- Joined
- Aug 23, 2014
- Messages
- 208
Great idea!Shadow Pact: Create a charge of shadow pact that increases shadow damage by (spellpowerX.03) per charge. Charges are consumed when a minion dies, reviving the minion as if it was just summoned. Or a charge is consumed to bring the Skeleton Mage's mana back to full when it drops below 5% mana. Maximum of 5 charges. Can only be used inside combat. All charges are lost outside of combat.
I want to suggest a slightly modified version.
«Your soul is mine!» Shang Tsung
Soul TrapNecromancer passively catches souls from dying units in medium AoE. The maximum number of trapped souls is 5, each cathed above this number soul will restore part (10% ?) of necromancer's mana. Souls consumed automatically for: reviving minions with full (50% ?) HP and 0 MP, refilling minion's manapool (when it below 5%). Necromancer can activate this ability and release all trapped souls, each soul will fly near to the caster for limited time (10 seconds?) and attack random enemy in medium AoE for low magic damage (SPx0.2 ?) each second. Doesn't generate aggro.
From a visual part: souls can be animated as small wisps flying around necromancer. Catched souls can fly from dying unit to the necromancer. If soul limit reached, additional soul just explode near to the necromancer and show some mana restore animation. For minions reviving/restoring mana they fly to the target and explode. Released souls will fly randomly near to the necromancer and "charge" through enemy to deal damage, also explode when spell duration ends.
From a balancing part: if there are two or more necromancers in the party, only closest to the dying unit hero will catch a soul.
Ability looks a bit complicated. However, a certain level of complexity will be a good addition to advanced classes, because other necro abilities looks a bit "generic" if compare them with Psion/Hexblade.
What do you think?