General

New Class: Necromancer (player made)

[b]Introduction[/b]
I have seen a lot of custom class threads (most of which either were unoriginal, completely overpowered or both at once), and it got me thinking of what would make a good class. With maple's own rehashing of classes, I thought I'd try a little more unique feel by changing how the player would play the class. I thought a sort of summoner class would be a bit of a change of pace and nothing tops a necromancer as the ideal minion master.

Disclaimer
Yes, inspired by diablo, as well as other things. Yes some skill names are the same, as they are just really good names. Please stop posting what people before you already said. It shows only that you can't read even the first page of this thread.

[b]Story[/b]
We all know that the common persona of a necromancer is the evil dealer of death, perverting the souls of the diseased for his dark ends. Even the evil mage maple is currently having issues with would likely be thought to dabble in the art, if only because of the connection to evil. But the idea of necromancy doesn't have to be evil inherently. There is a balance between life and death, and much as how a priest can use the power of light to restore the order, a necromancer who's goal is for balance rather then power could do the same with darkness.
A small order of dedicated magi, outcast for seeking the forbidden knowledge, are followers of this logic. True believers in balance and the proper order of the world, they study in quiet solitude, appearing only when the balance of life and death itself has reached such an unpredictable state that they would reveal the dark arts to the world in order to save it. Though they are seekers of order and balance, they well know that many would find their power tempting, so only the best, brightest, and most promising pupils will be taught and then sent into this dangerous world.

[b] The class[/b]
Being that the class is more summons then player strength, it is different. Each summon has life and attack(increases based on skill level), can be attacked and take damage from monsters, but can't be knocked back nor given status effects. They can be ordered around after the 2nd job, can have multiple summons at once, and will have special effects depending on the summon, skills learned. They will be unable to be healed, nor be buffed like a party member would, but will have their own methods to counteract this. Unfortunately, I still haven't figured what would be a good range of hp and attack that would be balanced, so the information on that will be fairly lacking, unless someone would like to help me out there.

[b]1st-Job Acolyte[/b]
The humble student, a fledgling into the use of the actual art, but fully understanding the role he or she is to play in the world.

[b]Skills[/b]
MP Boost- master lvl 10 - perm mp increase, because all mages (except battle) have this.

Spirit guard -master lvl 15 - The necromantic version of magic guard
Lvl 15, mp cost -13; Damage Displaced: 80% of your MP for 600 seconds

Bone Armor - master lvl 10 - necromancer's version of magic armor. Adds def and magic def.
Lvl 10, mp cost -16; Weapon def. +120, Magic def. +120 for 300 seconds.

Skull orb - master lvl 20 - a skull shaped orb that tracks the nearest enemy in front and hits them.
Lvl 20, mp cost -12, 250% dmg.

Summon Zombie - master lvl 15 - the standard undead follower, and the telltale sign of a necromancer. at lvl 20, you may summon 2 zombies
Lvl 15, mp cost - 30, summon duration 500 seconds, 3000 hp per zombie, 200% att (based on your magic), slow attack speed.

[b]2nd Job - Necromancer[/b]
After reaching lvl 30 and doing an advancement test, you will obtain the rank of necromancer. Where as the first job gave an introduction into the art, this job marks aa more defined deviation from the standard mage path. You will rely on your minions more, and they will become stronger.

[b]Skills[/b]

Spirit Drain -master lvl 15 - The necromancer's party buff, this spell has a chance for a player to absorb a percentage of a defeated monster's total mp upon kill. This doesn't require the monster have any mp left, so it works differently then mp eater and can be used to "drain" a monster's mp more the nonce if using both.
Lvl 15, mp cost - 45, MP Absorb Chance: 40%, Amount Absorbed: 25% of the enemy's Max MP

Skeletal Decomposition -master lvl 20 - upgrade to your standard skeleton by removing all that excess flesh from your zombies. They wont need it anyways. Doing so gives them better stats to keep up with the monsters, as well as a % chance to get a magic weapon or armor on summon. The magic item gives them either an attack up or defense up buff accordingly, as well as a less shambly looking minion. They will also be faster then zombies, in move and attack speeds.
Lvl 20, mp cost - 45, summon duration 700 seconds, 20% chance of either attack or defense buff. Normal attack speed, Max 3 skeletons. 6000 hp, 275% att (based on your magic)

