| Post/Author/DateTime | Post |
|---|---|
| #1dragomJan 26, 2010 0:04:18 | I have thought up just about this much of the class. I was wondering if I could get a few suggestions Role: Controller Armor Proficiencies: Cloth Hit Points at 1st Level: 10 + Constitution score Level 1 At-Will Hexes Summon Undead Necromancer Attack 1 Now I'm tempted to make this a feature or a mandatory At-Will. It does create control by forcing NPC's to deal with the minion/s before they can reach their desired position, normally where the Minion is standing. What does everyone think of this vague concept? |
| #2generalhenryJan 26, 2010 0:10:01 | instead of one mandatory summoning power, I'd do it like druids, warlocks or shaman. They have to pick a summoning at-will but they get their choice of summoning at-will. |
| #3magicwingsJan 26, 2010 0:34:14 | I think I vaguely remember seeing someone do a Necromancer on here once. It was a Controler/Leader hybrid, and I think the Necromancer could spend healing surges as an immidiate interrupt to not let one of their minions die. Pretty much the Necromancer was a Controler to the party, but the minions treated the Necromancer like a leader. |
| #4chaosfangJan 26, 2010 3:06:20 | Here are my concerns:Implements: Staffs, Tombs, Wands Although at first it might seem appropriate for a necromancer to have tombs as implements, I fail to see how anyone can carry a tomb. Perhaps you are refering to tomes, which are more thematically appropriate? Hit Points Gained per Level: 4 Perhaps this is a bit too much of a pain for players, considering the lowest HP gained per level is typically 5. Summon Undead Necromancer Attack 1 First off, this is what the Summoning keyword was made for: to avoid the potential of becoming overpowering. True, this is a minion, but considering the fact that any half-decent character could start out with 16 INT, 16 CHA after racial bonuses and would pump these stats all the way to epic, that's a total of +7 INT vs AC, +7 damage, with a speed of 10 by level 28. And as the spell allows both the summoner and the minions to move simultaneously, as well as have all the minions attack simultaneously, this can easily amount to ridiculous amounts of damage in the battlefield, with absolutely no prerequisite or drawback. It easily is more powerful than the level 30 feature of the Darklord EPIC DESTINY. Second, virtually all summons, which have the summoning keyword, are daily powers. Making a summoning power at-will is easily unbalancing. Finally, most of your at-will's work is under the Summoning keyword. Now, if I was to translate that to a more manageable necromancer power, I'd probably go like this: Summon Shade * Necromancer Attack 1 Daily * Shadow, Necrotic, Implement, Summoning Standard Action * Range 10 Effect: You create a shade in an unoccupied square within range. This creature has a speed of 6. Whenever a creature starts its turn in, or moves into a square adjacent to the shade, it is marked by the shade. You can make give the shade the following special commands: Standard Action: melee 1, INT vs AC, 1d6 + INT Necrotic damage, and the target grants combat advantage to allies. Opportunity Action: melee 1, INT vs AC, 1d8 + INT Necrotic damage. |
| #5dragomJan 26, 2010 3:58:03 | I thought he could carry a small 50lb stone Tomb with maybe a family of dead mice in it... Ya I meant Tome, ya that's it. The draw back would be making a single Int vs AC attack without a Prof Bonus that deals only bonus damage, with hopes of the minion surviving till next round so you can start doing "Swarm Attacks" Cause you can't "Swarm" and generate Undead Minions with just one standard action. Maybe I should set a hard limit of 2 Undead Minions in Heroic, 3 in Paragon and 4 in Epic though. |
| #6chaosfangJan 26, 2010 17:59:41 |
Well, I've yet to see a 50lb tomb anywhere... :P The issue with that would be that each undead minion would be dishing out INT mod damage, and being an Implement attack would benefit from your attack mod (even if you don't benefit from enhancement bonuses to damage since you're not rolling for damage). If we were to keep with it as an at-will, I suppose it wouldn't hurt to limit it as you mention. Perhaps something like this? Call the Shadows * Necromancer Attack 1 At-Will * Shadow, Necrotic, Implement, Summoning Standard Action * Close Burst 1 Effect: You summon up to 2 shadows in an unoccupied square within range. Each shadow has 1 HP and does not take damage when an attack misses it. Each shadow has a speed of 6. You do not lose a healing surge when shadows summoned by this power are destroyed. You can make give each shadow the following special commands: Minor Action: melee 1, INT vs AC, INT Necrotic damage Opportunity Action: melee 1, INT vs AC, INT Necrotic damage Special: At level 11, you summon up to 3 shadows instead of 2. At level 21, you summon up to 5 shadows instead. Using this power will not give you more than the maximum number of shadows allowed (you cannot have more than 2 shadows at level 1, 3 shadows at level 11, and 5 shadows at level 21). Another possible Necromancer at-will. Whispers of Death * Necromancer Attack 1 At-Will * Shadow, Psychic, Fear, Implement Standard Action * Range 10 Attack: INT vs Will Hit: Target takes 1d6 + INT modifier damage, and is knocked prone. |
