Some people have brought up necromancers lately, so it got me thinking. It’s most likely we’ll get tinkers, but imagine if we got 2 classes.
Starts weak, grows in strength through levels. This is based on level 60 cap, in case of level squish.
Starting ability:
Death bolt: Similar to shadow bolt for warlocks, except leaves a small dot on the target, increasing damage taken by the necromancer by 1% and dealing a bit of damage, stacks up to 3 times.
Level 6 ability:
Raise skeletal guardian: Raises a skeletan guardian from corpse of anything really, for example you’re killing some kobolds in fargodeep mine and you raise one as a skeletal guardian, and then you fire your death bolt at a second kobold and your skeletal guardian taunts the kobold and autoattacks it.
Abilities: Taunt
Duration: 1 minute, infinite (talent)
Level 15 ability:
Raise skeletal archer: Raises a skeletal archer, which serves as ranged damage dealer.
Abilities: Piercing arrow (Shoots an arrow that ignores 25% of target’s armor)
Duration: 1 minute, infinite (talent)
Level 24 ability:
Plague concoction: Throws a plague concoction at a target area, infecting all targets with plague.
Plague: Deals damage over time, slows movement speed, reduces healing received. If target affected with plague dies, they’re raised as either skeletal archer or skeletal guardian for a minute.
Level 30 ability:
Skeletal berserker: Summons a skeletal berserker, melee damage dealer, dual wield.
Abilites: Frenzy (Increases attack speed by 70% for 5 seconds)
Cooldown: 25 seconds
Level 45 ability:
Raise abomination: Requires at least 5 corpses.
Abilities: Foul breath (cone attack), Hateful strike (hits main target for 50% damage, and 2 adjacent targets for 100% damage)
Level 60 ability:
Ascend: Temporarily assume lich form, empowering both minions and self, 30 second duration (6 minute cooldown)
No secondary or tertiary talents, a simple class with one spec. A fan service, per say.