Dark Totem - master lvl 15 - A small pillar made of bone you can summon at any given area, any monster defeated in the area will give a % hp recovery to all players, minions, and enemies in the area. This can and will heal friend and enemy alike, and will be proportionately lesser for the number of things being healed.
Lvl 15, mp cost - 30, 30% chance of converting 50% of defeated enemy hp into healing recovery for area. Summon duration 300 seconds

Minion Orders -attack- master lvl 1- Minions move in front of you to attack enemies up to mid range.
Minion Orders -defend- master lvl 1- Minions stand in front of you, and only attack things within reach.
Minion Orders -beckon- master lvl 1- mp cost 15 - Teleports all your minions too you, to stand right where you are standing and then push out away from you. Good if you fall off a platform and need to keep monsters at bay.
Minion Orders -guard- master lvl 1- Summon stays put even if you move away, will only attack what comes into reach.
Minion Orders -entourage- master lvl 1- mp cost 15- Summons protect your front and back, and stick close to you. If cast near an ally, they will "split up", following you and them (you always get the greater number), allowing them to help or protect your ally.

-note-I decided to make each order a single point skill, as hotkeying them would be easier this way, and beckon costs mp alone.

Dying breath -master lvl 15 - A passive skill for an attack for your minion, occasionally while attacking and always when defeated, the minion lets out a poisonous cloud in it's last gasp. Cloud poisons foes. Increased lvlvs adds damage, poision chance and use while alive (on minion attack) chance.
Lvl 15, 30% chance on attack, Damage 250%, 50% damage every second for 10 seconds, cloud lasts for 10 seconds

Decrepify -master level 20 - a skill which ages enemies and that weakens their attack defense, and slows them down.
Lvl 20, mp cost 30, Enemy Attack and Defense: -20%, enemy's moving speed -40 for 80 sec.

Summon Balrog -master lvl 20 - As a necromancer, you can call more then skeletons to do your deeds. Call forth this classic maple boss to aid you. Unlike skeletons and zombies, this one follows right behind you and attacks with your attacks (like a shadow attached to your back). Any damage you take, he also takes.
Lvl 20, mp cost 60, summon duration 600 seconds, 8000 hp, requires 100 soul charges, 250% ranged attack (based on your magic)

Harness Souls -master lvl 20- Gather the souls of the recently defeated...er departed to strengthen your power, or expend the gathered amount to summon powerful beings or spells. Increases maximum by 10 every level, and gives plus 1 magic attack and plus 10 magic defense every 5 levels.
Lvl 20, max charge 200,

[b]3rd Job - Fell Summoner[/b]
After reaching lvl 70 and doing the advancement test, you will obtain become a recognized Fell Summoner by the magi. With the only direct attack skill at your disposal still your first job skull, you should have learned the value of your minion army by now. Manipulation of them while offering support is the only way to survive.

[b]Skills[/b]
Bone Spear -master lvl 30 call forth a spear made of bone and hurl it through all enemies before you, stunning them in place for a short time. As the first attack skill in a long while, better get used to it for laying covering fire for your minions.
Lvl 30, mp cost -50 Damage 600%, stuns monster for 4 seconds

Advanced Soul Harness -master lvl 10, Add more charge and increase your soul pool for summons, or for the larger summons/spells.
Lvl 10, Max charge 300

Fetid Breath -master lvl 30, Adds to dying breath's damage and effect. Poisons and Zombifies enemies at % chance on attack and guaranteed at minion death.
Lvl 30, 60% chance on attack, Damage 300%, 45% damage every second for 10 seconds, cloud lasts for 20 seconds, zombifies for 60 seconds. Yes this means that totem from before becomes a lot more dangerous.

Skeletal Warrior -master lvl 30, strengthens your skeletons with bare bones weapons and armor, guarantees 1 magic item at max level and % chance for another.
lvl 30, mp cost 75, summon duration 700 seconds, 1st buff guaranteed, 25% chance of 2nd buff, normal attack speed, 12000 hp, 350% att (based on your magic)

Summon Geist Balrog -master lvl 30, Changes your balrog minion into something closer to your side of things, making that minion stronger in the process.
Lvl 30, mp cost 80, summon duration 600 seconds, 10000 hp, requires 200 soul charges, 300% ranged attack(based on your magic)

Summon Legion -master lvl 20, A less refined call of the undead in the area, bringing forth a shambling hodgepodge of weak zombies to attack monsters randomly. They stay in the area where summoned and are weak and can't be controlled, but shear numbers make up for the lack of skill.
Lvl 20, mp cost 70, summon duration 300 seconds, 2000 hp per, requires 100 soul charges, max 10 undead.

