So I know that this topic has been brought up time and again, but I’ve been sitting on this concept idea for a long time and wanted to share my 2 cents on what I think the Necromancer class could be like in the game if it were ever introduced. Tell me what you think of this idea. If nothing else, I hope it’s entertaining to read.
Disclaimer: Any and all spells/abilities and incorporated numbers written here are NOT final and subject to change; I understand that most of them might be too powerful, too weak, too “similar to already in-game” abilities, or simply too niche. Just remember that it’s a concept in the works, but I welcome any criticism.
Also, if Blizzard Entertainment sees this concept, this Disclaimer and my posting it here on the public forums is my written consent for them to take the idea, alter, and incorporate it into the game with by blessing. No recognitions, payments, or legal actions will be necessary nor pursued as I am knowingly and willingly GIVING this idea to Blizzard Entertainment to use as they deem fit.
Necromancer Class
Races:
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Alliance
- Human, Dwarf, Gnome, Worgen, Void Elf, Dark Iron Dwarf, Kul Tiran
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Horde
- Orc, Undead, Troll, Blood Elf, Goblin, Nightborne, Vulpera
Weapons: Staff, Dagger, Wand, 1-H Sword, 1-H Mace, 1-H Axe, Off-Hand
Armor: Cloth
Specializations - TL;DR
Death Weaver – Role: Healer - Support minions and deals Shadow and/or Necrotic Damage/Healing with most of their abilities.
Blood Mage – Role: DPS - Manipulates his own and enemies’ health to his benefit (little to no minions). Deals Shadow and/or Necrotic Damage with most of their abilities.
Lich Lord – Role: Tank - Many(?) minions to overwhelm his foes. Deals Shadow, Frost, and/or Necrotic damage with most of their abilities.
End of TL;DR
General Necromancer Spells/Abilities
- Necrotic Wake - 1.5 sec. Cast: The Necromancer causes necrotic energy to burst forth in a 5 yd. radius from all targets that were recently affected by the Necromancer’s other abilities. Necrotic Wake heals allies and harms foes (up to 3 targets each, deals less damage to enemies beyond 5 targets). All minions summoned by the Necromancer will also be affected by Necrotic Wake, but will not be healed.
- Summon Undead – 0.5 sec. Cast: The Necromancer summons a random undead minion (skeletons, ghouls, or geists). The minion can be either ranged or melee and will last 30 sec. The Necromancer may summon up to 4 minions at once; summoning another will cause the oldest minion to disappear. If the Necromancer is a Death Weaver, there’s a chance that they could summon a support caster minion (only one may exist per-Necromancer) that will occasionally heal injured allied players while casting necrotic damage to enemies in combat.
- Deathly Horde - 4 sec. Channel: The Necromancer Summons 8 undead minions over 4 seconds which swarm nearby targets (in combat with the Necromancer), each dealing 15% of the Necromancer’s total damage output with each attack as physical damage. Minions will last for 20 sec. before expiring. Threat generated by the Deathly Horde is transferred to the Bone Golem or the Necromancer if the caster is a Lich Lord. 1.5 min. cooldown.
- Lay Waste - Instant Cast: The Necromancer causes a burst of necrotic energy to erupt from the target area after 0.5 sec., dealing damage (or healing to allies if Death Weaver) to enemies. Lay Waste has 3 charges, but will not incur its cooldown until all 3 charges are expended or until 10 sec. have passed. The first charge’s radius is 5 yd., the second 10 yd., and the last 15 yd. 35 sec. cooldown when all charges are spent (or time expires).
- Necrotic Transcendence - Instant Cast - All party and raid members are ascended from this mortal coil. Players will gain X% on their highest Secondary Stat and damaging attacks and abilities will also deal 10% additional Necrotic damage for 30 sec. Any player that suffers fatal damage while this effect is active is instead prevented from death and healed for 30% of their total health. These players will then lose 2% of their total health every second for 30 sec. until they are healed back to full health… or perish. 5 min. cooldown and players affected by the ability gain Soul Vulnerability for 10 min., preventing them from benefiting from Necrotic Transcendence again for the duration.
Death Weaver Spells/Abilities
- Death Bolt: 1.5 sec. Cast - Deal X Necrotic Damage to target enemy. Siphon health equal to 20% of damage dealt to the most injured ally (including self).
