Seeing as we now have a friendly Lich King making friendly Death Knights there’s really no better time for the Necromancer to make it’s long awaited debut and fill one of the few voids left in the class/armor roles. This is all just loose concept stuff there won’t really be any hard numbers here something like “low damage, low cooldown” and what the move is made to fill in terms of the Necromancer play style. At the moment the concept is an immobile caster who sets up minions, curses/plagues, to influence the battle. this is really long, and i started to lose my mind near the end after like 3 hours of working on this so sorry!
Necromancer armor/stats/weapons: Mail , Intellect and Stamina. Pole-arms, Staffs, 1h Swords, 1h Axes, Daggers.
Base Necromancer Spells:
Bone Skewer(instant) - Basic Spell, low cast time low cost low Physical damage. your go to filler move similar to fire blast or sinister strike this will be augmented by Spec and talents to form one of the baseline moves for the Class.
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Mark of the Damned(toggled) - Increase your healing received from all sources but suffer increasing Shadow damage over the duration. this move is made to synergize with some other moves the Necromancer will get, as well as fill the theme of twisting powers of life and death in a similar fashion as the Warlock twisting the power of Fel to their needs.
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Infest(channeled) deals nature damage over time, stopping your self harm spells for the duration and directing that damage into your target. One of the goals of the Necromancer(at least in base form) is to Dot themselves and then re-direct that damage to their target while healing themselves in the process.
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Dark Bargain (instant)- Sacrifice a portion of your health and mana to restore twice as much over time. This effect can be cast on other targets, allowing for a sacrificial role of the Necromancer to act as a support in dire times, or to potentially survive incoming damage if timed right.
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Twist Life Essence(instant/uninteruptable)- Only available to cast while channeling infest and suffering periodic damage. Redirecting all damage over time effects to your target it heals for a large portion of the damage dealt and your missing health. A powerful tool to reward players for calm thinking in a potentially dire moment, this move will have a moderate cooldown.
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Skeletal Warrior(Instant) - Temporarily summon a Skeletal warrior to your aid, if the enemy is attacking you it will taunt it. Skeletal Warriors are not overly powerful but will be consumed by Dark Bargain to empower the effect, or to be consumed for Twist Life.
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Flesheater (instant) - Summon a Temporary Ghoul by sacrificing a portion of your health to attack your target dealing moderate damage and healing you for the amount done. Flesheater is designed to equalize some of the Necromancers health costs, and will act similarly to Agony for Affliction Warlocks in that it’s meant to be applied consistently to targets for maximum rewards.
7.Gift of the Damned - infect an enemy to deal high nature damage over a long period of time, healing nearby allies for the amount done on a high cool down. Think of this in a similar fashion as Devouring Plague from the Shadow Priests of old, but party wide.
Specializations:
- Osteomancy: Focused on enhancing their skeletal minions and direct physical damage spells like Bone Skewer.
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Bone Lance(cast) - moderate cast time, for moderate damage, pierces through enemy targets by a set distance(EXAMPLE; if it’s a 40 yard range and you’re 20 yards from the target it strikes all targets in that line up to 40 feet behind the target)
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Swarm(cast) - insects and vermin swarm a target dealing physical damage in the area around it. Osteomancers aoe toss it and forget it move.
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Bone Plating(instant)- Sacrifice your Skeletal minions, shielding yourself for a % of your maximum health per minion sacrificed. Osteomancers panic button. moderate cooldown.
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Skeletal mastery(passive) - Your first Skeletal minion lasts until sacrificed or slain, and you may now have multiple Skeletons at the same time.
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Hail of Bones(aoe target cast)- Your Skeletal Minions explode and you channel their fragments to the target area dealing damage based on how many skeletons used. Your big boy Aoe move, similar to Impplosion but with a bit more control.
- Aspirant: A young aspiring Lich intent on living forever at the expense of the living. focused on tanking, sacrificing minions and draining health from his enemies.
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Mark of the Master(passive)- Blessed by the Lich king, you gain increased armor ratting and health, increasing the lower health you have. high health Aspirants will take some bigger hits.
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Chains of Agony(instant)- you chain an enemy target to you, preventing them from fleeing and sharing a portion of damage dealt to you with them. One of the Necromancers damage mitigation, this move doesn’t last long and is their big oh no button on a long cool down.