Ethereal Bond -master lvl 10, a passive skill that decreases damage done and reflects a certain percentage touch damage to self and minions back on the attacker.
Cannot reflect more than half of the enemy's Max HP at once
Lvl 10, Damage Reflected: 30%

[b]4th Job - Dread Lord[/b]
120 levels and you are now a master of the forbidden arts. A leader of the magi order, you are allowed access to the hidden seals, and are joined by blood contract to the grim reaper himself. Go forth and restore the balance of life and death.

Soul Slash -master lvl 30, A powerful sweeping attack called forth from the scythe of the reaper. Deals massive damage and carry's a % chance of instant death
Lvl 30, MP Cost: 380, Damage: 1500% to up 15 enemies, 35% chance to instantly kill. cooldown 1 minute. requires 100 soul charge

Skeletal Knights -master lvl 30, Final upgrade to the skeleton summon, calls forth warriors clad in rune worded gear and stronger by far then previous incarnations. Guaranteed to have at least 1 magic item, with upwards of 3 possible. Sword,(att buff), shield (evade buff), Armor(def buff), Helm(magic def buff), or boots (speed buff)
Lvl 30, mp cost -100, summon duration 700 seconds, 1st buff guaranteed, 50% chance of 2nd buff, 30% chance of 3rd buff. Max 5 skeletons. 20000 hp, 425% att (based on your magic)

Summon Grim -master lvl 30, Call forth the lord of death to decimate your foes. Requires 300 soul charge. Unsummons balrog/geist balrog. The reaper becomes as your shadow, adding his strength and scythe to your attacks for a short time.
Lvl 30, mp cost -200, summon duration 600 seconds, 25000 hp, requires 300 soul charges, 350% ranged attack(based on your magic)

Dark resurrection -master lvl 20, Revive your fallen allies better then before at the cost of some of your own life.
Lvl 20, mp cost -90, hp cost 50%, Weapon ATT: +20, Magic ATT: +20, Weapon DEF: +180, Magic DEF: +180, Cooldown 30 min.

Maple Warrior -master lvl 30, Increase stats by a certain percentage for everyone in the party.
Level 30, MP cost -60; all stats +15% for 900 seconds
[b]Notes[/b]

Necro in parties.
The totem is the first sign of an advantage, offing a nice reward for kills. Spirit drain though will be a great help to warriors and physical attackers lacking mp recovery. A good attack will never need to mp pot, and mages will enjoy the double up of draining. The shear number of minions on screen can be a blessing and curse. Harder to get targets, possible lag issues, but easy to defend a team mate or keep as attacking decoy (like in the mageria pq). The zombify will make this class a priest's best friend, adding heal damage to any and all monsters zombified. At the moment they lack any real mobility, and the minions act as a shell for the relatively soft mage filled gooey center. Party buffs they could appreciate as well.

Necro balance.
Still in progress. Lots to work on. I will explain why the % att for the summons adds with the breaths. I figured without them, you aren't doing enough, and given the somewhat randomness of them and the effects of them not always working, I thought it became more similar to a crit effect in terms of damage overall. But again, still hard to balance a class out right.
----still in progress----

January 28, 2011

52 Comments • Newest first

dragonmatt5

Whoa... lots of people to reply to.
[quote=OmegaTobias]Realy cool, i would sertainly play this.
I never saw the dmg of summon legion, if its the same as the first job zombie.. well then thats one creepishly overpowerd skill, they probably should get a dmg reduction.

