User:Bathory/Suggestions/Necromancer

The following skill suggestions are for Necromancer elite and non-elite skills. They are not actually implemented in the game.

Blood Magic

 * Spell. Steals health. Gain  energy if you are suffering a condition and  energy if your target has a condition.
 * Spell. Steals health. Gain  energy if you are suffering a condition and  energy if your target has a condition.
 * Spell. Steals health. Gain  energy if you are suffering a condition and  energy if your target has a condition.

The energy gain is reduced and split in to two parts. If you have gained a condition (Signet of Agony, Cultist's Fervor, Chilblains, Foul Feast etc.) and if you have caused a condition, which the Blood attribute can not do on it's own.
 * Signet. Steals Health.
 * Signet. Steals Health.
 * Signet. Steals Health.

A character with 480 health sacrifices 38 health to cast this. 600 health characters sacrifice 48, and 660 character sacrifice 52. With this signet only repaying health at high attribute levels, lowering them may make this signet a better option on blood necromancer bars.
 * Spell. Steals Health. You begin Bleeding (15 seconds).
 * Spell. Steals Health. You begin Bleeding (15 seconds).
 * Spell. Steals Health. You begin Bleeding (15 seconds).

Having bleeding on yourself as a necromancer is often beneficial. However, the 10 second duration this skill normally has must be cast on recharge in order to be applied. Being above 50% health is a condition, while easy to meet, can serious mess things up if it is not. Not to mention interruptions, knockdowns and other similar skills.
 * Enchantment Spell. ( seconds) You have + armor. Renewal: when you sacrifice health.
 * Enchantment Spell. ( seconds) You have + armor. Renewal: when you sacrifice health.
 * Enchantment Spell. ( seconds) You have + armor. Renewal: when you sacrifice health.

Extra health doesn't help a necromancer that will be sacrificing health. They end up damaging themselves more then when they lower their health. Extra armor isn't an effect necromancer skills usually give themselves, but this Kinetic Armor-like effective doesn't give as much armor as the original and the renewal effect may deal enough damage to subvert the reduced damage from armor-affected sources.
 * Spell. Steals Health if target foe has more health than you. Deals  damage if target foe has less health than you.
 * Spell. Steals Health if target foe has more health than you. Deals  damage if target foe has less health than you.
 * Spell. Steals Health if target foe has more health than you. Deals  damage if target foe has less health than you.

Higher sacrifice makes this spell's conditional health steal easier to meet. However, a character with 480 will sacrifice 81 health, more than what they steal back. If cast constantly on recharge the necromancer would eventually kill themselves.
 * Spell. Deals damage to target and adjacent foes. Inflict Weakness ( seconds) on foes below 50% Health.
 * Spell. Deals damage to target and adjacent foes. Inflict Weakness ( seconds) on foes below 50% Health.
 * Spell. Deals damage to target and adjacent foes. Inflict Weakness ( seconds) on foes below 50% Health.

This spell has too many rings to jump through to get it to work optimally. Making it inflict weakness on foes that are below the 50% line reduces the threat of B-Spike, while still allowing this skill to see use on regular necromancer bars as AoE damage. (I never said it'll be popular)
 * Elite Spell. If your target is above 90% health, steal Health. If your target is above 66% health, steal  health. If your target is above 50% health, steal  Health. If your target is above 33% health, steal
 * Elite Spell. If your target is above 90% health, steal Health. If your target is above 66% health, steal  health. If your target is above 50% health, steal  Health. If your target is above 33% health, steal
 * Elite Spell. If your target is above 90% health, steal Health. If your target is above 66% health, steal  health. If your target is above 50% health, steal  Health. If your target is above 33% health, steal

Going with the "ravenous" theme, this skill will steal 120 when used on a character above 90% health. The lower the foe's health gets, the less life this spell will steal. It can not kill someone unless they have less than 120 Health total, or less than 30 health when they're above 33%. This makes it a good starter skill, but it will rely on other skills to finish someone off.
 * (PvP)
 * Elite Spell. If your target is above 90% health, steal Health. If your target is above 66% health, steal  health. If your target is above 50% health, steal  Health.
 * Elite Spell. If your target is above 90% health, steal Health. If your target is above 66% health, steal  health. If your target is above 50% health, steal  Health.

In PvP, this will optimally steal 90 health. It still can not kill foes, but will still outclass Vampiric Gaze two thirds of the time which is a major downside of this skill, it's elite and usually does less life stealing than it's non-elite counterpart.

Curses

 * Spell. ( seconds) Target foe's next skills have an attribute of 0.
 * Spell. ( seconds) Target foe's next skills have an attribute of 0.
 * Spell. ( seconds) Target foe's next skills have an attribute of 0.

Primary attributes may or may not be an essential part of a skill. Most Elementalists will suffer huge energy loss during the course of this hex in it's current form - yet a Warrior probably wouldn't even be able to tell you he had Atrophy on him. Having this reduce a skill's attribute to 0 would have it be more detrimental to all classes, and act more like Wail of Doom, it's closest related skill. However, as it is non-elite, the longer cost, cast, recharge and shorter duration and effect don't make it compete with that skill if an elite slot is available.
 * Spell. Deals cold damage to foes nearby your target; removes  enchantments from these foes. You are Poisoned (10 seconds).
 * Spell. Deals cold damage to foes nearby your target; removes  enchantments from these foes. You are Poisoned (10 seconds).
 * Spell. Deals cold damage to foes nearby your target; removes  enchantments from these foes. You are Poisoned (10 seconds).