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Shadow Armor(instant)- Cover your being in Shadows, Gain increased damage reduction and cause nearby targets to deal further reduced damage the longer they are in contact with you. Applies a debuff that lasts longer than the effect, the Necromancers primary Damage Mitigation.
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Deaths Dance(instant)- Reduce damage and healing taken, causing enemies that strike you to bleed for the amount negated. Your other big oh no button, on a shorter cooldown since it also reduces your healing taken.
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Delay the Inevitable(instant)- force 100% of damage and healing into a Dot/Hot for a few seconds. A huge cooldown that can turn the tide of battle, that you can line up with something the healers can mitigate better by delaying damage or allowing them to pad your health with a powerful Hot effect.
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Death Gaze(Instant)- Deal moderate shadow damage to enemies in a cone in front of you, dealing high threat. your bread and butter AoE aggro move.
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Aura of Decay - Deal light damage to nearby enemies, increased by your missing health. A passive way for the Necromancer to hold aggro and deal damage.
- Decay: A Necromancer who focus’ on manipulating life, draining health from enemies to restore himself and allies. A Dot Necromancer with the ability to heal either as a primary or secondary focus.
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Red Death(Instant) Infect a target ally or enemy, causing them to heal you for a portion of the damage they deal. a way for the Decay necromancer to sustain themselves as they focus on using their health for other abilities.
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Blood Ritual(channeled) - sacrifice a % of your maximum health to heal or deal that amount + spell power to your target. Primary heal or damage effect.
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Gift of the Leech- you and allies gain increased leech, that sweet juicy passive healing.
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Madman’s Bargain(Instant) - Absorb a % of healing done to you or by you, to apply a Shield to the target a few moments later based on the amount absorbed + spell power. delay direct healing to empower it slightly and turn it into a shield.
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Touch of Decay - Infest your target with a virulent disease to deal moderate damage over time and heal the lowest health target within range. Your standard dot with a loving heal stapled awkwardly on.
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Transfusion - Instantly heal yourself and nearby allies based on your missing health, on a very long cooldown. your OH NO button as a healer/dot mage.
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Sacrifice - Transfer a portion of your current health to the target either as a Hot or a Dot for allies and enemies respectively. a versatile move that requires careful consideration of your health pool before use.
Osteomancer Talents:
Tier 1
Adamantite Bones(passive)- your Bone spells additional damage. for your standard flat boring increase.
Splintered Bones(passive)- all of your bone spells deal additional damage over the next few seconds. delay the damage for a greater reward.
Horde of Skeletons(passive)- your Bone Skewer critical hits reset the cooldown on your Skeletal Minion. for you crazy folk who like RNG and minions.
Tier 2
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Collateral Damage(passive)- Your Bone spells deal less critical hit damage but deal aoe damage. for specific fights/dungeons.
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For the Cause(passive)- your Skeletal minions explode in a shower of bones upon death dealing bonus damage. for the minion lovers.
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Skeletal Swarm(passive) your Swarm ability lasts longer and deals more damage. for increased Aoe focus.
Tier 3
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Skull Explosion(Cast)- fling a skull at your target that explode for moderate damage and stuns and then dazes them on a moderate cooldown. for the Osteomancer who doesn’t like being touched.
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River of Spikes(instant) Summon a bed of bone fragments in an area, that impair the targets movement and deal light damage. for those of you who really like some zone control.
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Hysteria(melee attack) - Impale the target with a cursed dagger, causing them to flee in fear on a high cool down. in case they don’t respect your social distancing and you need to MAKE THEM.
Tier 4
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Waste not(passive) your Bone Skewer does more damage but has a cooldown, your skeletal minion deaths reduce certain cooldowns. for some fun dynamic game play to balance your minion deaths with your cooldowns!
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Army of the Damned(Passive) your first two Skeletal Minions now last until slain or sacrificed, and your Skeletal minion cap increases further, increasing all of their damage and attack speed. For you monsters that want an army, maybe have the first minion be ranged for increased life expecanty?
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Golem(cast) sacrifice your Skeletal Minions to form a Bone Golem, doing much more damage. For those of you who only want the one minion to do some BIG slaps.
Tier 5
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Translocation(Instant) Swap Places with a Skeletal minion. Your one mobility move, and it places you in Melee range, better be keeping an eye on those minions.
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Horrifying Visage(passive) Your Skeltal Minions death give you a Shield for a % of their maximum health. a passive survival method that works with either minion build.
