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Classes: Necromancer #25

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lloyd094 opened this issue Aug 25, 2019 · 2 comments
Open

Classes: Necromancer #25

lloyd094 opened this issue Aug 25, 2019 · 2 comments
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help wanted Extra attention is needed

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@lloyd094
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We need this class to be specifically created with dual classing in mind, and balanced as such. Additionally it needs to be made so that it fits the world and lore of GW.

@lloyd094 lloyd094 added the help wanted Extra attention is needed label Aug 25, 2019
@Narcemus
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Narcemus commented Sep 6, 2019

These are my rambling thoughts for the necromancer profession for either Guild Wars 1 or 2.

Cleric: Death Domain (For Reaper?)
Cleric: Grave Domain - Keeper of Souls
Moon Druid Beast Shape (For Death Shroud?)
Druid: Land - Natural Recovery (GW1 Soul Reaping?)
Druid: Spores - Symbiotic Entity (Death shroud?)
Shades - Spirit Totem or Duplicity?
Druid: Twilight - Harvest scythe (Vampirism?)
Monk: Long Death
Paladin: Conquest (Reaper?)
Sorcerer: Shadow?
Warlock?
Warlock: Feind - Dark One's Blessing
Warlock: Undying
Wizard: Necromancy
Blood Hunter: Blood Maledicts (blood magic?)

@Narcemus
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Here is a basic listing of the various things that can be done with the spells available to a necromancer in Guild Wars 1. Hoping to use this as a way to figure out spells for the necromancer from the regular D&S spell list.

Soul Reaping: The main aspect of Soul Reaping is that you gain energy (spell slots) from deaths around you.

  • Steal health + Energy
  • Damage foes (Cold Damage)
  • Strengthen spells at the cost of health
  • Weaken enemy spells

Blood Magic: The main aspect of Blood Magic revolves around causing the bleeding condition, life stealing, and health regeneration.

  • Increase Spell Strength at health cost
  • Life Siphoning
  • Health + Energy Regeneration
  • Damage Reduction to Minions
  • Enchantment Removal
  • Increase Party Damage Output

Curse Magic: The main aspect of Curse Magic revolves around hindering foes, damaging enemies over time, hindering physical attack, cracked armor, poison, weakness, degeneration, etc...

  • Reduce enemy spell strength
  • Increase physical damage to enemies
  • Interrupt chants
  • Damage enemy removing enchantments from enemy
  • Reduce Healing
  • Weakness, poison
  • Steal health on attack
  • Send conditions to foes

Death Magic: The main aspect of Death magic revolves around the use of corpses. Increasing minion threshold, high damage output, cold damage, manipulate corpses.

  • Creates Minions
  • Cold Damage
  • Heal minions (Self Sacrifice) (Destroy 1 to heal others)
  • Health + Energy from consuming corpse
  • Poison, disease, weakness
  • Share Conditions on you with minions
  • Teleport to corpse
  • Explode corpse
  • Steal other people's minions

I will use this as my baseline for figuring out how to best lay out D&D spells within the context of Guild Wars and I will create a list of spells and changes that I will make for flavor or other reasons.

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