I suppose a zombie mastery would be a good addition? since they only would deal 5%-100% range damage now.
Undead booster for fourth?
Something that would turn your staff into a schyse?
Making yourself undead? Meaning half the HP from pots and killed by heal but a huge dmg boost? Making heal hit YOUR minions as well?
Instead of reviving with a # dmg buff worse then most potions, how about only reviving them for a given amount of time while giving them a stacking % dmg boost?[/quote]

Nice ideas. I was thinking of some sort of mastery, though truth be told I was thinking of just adding it in with the skill level similar to how spells naturally leveled that up. Saves on juggling skill points again xD. Same goes with a booster.
The scythe skill sounds interesting, and could probably be mixed with the zombie skill. Maybe like "cloak of the reaper", to have it fit with the theme. Not sure about zombifying the player though, as that totem would mess you up bad. Maybe an hp drain.
Hmm...Your idea about the revive is pretty good too. Still fits and would both be more and less favorable. good ideas all around.

[quote=jonatan]stealing[/quote]
Never saw that, though I suppose it is better then yet another person talking about the similarities with diablo 2...

[quote=Herm]overpowered[/quote]
The skill that reduces damage is like a weaker version of threaten with a speed debuff too. In fact, it isn't even as good as that skill. But since the minions are running around and they are going to bump enemies and such, I thought it a fitting skill to reduce damage to them and help out a party when it comes to bosses without being so strong they replace that skill. Threaten, a skill already in the game, reduces both by 30%
Mana drain is one of the only buffs not given to a party yet and while useful for many classes to cut pot cost, it doesn't add any damage or defense. It is a new buff that is no more out of balance then a cleric's heal.
The ultimate...ok, yes, that was made a little strong. I haven't messed wit h4th job very much yet and it seemed a fitting ultimate. Plus the cooldown and the charge requirement both makes it a lot slower then you'd think. Keep in mind, you need 100 kills to use it once. and at max you'd probably only be able to cast it once a minute for 4 minutes before you'd have to go back to the usual grind.
Yes, I know I need a good attack skill, a non-ultimate attack skill. Keep in mind though, the balrog/geist/reaper summons stick right beside you and only attack when you do, pretty much adding their damage right to yours instead of freely wandering the field to attack. A variation in type of summon to compensate the lackluster damage the player would usually do.
As for burst damage...yes and no. Not as bad as mechs, no, but there is potential. The job I tried to make required you set things up and have control of the field to do your best. Totems in the right spot, enemies slowed, weak, zombified and poisoned, summons doing their tasks and you juggling your charges, summons and powerful skills. Little different then tossing out some summons then blasting atomic hammer til everyone cc's

[quote=flamingdodos2]balrogs?[/quote]
no I didn't, they are still there, just at the bottom of the 2nd job list of skill.

Reply February 2, 2011 - edited
Giglbo

Looks a lot like the necromancer from diablo.

Reply February 1, 2011 - edited
GazimoEnthra

Wow, it actually sounds completely balanced o_O
Amazing.
Keep it alive till Nexon adds it in.
Although a bunch of mancers on the same map would surely lag it if they all used Legion

Reply February 1, 2011 - edited
jonatan

[url=http://www.basilmarket.com/show/screen/134547/0/Necromancer_job.html]Don't steal my job name.... *rage*[/url]

Reply February 1, 2011 - edited
adalzon

@dragonmatt5: the damage the you and your minion's attacks do %

Reply February 1, 2011 - edited
dragonmatt5

[quote=BuddhaCygnus]Honestly, I see it as an archer. That's just me I guess[/quote]

hmm...could very well be that too. Nature-y, animal companions, could fit.

Reply February 1, 2011 - edited
Bloop28

I enjoyed reading it very much! Now, go make up other classes .

Reply February 1, 2011 - edited
dragonmatt5

[quote=wartion3]Nice job there how much time it took to you? lool , I definitely will play it , And maybe it will come whit a druid class also That will be nice [/quote]

druid... now that would be interesting. Could be a warrior instead of a mage, though either could fit depending on what you were going for. The diablo 2 route could easily be a warrior class (with a transform, could be a lot of frantic fun), but more conventional druid ideas are magic based so a mage would probably fit better there, with glyph buffs and elemental spells. all depends on what you're after I guess.

Reply February 1, 2011 - edited
wartion3

Nice job there how much time it took to you? lool , I definitely will play it , And maybe it will come whit a druid class also That will be nice

Reply February 1, 2011 - edited
dragonmatt5

[quote=xmetallica21]Diablo 2 I play it as well. Lol Think again.[/quote]

Read again. There's been a disclaimer in there for quite a while. Did you miss it or just wanted to show the world that much like the first 7 people who said it, you too can ignore any creativity to point out an artistic source I already readily admit to drawing from.