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For the Master(instant)- Sacrifice all of your Minions to gain a shield for all(or more) of their health for a short time on a long cool down. a stronger alternative to survival but only for specific times.
Tier 6
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Bombardment(passive) your Bone Skewer gains another charge and explodes for bonus damage after a short time. Pew Pew.
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Black Legion(Passive) The Longer your Skeletal Minions, or Golem last the stronger they become. Critical Hits extend their duration and restore a portion of their health. for the army lords.
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Cursed Bones(passive)- your Skeletal Minions expire faster, but deal increased damage. for when you need the damage faster.
Tier 7
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Summon: Frost Wyrm(Instant)- sacrifice all your minions to create a Frost Wyrm to bombard an area in frost damage. it’s a dang frost wyrm, and a huge Aoe nuke on a moderate cooldown.
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Might of the Scourge(cast)Empower your Minions, doubling their duration and removing the limit on your Skeletal minions for a short time. your Minions deal bonus damage for the duration. the capstone for you minion lords.
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Reaper Bolt(cast) a very powerful move on a moderate cooldown, only reduced by minion deaths and critical hits on your Bone spells. for those of you that really don’t care for minions at all.
Aspirant Talents:
Tier 1
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Vile Specter(Instant) - Summons a Shade to attack your foe for Shadow damage, and generate threat for you. There is a chance the Specter will trigger a free Armor of Shadows when striking. a mild dot effect with some good reward potential over time
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Lingering Shadows(passive)- Gain an additional charge of Armor of Shadows but reduce its duration. some risk and reward play to fit certain play styles and encounters.
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Deeper Shadow(passive)- Increase the cooldown of Armor of Shadows but increase the duration as well. for certain play styles and encounters.
Tier 2
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Master and Servant(Passive) Your Bone Skewer has a chance to summon a Skeletal Minion who will take a portion of incoming damage until it dies. adds increased functionality to your bone skewer besides threat generation.
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Undead Fortiude(passive): Reduce your armor ratting but increase your health. to capitalize on your ability to tank better at lower health.
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The First Ritual(passive) lose a charge of Armor of Shadows but gain a small increase to armor and health. a passive effect for fights and play styles that don’t have as many damage spikes.
Tier 3
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Sow the Seeds(toggle)- You drain health from your minions, healing for increased amounts equal to your missing health. if you desire your minions to play a larger role in your play style, and more self sustain.
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Mark of Black Blood(Instant) Replace Skeletal Minion. curse your target, causing their attacks to sometimes heal you. increased by your missing health. if you HATE minions and the enemy has a high rate of attack to trigger the effect more often.
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Brink of Death(passive)- every time you lose X% of your maximum health you take less damage for a short time after. For those of you that enjoy a more passive play style or for fights that already have too much going on that constantly nuke your health.
Tier 4
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Shadowborn(Passive) When not affected by Armor of Shadows enemies have an increased chance to miss you. put your faith in the RNG for some sick nasty rewards.
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The Second Ritual(passive): lose a charge of armor of shadows to gain increased damage reduction at lower life. live dangerously, live mas.
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Seal of Life(active)- When you drop below half health, healing effects on you are increased. moderate cooldown. an active PLEASE NO button, but reliant on your healers.
Tier 5
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Bleak Aura(passive) - Your Aura of Decay steals movement speed from enemies. A passive way to increase your movement speed and control mobs of enemies.
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Dread Aura(passive) Occasionally cause a target affected by your Aura of Decay to tremble in fear for a short time. basically randomly stun a target nearby if they can be.
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Spiteful presence(Instant)- when below half health you can trigger this effect to reduce damage of targets in your Aura of Decay by a moderate amount. situational, better in groups, but allows for a more involved play style.
Tier 6
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The Third Ritual(passive): Lose a Charge of Armor of Shadows, you regenerate health based on your missing health when struck in combat. A passive heal effect that makes it really hard to kill a wanna be lich.
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Broken Promise(instant)- heal to full health but cannot be healed by allies for a short time. moderate cooldown instantly triggers if off cooldown and you would be slain. the ultimate “sorry was petting the cat” moment for tanks and healers alike!
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Link to the Throne(passive)- While you have a Minion active, your armor of Shadows cooldown resets faster. for the minion tank liches!
Tier 7
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The Final Ritual(passive) Lose a Charge of Armor of Shadows, increase your maximum health, and the health stolen from all effects(including leech) when an ally or one of your minions dies heal for a % of your missing health. Hands free sustain, for you lovelies who have arthritis.
