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https://i.ibb.co/0XqJb4S/diablo-4-proposal-16-raise-skeletons.jpg
Raise Skeleton
Bone, Summoning
Cooldown: 3 seconds
Lucky Hit Chance: 5% per enemy hit
Passive: Raise 2 Permanent Skeletons dealing 50% damage each.
Active: Skeletons are Unstoppable and run at location.
Modifiers
- Osteology: +1 Permanent Skeleton. 1/5
- Thorax: +6% Skeleton life. 1/5
- Metacarpus: +6% Skeleton damage. 1/5
- Calcification: +5% Skeleton damage reduction. 1/5
- Bone Cage: 5% of your damage taken is split with Skeletons. 1/5
- Apophysis: 0.1% of the damage taken by Skeletons is sent back. 1/5
- Dismemberment: Lucky Hit: 1% Chance to create a Corpse. 1/5
- Passive Mending: Consume Corpses to raise Extra Skeletons for 2 seconds. 1/5
- Ossicle: Lucky Hit: 1% Chance to raise an Extra Skeleton for 2 seconds. 1/5
- Extended Servitude: +1 second to Extra Skeletons duration
- Spine: Every 10 seconds, Skeletons cast your equipped Sever. 1/5
- Mucus: Lucky Hit: 1% Chance to cast your equipped Blight. 1/5
- Combustion: x5% Skeletons damage within NecroFire. 1/5
- Cursed Bones: x3% Skeletons damage for every active Curse. 1/5
Explainer
- Fantasy: Terminator, DnD, Game of Thrones
- Gameplay: Corpse generator + Curses + Relocate Skeletons. 7 Perma Skeletons + Extra Skeletons overtime from Hit + Corpse Auto Raise.
- Warriors: Remove Mages & Priests and focus on Warriors instead.
- Composable: Granular powers. Combine using available points. Remove Book of the Dead: Use the same skill Ul as the other skills.
- Active: Breaks CC & attack nearby targets. Useful against World Bosses.
- Bone Cage: 25% of your damage taken is absorbed by Skeletons
- Apophysis: 0.5% x 20 Skeletons = 10%. 0.5% x 40 Skeletons = 20%.
- Spine: 7 x Sever. Sever’s damage scales with the total number of Skeletons.
- Extended Servitude: Extra Skeletons last 10+ seconds: They can Sever.
- Passive Mending, Ossicle: Extra Skeletons, over the limit (+1%, +15).
- Combustion: NecroFire (Greek Fire) is a modifier for Blight.
- Cursed Bones: x30% within 2 curses.
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FAQ
Q: Why no Priest ?
A: Don’t get me wrong. Priest is a great mechanic, but it looks like too much like Corpse Explosion. Moreover, it doesn’t embody the real / original / canon Necromancer fantasy. So focus on Warriors instead.
Q: Why no Mage ?
A: Mages are hard to balance VS Warriors. In order to limit the number of minions, D4 reserved 3 minions slots over 10 to Mages, but it left a mixed feeling to people who want Skeletons only or Mages only Moreover, Mages do not embody the real / original / canon Necromancer fantasy. In DnD, that we will take as a source material, it is nearly impossible to command a Mage / Wizard or a Lich, because they are high Intelligence creatures, will have saving Intelligence throws, and other countermeasures (Contingency Spell, …etc). On the other hand, Warriors are considered as low Intelligence creatures, let’s say brainless, and are a target of choice for resurrection. So focus on Warriors instead.
Q: Why Perma Skeletons ?
A: Currently, when necromancer starts (or resurrect), it has zero Skeleton and there is a high chance that no corpse is available. No corpse = incapacity to create a Skeleton. Player is doomed to fail. The approch of this proposal is different. The base build should work in all conditons (always 7 Skeletons), but you can enhance it by raising additional Skeletons.
Q: Why Temporary Skeletons ? You will ruin the server !
A: Yes. This is how Necromancers are meant to be played. D2 has no problem to display 80 minions on screen, don’t tell me Diablo 4 cannot.
Q: I don’t want to raise Skeletons, I’m sick of this mechanic !
A: Yes, me too. That’s why both Perma and Temporary Skeletons are Auto-raised. Perma Skeletons are Auto-raised from the ground, and Temporary Skeletons are Auto-raised either from Corpses or Skeletons hits (Loop: Skeleton → Skeleton)
Q: Why run at location ? Command to attack target is better !
A: Run at location allows your Skeletions to evade the Area of Effect of a Boss attack. Remember, if there is only 1 target, the boss, you cannot target another target. But run at location will always work. Once at location, the Skeletons will attack the nearest target and/or the target representing the highest threat.
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Inspiration
Dungeons and Dragons: Necromancer Class
Each enemy they fell becomes an eager and disposable ally
Often the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled.
https://www.dandwiki.com/wiki/Necromancer_(5e_Class)
Dungeons and Dragons: Finger of Death
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command
https://roll20.net/compendium/dnd5e/Finger%20of%20Death
Dungeons and Dragons: Animate Dead
If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete
https://roll20.net/compendium/dnd5e/Animate%20Dead
Dungeons and Dragons: Animating the Dead (Guide)
A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil.
However, it must receive careful instructions explaining how such tasks are accomplished
https://rpgbot.net/dnd5/characters/spells/animating-the-dead/
NecroFire
https://divinityoriginalsin2.wiki.fextralife.com/Necrofire
Terminator 1: Within Fire
(But NecroFire will be blue)
Terminator Dark Fate: Rev9’s Replication
Game of Throne’s White Walkers
Conclusion
- 7 Perma Skeletons as a base, acting as White Walkers Lieutenants
- Tons of temporary / disposable brainless Skeletons (Meat shield)
- Passive gameplay, but player can manually reposition the Skeletons