[quote=iCantLevelUp][/quote]
Thanks, but again, still balancing. Since there will be a lot of minions, and since they need to be fair for both start of job and finish, I think the damage may need to be more on the lower end then higher.
As for minions. I don't know. part of me just wants to rely on teleporting them around with the command, and part of me wants to say they can wander around. For now I think I'll go with the tele method.
And thank you, glad you liked it. And thanks for mentioning a game that wasn't diablo 2.

Reply February 1, 2011 - edited
RadecHyuga

best made up class ive ever seen! Nexon....take heed

Reply February 1, 2011 - edited
dragonmatt5

[quote=adalzon]Looking at the %s they do, I thiink they might be a little bit overpowered. You might want to decrease the %s a little (better a weak but fun class then a dual blade when they first came out class....)[/quote]

What do you mean the %'s? Like the minion's damages?

Reply February 1, 2011 - edited
adalzon

Looking at the %s they do, I thiink they might be a little bit overpowered. You might want to decrease the %s a little (better a weak but fun class then a dual blade when they first came out class....)

Reply February 1, 2011 - edited
dragonmatt5

[quote=Akatsuki0826]It seems you fixed the second job, I think lowering the SP for summon Balrog was better than my idea. Now, either you max everything except a 20sp skill that will only have 6, or max everything except a 15sp skill which will only have 1, seems pretty fair.

However now I feel you messed up your 3rd job. Either you added a new skill, changed the sp amounts for some skills, or I caculated that wrong because if you want to max out all the 30sp skills, you could only put 1 more on a 10sp skill. And if you want any of the 10sp skills, then either you could only have 10 or 20sp on a 30, depending if you want both or only one. IMO, thats not good, because if you want Geist Balrog, then you need Soul Harness, which means either putting 21 on Geist Balrog or not maxing out another 30sp skill. For my IL, by the time I'm 4th job, I'll have maxed out everything for my 3rd job skills except for one thing, which I could still put a couple of sp into. IDK if its the same for the other classes, but still, try to base the sp amounts off of existing classes.

Don't worry, I'm sure you find the perfect combination though. Oh, and by the way, I saw in your notes that you said that it'll be great with a Cleric cause of Zombify, yet I didn't see zombify as a skill. Is it supposed to be Decrepify?[/quote]

I did tweak, and still am. And I was trying to go off of existing ideas for sp. I did try to fix the issue with 2nd job, though I still think it needs work. As for third, I was trying to set it up so that it used 160 points (while it gives 151 points to play with I believe.) And yes, I added a 10 pt skill as well to make it have a little more effect damage wise. Guess I never got around to trimming the legion skill to 20 points. Fixed.
As for zombify, it is the second effect of fetid breath. Somewhat random while they are alive and guaranteed when they die, it casts a poisonus cloud that turns that totem into a death trap and annoying monsters that self heal into suicides.

Reply February 1, 2011 - edited
Akatsuki0826

It seems you fixed the second job, I think lowering the SP for summon Balrog was better than my idea. Now, either you max everything except a 20sp skill that will only have 6, or max everything except a 15sp skill which will only have 1, seems pretty fair.

However now I feel you messed up your 3rd job. Either you added a new skill, changed the sp amounts for some skills, or I caculated that wrong because if you want to max out all the 30sp skills, you could only put 1 more on a 10sp skill. And if you want any of the 10sp skills, then either you could only have 10 or 20sp on a 30, depending if you want both or only one. IMO, thats not good, because if you want Geist Balrog, then you need Soul Harness, which means either putting 21 on Geist Balrog or not maxing out another 30sp skill. For my IL, by the time I'm 4th job, I'll have maxed out everything for my 3rd job skills except for one thing, which I could still put a couple of sp into. IDK if its the same for the other classes, but still, try to base the sp amounts off of existing classes.

Don't worry, I'm sure you find the perfect combination though. Oh, and by the way, I saw in your notes that you said that it'll be great with a Cleric cause of Zombify, yet I didn't see zombify as a skill. Is it supposed to be Decrepify?