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Power of Icecrown(active) use all charges of Armor of Shadows and sacrifice your minions to become immune for an increased amount based on the charges used. you may not regain armor of shadows charges for a time after this. a big OH NO button that rewards players who managed their minions.
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Service Neverending(Active) link yourself to nearby enemies, gaining a shield based on their cumulative health to a cap based on your maximum health. if a target dies while under this effect, their health contribution is lost but a skeletal minion is raised. some goofy shenanigans to be had with this i tell you WHUT.
Decay Talents:
Tier 1
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Tainted Blood(passive)- your Blood Ritual is split among nearby targets(only affects allies or enemies based on your original target) a way to increase your aoe damage/healing.
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Crimson Pact(active)- ward your target, causing them to drain life from you to heal or to cause damage over time as appropriate. a juicy single target effect at the cost of the red stuff.
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Edge of Death(Passive)- Sacrifice life gains bonus Spell power equal to your missing life. a passive increase to your single target effects.
Tier 2
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Vile Vigor- Targets affected by your heal and damage over time effects are slowed or gain a speed bonus as appropriate. this might be a bit nutty to be honest but it sounds neat.
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Blood Bank(active)- Store a portion of the health you sacrifice, allowing you to heal or damage a single target once based on the amount stored on a low cooldown. can really jack this up if you play it right and maximize your single target damage as a result.
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Eyebite(acive)- sacrifice health to blink to an ally or enemy affected by one of your damage or heal over time effects. long cooldown. boy you better have picked right!
Tier 3
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Gift of Madness(active)- all nearby allies or enemies(as appropriate) are affected by your Sacrifice spell, and you gain a shield equal to half the amount of life lost in this way.some high risk high reward playmaking stuff here lads.
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Gift of the Vampire(passive) Targets affected by your Spells gain leech, while enemies will occasionally heal their targets based off your leech. this one might be a bit too nutty.
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Gift of Shadows(active)- become immune to damage, your spells trigger at either 1 or 100% life whichever is better. after a short time in this state you are stunned for a few seconds. some really high risk high reward oh NO button.
Tier 4
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Cripple(active)- paraylze your target for a long duration, broken by damage. your handy dandy crowd control effect!
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Shadow Stride(active): you and a target exchange places on a long cooldown… you can REALLY screw some one over with this on both sides so be careful padawaans.
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Atrophy Ward(active)- long duration moderate cooldown, enemies that harm you are slowed for a short duration, this effect stacks. if you think you can take the hits you can cause them to over extend and let your team capitalize on the slow or let the tank pull em off you.
Tier 5
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Ritual Master(active)-your next Blood Ritual splits healing or damage among all targets affected by your Sacrifice spell as appropriate for the initial cast. moderate cooldown. some on demand aoe effects.
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Vile Infusion(passive) while you are below X% life you gain increased leech and heal all nearby targets for a portion of your leech, or damage enemies based on your healing to allies by the same %. if you’re using the red stuff a lot this can output a massive amount of aoe healing or damage.
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Shadow of Death(active) - sacrifice a potion of your maximum health to summon a shade to mimic your spell casts on a moderate cooldown. you can REALLY do some nutty things with this one but it reduces your hit point maximum for the duration so careful.
Tier 6
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Hallow Life(passive) your transfusion skill no longer heals you, but its cooldown is reduced by every critical hit. you selfless hero you, tossing out the raid heals at your own expense.
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Empowered Blood(passive)- your heal and damage over time effects reduce or increase damage taken for a short time after a critical hit. for a passive RNG experience.
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False Life(active)- your damage and healing causes a portion of the effect over time. moderate cooldown. hots and dots on top of your hots and dots. for when you need to hot and dot.
Tier 7
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Cycle of Corruption(passive) you many now cast Sacrifice on yourself, draining life from enemies afflicted by your Sacrifice to heal you for the same amount. basically apply a dot to yourself to double dot every target you hit with Sacrifice recently.
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Book of the Dead(active) your Skeletal minion is permanent and heals nearby allies randomly. his name is mister bonejangles and he’s here to F I X
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Gift of Death(Passive)- you constantly drain health down to X% increasing the damage of your spells by a larger amount. when you or a minion die, all nearby allies are affected by Sacrifice and Blood Ritual for their full duration siphoning from the the last target injured. You died, but that’s ok you still managed to help, and now your minion finally gets a thing too!