- Shadow Mend: 2 sec. Cast - Heal yourself or allies for X. Allies are healed for an additional 10% if any damage-over-time or Curse effects are present on them.
- Umbral Pact: Instant Cast - While active, any over-healing done to a target by the Necromancer is converted into a shield for 12 sec. equal up to 100% of the target’s total health at cap. Continued over-healing refreshes the duration of the shield (the shield may be consumed and/or used by the Necromancer to enhance other abilities?). Lasts 10 sec. 1.5 min. cooldown.
- Dark Weave: 1.5 sec. Cast - Dark Weave targets 3 random party or raid members and 3 nearby enemies, prioritizing the most injured allies and the healthiest enemies; lasts 25 sec. Recasting may change targets. When enemies are affected by Dark Weave, when the Necromancer heals an ally also affected by Dark Weave, affected enemies are dealt damage for 30% of the amount healed as Shadow Damage. The reverse is true for allies for when the Necromancer damages enemies with Dark Weave; allies with Dark Weave are healed for 30% of the damage dealt to enemies with Dark Weave. Dark Weave may only affect 3 enemies and 3 allies at any one time. New targets will remove the last target to have Dark Weave cast on them. 10 sec. cooldown.
Blood Mage Abilities Spells/Abilities
- Sanguine Reliquary (Passive): The Necromancer dips into an additional reserve of Blood. This reserve is primarily used first when casting abilities that require the caster’s own health; resource amount matches 100% of the Blood Mage’s total health. Self-healing effects while at 100% health instead refill the reliquary (this includes over-healing). The Reliquary will slowly refill itself at 20% increased rate of the Necromancer’s out of combat healing over time. Out of combat healing from outside sources will also refill the Reliquary.
- Blood Bolt: 1.5 Cast - Sacrifice 5% of your maximum health to deal Shadow Damage equal to 50% of the amount of health sacrificed. Successful hits refund 100% of the sacrificed health back to the Necromancer or their Reliquary. Critical strikes heal for an additional 20% of the total damage dealt.
- Blood Sacrifice: Instant Cast - Consume 70% of your maximum health to fill the Sanguine Reliquary equal to 50% of the Reliquary’s maximum amount, give all attacks 30% leech and deal 30% increased total damage for 10 sec. 2 min. 30sec. Cooldown. Shares cooldown with Sanguine Feast.
- Sanguine Feast: Instant Cast - Consume all the blood stored in your Sanguine Reliquary to heal yourself for 100% of the amount consumed. 2 min. 30 sec. cooldown. Shares cooldown with Blood Sacrifice.
Lich Lord Spells/Abilities
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Necrotic Bolt: 1.5 sec. Cast - Deal X Shadow Damage to target enemy. Casting on Bone Golem will heal it for 75% of the bolt’s total damage.
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Summon Bone Golem: 3 sec. Cast - Summon a Bone Golem. The Bone Golem has 120% of the Necromancer’s total health, sharing their health pool equal to 100% of any damage or healing done to either (if the same ability hits both targets simultaneously, the effect is NOT doubled). Bone Golem can be targeted by Tank mechanics (the Necromancer will see these debuffs as their own). 30 sec. cooldown.
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Tolling Bell: Instant Cast - Commands the Bone Golem to taunt the Necromancer’s current target (will taunt to the Necromancer if Bone Golem is not present) for 2 sec. 14 sec. cooldown. (This taunt -will- work on Raid Bosses.)
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Dark Ascension: Instant Cast - Ascend into a powerful Lich form, increasing your cast speed and health by 20%. Your Bone Golem becomes a Bone Lord for the duration of Dark Ascension. Bone Lord’s Rattling Bones taunts all nearby enemies (except bosses) to attack it and dealing AoE physical damage to all enemies in melee range for 50% of its total damage with every melee strike.
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Mirroring Link: Instant Cast - Causes the Bone Golem to occupy the same space as the Necromancer (the bone golem will become highly translucent to the caster while it continues occupying the same space; players cannot target Bone Golem while Mirroring Link is active); the Bone Golem will remain directly on top of and move in tandem with the Necromancer until canceled (certain pet commands may also interrupt this ability). 10 sec. cooldown.Mirroring Link can be cast on the other tank to share any damage dealt to them if the Bone Golem is not active.