Reply January 30, 2011 - edited
dragonmatt5

[quote=Akatsuki0826]Its pretty cool, but I feel that there are TOO many skills with too high of a max level. I've only gotten high leveled on my IL, but 2nd job, I could max everything out except 1 skill. The 2nd job for this class needs 150 sp to max everything, and you are only given 121 , including the sp you get from job advancment.

That means that if you want to max everything but one skill, you have to give up summon Balrog, otherwise, you would have 20 on summon Balrog and have to miss another skill. I suggest making the commands necessary, you don't need sp for them, they should just be regular commands that you can put on, I'm pretty sure thats not OP. Now, they can chose which one they don'y want to max out.

3rd job seems pretty balanced, you could max out everything except for a 30 sp skill which will only have 21, or just have 1 sp on advanced soul harness.

As for 4th job, I feel you are LACKING skills. Since i never got to 4th job, idk when you stop getting SP, but the amount of skills you have currently will only last around 33-34 levels, so you be level 154 when you max out everything. Just something to think about, fix it up a little and this will make to be a very interesting class(if it becomes official)[/quote]

And
@jellotin321

I know, still need to finalize what skills are in what class before I start playing the number game with the sp. Though I suppose I could at least make the 1st two jobs more locked in.

As for 3rd and forth job skills, I am still tweaking them and adding to them, so wont do the same to them quite yet.

[quote=shadowmagezx][/quote]

...no offense, but....who are you now?

Reply January 30, 2011 - edited
jmastapwn

sounds like something from warcraft *hint hint*

Reply January 29, 2011 - edited
Akatsuki0826

Its pretty cool, but I feel that there are TOO many skills with too high of a max level. I've only gotten high leveled on my IL, but 2nd job, I could max everything out except 1 skill. The 2nd job for this class needs 150 sp to max everything, and you are only given 121 , including the sp you get from job advancment.

That means that if you want to max everything but one skill, you have to give up summon Balrog, otherwise, you would have 20 on summon Balrog and have to miss another skill. I suggest making the commands necessary, you don't need sp for them, they should just be regular commands that you can put on, I'm pretty sure thats not OP. Now, they can chose which one they don'y want to max out.

3rd job seems pretty balanced, you could max out everything except for a 30 sp skill which will only have 21, or just have 1 sp on advanced soul harness.

As for 4th job, I feel you are LACKING skills. Since i never got to 4th job, idk when you stop getting SP, but the amount of skills you have currently will only last around 33-34 levels, so you be level 154 when you max out everything. Just something to think about, fix it up a little and this will make to be a very interesting class(if it becomes official)

Reply January 29, 2011 - edited
salmix21

dude you inspired me to create a class tif you dont mind ima do one too!

Reply January 29, 2011 - edited
sano4444

This is SOOOOO Cool. I'D SO PLAY THIS CLASS!

Reply January 29, 2011 - edited
dragonmatt5

[quote=AnasF] Yah, exactly. So bossing isn't troublesome. And you can force them to train in noobish areas by making the meter run out faster.
What I would have is something like... the ACT meter in Nett's Pyramid PQ, and every 1/5th you fill up, you get a buff, but it runs out rather quickly if you don't kill anything.[/quote]

hmm... well a time limit to use the charges would be good. But I did want to somewhat work in places where you can't readily get kills. Hmm...maybe an instant refill skill with a 15 min cooldown. Costs hp or something to give a large boost to your charge count, letting bosses be victim to the same skills as the usual cannon fodder monster.

Reply January 29, 2011 - edited
AnasF

@dragonmatt5: Yah, exactly. So bossing isn't troublesome. And you can force them to train in noobish areas by making the meter run out faster.
What I would have is something like... the ACT meter in Nett's Pyramid PQ, and every 1/5th you fill up, you get a buff, but it runs out rather quickly if you don't kill anything.

Reply January 29, 2011 - edited
dragonmatt5

[quote=AnasF]@dragonmatt5: Well, the "combo meter" thing, you don't have to worry about KSing if you just make the meter run out within 5 minutes. If that were the case, no idiot would go to Henesys to fill up then run back to Skele's or wherever they're training. F3
And in bossing, it would encourage Necromancers to be mobbers.[/quote]

the time limit is a good idea. Would make players start slower then roll into power, but I was more thinking of how they would stick to lower level areas then they should since kills would be easier, their charges would fill faster and they could use the powerful attacks more often.
As for mobbing, with as many minions as they will have, they will mob quite well, even if only because the minions would be so spread out. Attacks like bone spear which would hit all enemies in front would help that too.

