SpasMaster
Hosted Project: SC
- Joined
- Jan 29, 2010
- Messages
- 1,994
Hello guys. As 2.0.0 draws near, I am planning to make a major rework of the Necromancer class. He has many potential and is loved by many players and I believe he can be much more than what he is currently. I'll be posting each of his abilities here along with a comment. You can share thoughts and suggestions on what you'd like to see changed!
I find Dark Ritual as a good pair to Raise Dead. It offers utility that is unique to the class and makes the player keep track of when he casts his abilities, due to the reset.
Reviving the dead to fight for the Necromancer is an essential ability to the class and is here to stay. I am not a fan of the way it works currently: a passive ability that procs when dealing damage. I seek to explore different ways for this ability to work.
Extract Life isn't exactly an ability that I am proud of. The idea of the Necromancer draining the life from his enemies is all good, but I am looking for different ways to achieve that other than single target damage spell that applies a DoT. It's an ability that I am either going to rework or replace with a new one.
Carrion Swarm is a visually pleasing ability, but lacks effects other than pure damage. I am looking for ways to improve this ability in some way.
Reanimate is the Necromancer's heal and it will surely stay. I am hoping to make it a Normal-type ability instead of Levelable.
This ability is surely going away. It's just another summon and the Necromancer has plenty of those. The ultimate spot is open for suggestions
Feel free to suggest anything that comes to your mind. We are trying to achieve the best possible result for the Necromancer. Please write down your thoughts and ideas. If you have a specific ability idea, you can use the following template to make your suggestion:
[table][img]*Ability Icon Link Here*[/img][c][b]*Ability Name Here*:[/b] *Ability Description Here*[/table]
![]() | Dark Ritual: Sacrifices a targeted undead minion to restore mana equal to 15% of the target's current health and to reset the cooldown of the last ability casted by the Necromancer (excluding Abomination). |
I find Dark Ritual as a good pair to Raise Dead. It offers utility that is unique to the class and makes the player keep track of when he casts his abilities, due to the reset.
![]() | Raise Dead: Any damage dealt by the Necromancer or his minions that is greater than 3 times his hero level will have 8% chance to summon an undead minion to fight by his side for 20 seconds (+10% of Intelligence). This ability levels up on levels 5 and 10. Minions benefit from ESC Stat Points. |
Reviving the dead to fight for the Necromancer is an essential ability to the class and is here to stay. I am not a fan of the way it works currently: a passive ability that procs when dealing damage. I seek to explore different ways for this ability to work.
![]() | Extract Life: Damages (+100% of Intelligence) an enemy and leaves a debuff that deals damage (+8% of Damage) over 13 seconds. While it lasts, the enemy has 30% miss chance and the Necromancer restores health equal to 35% of periodic damage. If casted after Carrion Swarm miss chance will be increased by 15%. |
Extract Life isn't exactly an ability that I am proud of. The idea of the Necromancer draining the life from his enemies is all good, but I am looking for different ways to achieve that other than single target damage spell that applies a DoT. It's an ability that I am either going to rework or replace with a new one.
![]() | Carrion Swarm: Releases multiple swarms of locusts at a targeted area that deal damage (+70% of Intelligence) to all enemy units within it. If casted after Reanimate, applies the Reanimate buff to friendly units caught within the area. |
Carrion Swarm is a visually pleasing ability, but lacks effects other than pure damage. I am looking for ways to improve this ability in some way.
![]() | Reanimate: Raz heals an ally, instantly restoring health (+50% of Intelligence) and leaves a buff that restores health (+10% of Intelligence) over the next 12 seconds. If casted after Extract Life, increases instant heal by amount equal to 20% of Extract Life instant damage. |
Reanimate is the Necromancer's heal and it will surely stay. I am hoping to make it a Normal-type ability instead of Levelable.
![]() | Abomination: Summons an undead Abomination which hungers for the flesh of the living. Has the Envenomed Attacks, Disease Cloud and Cannibalize abilities. The duration of the Abomination increases by amount equal to 10% of the Necromancer's Intelligence. Benefits from ESC Stat Points. |
This ability is surely going away. It's just another summon and the Necromancer has plenty of those. The ultimate spot is open for suggestions
Feel free to suggest anything that comes to your mind. We are trying to achieve the best possible result for the Necromancer. Please write down your thoughts and ideas. If you have a specific ability idea, you can use the following template to make your suggestion:
[table][img]*Ability Icon Link Here*[/img][c][b]*Ability Name Here*:[/b] *Ability Description Here*[/table]