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Torrent of Bones: Bones fly around the Necromancer and the Bone Golem, protecting them for 20% of their total health and take 15% reduced damage for 30 sec. Has 2 charges, 45 cooldown per-charge.
Bone Golem Abilities
- Bone Armor (Passive): While Bone Golem is active, the Necromancer takes 20% less damage from AoE effects. Bone Golem has armor equal to 150% and physical damage equal to 100% of total Intellect of the Necromancer. When Bone Golem becomes Bone Lord, it gains an increase of 30% armor and health for the duration.
- Threatening Presence (Passive): Bone Golem receives 50% of its master’s total threat.
- BONESTORM: Instant Cast - Bone Golem spins around, dealing physical damage to enemies within 10 yd. for 5 sec. Causes increased threat to affected targets. 20 sec. cooldown.
- Bone Spike: Instant Cast - Bone Golem stuns the target for 4 sec. 2 min. cooldown.
- Rattling Bones: Instant Cast - Taunts the current target for 3 sec. 20 sec. cooldown. (functions like normal pets’ taunts, but may be cast in dungeons and raids by the Necromancer to taunt their target; Dungeon Bosses will -not- ignore this taunt, but Raid Bosses will ignore it if used on them.)
Necromancer Talents
General Talents
- Sacrificial Pact (passive): When any lesser minion is below 15% health, casting Necrotic Wake will cause that minion to explode, dealing increased damage to enemies within 10 yd. This kills the minion in question. If Shadow Weaver, will burst heal nearby allies as well.
- Resilient Undead (passive): Summon Undead now summons 2 permanent undead minions instead (will choose specific ones based on Specialization) and adds a 1 sec. cast and 2 min. cooldown to the spell.
Death Weaver Talents
- Lingering Void (passive): 50% of any damage dealt by Death Bolt accumulates to a cap or until the next time you cast Shadow Mend.
- Soul Symbiote: Instant Cast - Summon and attach an Ether Snake to target ally for 15 sec. If they receive damage that would deal 10% or more of their current health, reduce the damage taken by 20% and add 1 sec. to the current duration. Once the snake has prevented 100% of the target’s max health in damage, it returns to the caster engorged for 15 sec. Re-casting Soul Symbiote sends out the snake to enshroud the target ally, shielding them for the amount of damage absorbed and depleting the shield to heal them over time. 2 min. cooldown upon the duration expiring at any time or after the 2nd cast.
Blood Mage Talents
- Blood Bath (passive): Blood Bolt deals increasing damage per cast on the same target to a cap. Critical strikes heal for an additional 20%. Removes the effect when casting Blood Bolt on a new target.
- Voracious Bloodworm: While the Bloodworm is active, any damage dealt within 60 yd. of the bloodworm, it receives 1% of all damage dealt by all sources as nourishment. Once the worm is fully nourished, it can be recast to burst into a feeding frenzy of smaller worms that gravitate to more damaged enemies. Up to 10 worms will be summoned and will latch on, each worm increasing the amount of damage their target takes by 1% for 10 seconds. Then they seek out any damaged ally, gravitating to more damaged allies, and confer 50% of the additional damage caused as healing until the target is fully healed, then continuing to heal any damage until the worm is depleted. The worms will last up to 20 seconds if not depleted. 2 min. cooldown.
Lich Lord Talents
- Necrotic Grasp: Instant Cast - While Bone Golem is active, draw up to 3 nearby enemies within 15 yards of the Bone Golem to it and be taunted by Bone Golem for 1 sec. 1 min. cooldown. Works on the Necromancer instead if the Bone Golem isn’t active.
- Lich’s Phylactery (passive): Replace Bone Golem with Lich’s Phylactery. The Necromancer gains 200% armor and 150% magic resistance based on Intellect, increased threat generation, gains the Bone Golem’s Bone Spike ability, and most abilities become instant cast with short cooldowns. If the Necromancer incurs fatal damage, the Necromancer will “die” temporarily, becoming unable to act while dropping all threat, becoming invulnerable, and healing for 75% of their maximum health over 5 sec.; the Necromancer is allowed to move while “reviving”, but at 75% their normal movement speed. The Necromancer may only benefit from this death save once every 3 min. (as will be indicated by the "Depleted Phylactery” debuff).