Reply January 29, 2011 - edited
AnasF

@dragonmatt5: Well, the "combo meter" thing, you don't have to worry about KSing if you just make the meter run out within 5 minutes. If that were the case, no idiot would go to Henesys to fill up then run back to Skele's or wherever they're training. F3
And in bossing, it would encourage Necromancers to be mobbers.

Reply January 29, 2011 - edited
dragonmatt5

[quote=MMATom]You should add a skill similiar to revive from d2[/quote]

you are already summoning zombies, skeletons, and balrogs, all which are enemies you find in game.

plus, last thing I want is some hacker reviving pink bean to show off how l33t he is.

Reply January 28, 2011 - edited
MMATom

You should add a skill similiar to revive from d2

Reply January 28, 2011 - edited
dragonmatt5

[quote=xidamex]its also extremly op but is only in korea atm. cant wait for it to be in dfo...in 2 yrs -____-". anyways there version starts as a theif then summons the gates off hell at necromancer adv.[/quote]

that... well, sounds better, but still seems out of place for a necro class to be a thief.

Reply January 28, 2011 - edited
xFaceIess

this is quite a good job.
me likes.
it would probably be my main
luulul.

Reply January 28, 2011 - edited
dragonmatt5

[quote=boniebo]Would be nice in maplestory, but some of the skills are from Diablo 2[/quote]

the sorceress in diablo 2 had a skill just like magic guard. It also had paladins, like maple. Truth be told, there is a lot of similar stuff, but given the style of game maple is and how influential diablo 2 was, this isn't exactly unexpected.

Reply January 28, 2011 - edited
dragonmatt5

[quote=Camdon]Sounds like you took the job names from WoW.

Unholy Deathknight much?

PS: You should only be able to use that ultimate thing every 30 seconds and with that reaper summon up.[/quote]

Actually... I never played wow. Not sure where you draw the deathknight from though. The idea for the necro is older the wow by far, and the name of the shadowguard for another class co0mes from some dnd inspired thing I can't remember the name of at the moment.

Reply January 28, 2011 - edited
romperz

hmmmm someone played diablo 2

Reply January 28, 2011 - edited
Camdon

Sounds like you took the job names from WoW.

Unholy Deathknight much?

PS: You should only be able to use that ultimate thing every 30 seconds and with that reaper summon up.

Reply January 28, 2011 - edited
dragonmatt5

[quote=xidamex]i see it more as a thief since nexon has this class in DNF and its a thief class[/quote]

a thief? dark summoner, caster of forbidden magics and summoner of undead minions.....a thief?

wow... nexon that is... that is just fail.

Reply January 28, 2011 - edited
kooner729

[quote=dragonmatt5]Yes, the idea is inspired by diablo 2. Not a complete rip of it though, and not without some manipulation of the concept to fit with maple...[/quote]
Yeah, with the bone spear, decripify, bone armor, etc.

Reply January 28, 2011 - edited
StiKman19

Don't we get a necromancer thread every month?

Reply January 28, 2011 - edited
dragonmatt5

[quote=kooner729]Reminds me of the necromancer from Diablo 2 LOD...[/quote]

Yes, the idea is inspired by diablo 2. Not a complete rip of it though, and not without some manipulation of the concept to fit with maple...

Reply January 28, 2011 - edited
kooner729

Reminds me of the necromancer from Diablo 2 LOD...

Reply January 28, 2011 - edited
dragonmatt5

[quote=Khalok]Mm finally! A class that sounds strong and entertaining~
I'd prefer this class over the mechanic :][/quote]

The class isn't ridiculously overpowered and would require skill to handle well. It would unlikely to be bandwagoned like the mechs have and since it lacks the whole area of effect attacks due to the minion spread out, it is more balanced to me then mechs were.

Reply January 28, 2011 - edited
dragonmatt5

[quote=Vlammetjuh]gey f3.. It's time for a new warrior! Called Berserker ~ It will be a 2h Axe trower <3 With a Wild bear as pet that can attack ![/quote]

actually that shadowguard idea I had used axes and blunts as the weapon....with a skeletal horse you'd have to steal from a commander skeleton

Reply January 28, 2011 - edited
Vlammetjuh

gey f3.. It's time for a new warrior! Called Berserker ~ It will be a 2h Axe trower <3 With a Wild bear as pet that can attack !

