion that Necromancer as a player class is too depraved, given their background in the wow universe. It's enough with the Death Knights. Something could probably be done to make a necromancer-esque class, but a different name would serve it better, and putting a new spin on it.
    No, I'm incorporating Undead Apothecary/Necromantic themes into one of the specs, Dread.

    Quote Originally Posted by Pum View Post
    Ahahaha oh my god
    Your feedback has been taken into consideration. I balanced it more slightly XD

    --------------------------------------------------------------------------------------------------------------------

    I also just wanted to let it be known that I am now working on a tech based class concept; but much like this Necromancer concept, it's probably going to take me ....forever lol.

  14. #114
    Deleted
    I think it's a cool concept, but as expected it steps on DK and warlock toes.

    I mean... those abilities. The skeketal archer is on the unholy talent tree. The skeletons 10m CD is literally army of the dead.

    This would only make sense in the game if they removed the unholy DK and Affliction warlock specs. And at that point, is it really necessary? What are we gaining by taking? Quite honestly, i'm someone who disliked the DH addition. It made the warlock class alot less interesting and the DH class isn't that interesting. Imo we lost more than we gained.

  15. #115
    Deleted
    You obviously put a lot of thought into this, and I like a lot of your ideas. BUT. A healing spec for a Necromancer? I don't know, it clashes with the very concept of a Necromancer, which is raising the dead to do his bidding. On the other hand, some would probably argue that it's what a Priest (or any other healer) already does, essentially. I suppose the Faithless spec might work, kind of the opposite of a Discipline Priest as a damage/healing hybrid, but it would still be a bit redundant. I think it's the least convincing of the three specialisations, but then again I might also be biased since I played MMOs since EverQuest, which was also strongly based on D&D, and historically necromancers were never healers. Thumbs up for the other two specs though.

    Also, as much as I love the concept of a Necromancer (and I really do) I don't think it would be a good fit for WoW at this point, with the Warlock class - especially the Affliction spec, which always was extremely similar (some said also TOO similar) to the EQ Necromancer - and the Death Knight already in game. Minions, curses, DoTs, the death theme: there's already more than enough of this stuff.
    Last edited by mmocd08eb6ddf2; 2018-01-29 at 04:21 PM.

  16. #116
    Even as I don't like the necromancer idea, I totally like your concept well done.

  17. #117
    Deleted
    Quote Originally Posted by Farrarie View Post
    Even as I don't like the necromancer idea, I totally like your concept well done.
    Agreed. Seriously, you should pitch your ideas to any other MMO in development (even if it's not the healthiest genre, currently).

  18. #118
    Quote Originally Posted by Amunrasonther View Post
    A month later, don't know how I missed these replies but here we are.



    I don't know how closely you viewed my concept, but it is in fact a mail armored Necromancer.



    No, I'm incorporating Undead Apothecary/Necromantic themes into one of the specs, Dread.



    Your feedback has been taken into consideration. I balanced it more slightly XD

    --------------------------------------------------------------------------------------------------------------------

    I also just wanted to let it be known that I am now working on a tech based class concept; but much like this Necromancer concept, it's probably going to take me ....forever lol.
    And a mail wearing necromancer veers not only away from how we've seen necromancers portrayed in wow but also too close to an unholy dk if you give them mail imo.

  19. #119
    Brewmaster Alkizon's Avatar
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    Quote Originally Posted by Florena Emberlin View Post
    And a mail wearing necromancer veers not only away from how we've seen necromancers portrayed in wow but also too close to an unholy dk if you give them mail imo.
    Well.

    Locking on one armor type wasn't good idea of new Blizzard, may be even old too. Stats are important, characteristics are important, but not "armor type". Therefore - why, for example, necromancers couldn't use any other it type? By the way, armor type means almost nothing now, it's just more forced and artificial limitation (5%), since defence index has negligible weight and influence. I don't see people choosing this or that item because of defence index (all the most significant characteristics were cut in previous expansions, such as def.rating etc). How would this affect gameplay in the case of necromancers? The more minions/spell power, the weaker necromancer himself (his parameters) damage/hp/etc against of been more survival (more speed moving/casting spells/etc = lighter armor type; or hp against def/absorb balance; whatever) - which could be moderated by talents. Something like this. Not a big deal that base armor would be mail or even plate (it would just mean more power reserved).

    So just thought in the ear. But I like how it is framed (OP post), I'm not a big expert in concepts, and therefore I didn't read much into description, so I won't like to spoil concept in OP's head with insisting that my idea is sane.
    Last edited by Alkizon; 2018-10-24 at 01:50 PM.
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  20. #120
    Good concept, but, I guess, Necromancer would have too many intersections with Death Knight. Some of his specs could be used as 4th specs for DK and Warlock though.

    I don't care about Wow 11.0, if it's not solo-MMO. No half-measures - just perfect xpack.

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