| #7heathan_v20Jan 26, 2010 20:01:45 | I hate to say this, but I just still don't see the necromancer as a class. I think there should be a necromancer build for wizards and clerics for sure, with there own class features. I could see the following classes having necromancers: Wizards: I see this as a summoner style build and single target blaster type. Cleric: I see this type of cleric being like the "lazer cleric" sitting in the back, but doing lighter damage while healing. Think life drain effects and such. Warlock: I can definately see a Soul Pact, think Reaper style Warlock. Paladin: I can see the Paladin having a necromancer style build but I think it would work more like an angelic type, cast out the "evil" in others and "turn their life force to the light". Avenger: not sure about this type but could be done. Invoker: I can seriously see the Invoker with a necromantic build, similar to a mix between the cleric and wizard. Shaman: I may not see the druid pulling it off, but I can see the shaman doing it. Think "Dark Afrika" or ancient Aztec shaman. Bard: I see the necromantic Bard as a Dirge Singer not sure how his powers would work sense I've never really played a bard. |
| #8dragomJan 26, 2010 23:26:00 | Tailoring Necro powers for 8 classes is painstaking and using one set of Necro powers for all 8 will without fail produce a broken combo. Now traditionally a Necromancer has two types of undead working under him. Minions that clog the field with their corpses and 1 favored Knight/Lieutenant. Now lets assume we move the minions to Daily powers, and make a Encounter Power Feature that triggers in response to a Foe Dying within 10 and summons a Knight/Lieutenant in that square, fresh souls and everything. Ensures he isn't present every round and lets him be about as tough as a Spirit Companion |
| #9wancowJan 27, 2010 22:41:38 | I hate to say this, but I just still don't see the necromancer as a class. I think there should be a necromancer build for wizards and clerics for sure, with there own class features. While this idea has merrit, I think the Necromancer should be it's own class. A Necromancer deals directly with Undead, and that implies a connection to a God, a Demon (eg Orcus) or another source of control over corpses (such as the affore mentioned Shadow Power source) Powers to control Undead that appear in a Necromancer's path should be inhearent. Powers to summon minor undead should be selectable. Powers to Summon major undead should be in the form of Ritual Spells that takes hours to perform. The power to control those major undead he/she creates as part of spells. A Necromancer should also have the power to drain Undead he/she cannot control. I would think that a Necromancer should be a sort of Hybrid between the Base Cleric and Wizard... AT Will Powers should NOT be sumning powers. However, raise Undead from recently dead corpses I'd be in favour of. At Will Powers, IMHO, should include Drain Undead and/or Increase Life Force (HP) of Undead, regardless of if that Undead is under the Necromancer's control or not. IMHO, a Necromancer should also be required to have a spellbook, as with a Wizard. |
| #10Neutronium_DragonJan 30, 2010 3:07:51 | I think an at-will summon could be viable, but only if handled as an "until the start of your next turn" power - you summon the minion, it attacks, and then briefly lingers as a square-occupier, providing a small amount of terrain control. This would probably be a better thematic match to some sort of shade than a skeleton, though. |
| #11wancowFeb 09, 2010 12:47:44 | The reasons I'd be opposed to At-Will sumning are these: 1, it gives the Necromancer a never ending army of minions. 2, with a never ending army, if you scale those minions up by the Necromancer's level, you make him way too powerful at any level. If the minions do NOT scale up, the Necromancer is too weak. I'd much rather see the At Wills be focused on Regen or direct attack, or some combination of the two. That would make a Necromancer formidable, without making him overwhealming. |