Reply January 28, 2011 - edited
Puriie

Hey this sounds pretty good, but it sorta reminds me of BaM (Dark Genesis is like...evil ;D)
But for an attack why not something like Heart Dealer ~ where you like get to swipe at the monster's heart and deal dmg based on the skill lvl and such? And the animation could be like a Reaper hand grabbing a heart out?

Reply January 28, 2011 - edited
dragonmatt5

wow, thanks everyone for the ideas so far. lots of stuff.

[quote=AnasF]Too difficult to control summons.
Also, Skeletal Mastery as it is now is a bad idea. A Skeleton's base HP, attack and defence should be based on the player's stats. Otherwise, players wouldn't have a reason to upgrade their equips.
Also, decrepify would be extremely difficult to code, unless you had some symbol for an "aging" monster instead of actually changing the monster's look. Idk how you'd do this, other than giving it white hair or something. F3[/quote]

yeah, this would be an effect, with the "aging" aspect more just a status condition like threaten, or slow (actually surprising similar to both lol). so no actual display of age, just more fitting with the class theme. probably have an icon over monsters heads of an old man with a cane or something xD

As for more general thoughts, yes this is a bit of a call back to diablo 2 necromancers (decrepify, bone armor, bone spear especially) but with a maple twist and more things as well. No, not based in shaman king, though now that you mention it, I think I might use that. Yes I was thinking of a death counter where you get a combo meter like an aran's based on kills though instead of hits and used to summon big stuff (like the balrog) or powerful spells. Thought it would lead to ks-ing noob areas while people built up their charge though, plus it would mess with bossing though. Still a worthwhile idea, but to be completely honest, this is one of three classes I had in mind and I was going to save that idea for the shadowguard class I had in mind.

As for the sacrifice summons....interesting idea. I was going to do a sacrifice buff spell in 4th job, where you debuff yourself of everything and for every buff spent, you get another 50% added to an already strong attack. But again, that idea became tied in with the shadowguard plans.

Reply January 28, 2011 - edited
Creation4Meh

I think this class needs more attacking skills. I think it seems like to be that its all about summoning. Make some attacking skills with flashy animations and finish up 3rd and 4th job. I like this a lot.

Reply January 28, 2011 - edited
pulpit

Since they be all bones, here's a neat one:

Skeleton Titan: Combines all skeletons to form a rampaging titan. The combination is imperfect, and lasts a short time. Becomes more effective with each skeleton combined. the Titan also ignores all commands, except attack

Reply January 28, 2011 - edited
Koncept

i like the idea but u need more summoning evil things

Reply January 28, 2011 - edited
pulpit

You should have more mobbing skills, its normally par for the course. And a storyline, perhaps You should definitely take revive also, it's a trademark of necromancy- your dudes die, they come to my side. Of course, you could try making buffs by sacrifacing your minions.

Reply January 28, 2011 - edited
AnasF

[quote=PinStripez]A skill where you can save all the souls of killed monsters, and then summon them at will to kill all on the map as an ultimate on 4th job, damage depends on the level of the monster and the skill. Souls will get depleted as you use the skill and you'll eventually have to kill more to use the skill again. Kills using the skill do not count to your soul count, and you can only hold so many souls.[/quote]
So basically, Marauder's Energy Charge?

Reply January 28, 2011 - edited
AnasF

Too difficult to control summons.
Also, Skeletal Mastery as it is now is a bad idea. A Skeleton's base HP, attack and defence should be based on the player's stats. Otherwise, players wouldn't have a reason to upgrade their equips.
Also, decrepify would be extremely difficult to code, unless you had some symbol for an "aging" monster instead of actually changing the monster's look. Idk how you'd do this, other than giving it white hair or something. F3

Reply January 28, 2011 - edited
hyperfreak

http://www.youtube.com/watch?v=aFsbhiYZAnI
Necromancer Jade :O

Reply January 28, 2011 - edited
dragontidus

Nercromancer shall have schytes as weapon. Period.

Reply January 28, 2011 - edited
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