Since the inability to remove enchantments that prevent spell targeting, like Spell Breaker, Shadow Form and Vow of Silence, was not enough to lower the energy cost of this skill, reducing the area that it effects should make this worthy of less energy. In it's current form it's useless unless you've got some great form of energy management, greater than Soul Reaping - which is already a powerful form of energy control.
 * Elite Hex Spell. ( seconds.) Causes Energy loss whenever target foe casts a spell. Two foes near your target also loses Energy.
 * Elite Hex Spell. ( seconds.) Causes Energy loss whenever target foe casts a spell. Two foes near your target also loses Energy.
 * Elite Hex Spell. ( seconds.) Causes Energy loss whenever target foe casts a spell. Two foes near your target also loses Energy.

Few other spells in Curses have effects on casters and those that do usually cost 10 or more energy (such as Defile Flesh, Atrophy and Rigor Mortis). The AoE effect used to be for everyone, but was reduced to just one person. Increasing the AoE effect to two people puts it in line with other skills that have similar # other functions, such as Invoke Lightning, Chain Lightning or Healing Ribbon)
 * Spell. Remove enchantments. You are poisoned ( seconds) for each enchantment removed.
 * Spell. Remove enchantments. You are poisoned ( seconds) for each enchantment removed.
 * Spell. Remove enchantments. You are poisoned ( seconds) for each enchantment removed.

This would provide Necromancers with an alternative to Rend Enchantments with a condition that is more manageable than pure damage. To make up for this, there is an extra bit of recharge and the trigger of the drawback on all enchantments.
 * (Alternative suggestion)
 * Spell. Remove 1 enchantment. Enchantment removal effect: Inflicts Poison ( seconds)
 * Spell. Remove 1 enchantment. Enchantment removal effect: Inflicts Poison ( seconds)

An alternative to Rip Enchantment. Since poison deals two more damage per second than Bleeding, I did math. 5 of Bleeding (0@Rip) is 30 damage, 3 seconds of Posion is 24 damage, which is 30/4 rounded down. At 15, Rip will have done 150 damage if Bleeding is left. At 15, this Envenom will have dealt 146 if left to last.) Envenom does less damage, but as poison is faster - it will deal the damage quicker.
 * Hex Spell. ( seconds) Steal Health whenever target foe hits with an attack.
 * Hex Spell. ( seconds) Steal Health whenever target foe hits with an attack.
 * Hex Spell. ( seconds) Steal Health whenever target foe hits with an attack.

Move to Blood Magic. This is an attack version of Soul Leech. Alternatively, change life steal to dark damage.
 * 'Hex Spell. ( seconds) -1 Energy regeneration. You have - health regeneration.''
 * 'Hex Spell. ( seconds) -1 Energy regeneration. You have - health regeneration.''
 * 'Hex Spell. ( seconds) -1 Energy regeneration. You have - health regeneration.''

The current Malaise is a busy skill. You drain their energy, your life, cause damage when they hit 0 damage but then forcibly ends when that happens. This makes the skill weak to weapon swaps and combination with other energy draining skills. To add a drawback to this skill, the health degeneration could be increased, to discourage spreading this hex on many targets.
 * Enchantment Spell. (15 seconds) Inflicts Poison condition ( seconds whenever you deal cold damage. You have -2 health regeneration.
 * Enchantment Spell. (15 seconds) Inflicts Poison condition ( seconds whenever you deal cold damage. You have -2 health regeneration.
 * Enchantment Spell. (15 seconds) Inflicts Poison condition ( seconds whenever you deal cold damage. You have -2 health regeneration.

This would be useful with a weapon that deals could damage, or spells that deal cold damage - several of which deal with conditions. Keeping this skill in Curses while most cold damage skills are in Death magic keeps it in line with Spinal Shivers/Shivers of Dread (other skills that enhance cold damage).
 * Elite Signet. Deals damage. You gain  Health and  Energy. No effect unless target foe is under 50% Health.
 * Elite Signet. Deals damage. You gain  Health and  Energy. No effect unless target foe is under 50% Health.
 * Elite Signet. Deals damage. You gain  Health and  Energy. No effect unless target foe is under 50% Health.

Move to Soul Reaping. Both Signet of Sorrow and Signet of Lost Souls are more useful skills. Signet of Suffering is currently a lumbering skill that's nothing more than a signet version of Feast of Corruption and can not be buffed due to fear of spikes. Mashing these skills together could allow bar compression with Necromancer lines, much like the change to Primal Rage (Sprint + Frenzy)
 * Elite Hex Spell. ( seconds) - Health regeneration. -1 Energy Regeneration. You have -1 Health Regeneration.
 * Elite Hex Spell. ( seconds) - Health regeneration. -1 Energy Regeneration. You have -1 Health Regeneration.
 * Elite Hex Spell. ( seconds) - Health regeneration. -1 Energy Regeneration. You have -1 Health Regeneration.

Like Malaise, this skill has too many effects, unwieldy cast time and recharge that don't help it achieve it's elite status. Like Malaise, it has a drawback of Health degeneration that is meant to discourage spreading this hex on too many foes at once.

Death Magic

 * Spell. Deals cold damage. You gain  Energy if target foe is Diseased.
 * Spell. Deals cold damage. You gain  Energy if target foe is Diseased.
 * Spell. Deals cold damage. You gain  Energy if target foe is Diseased.

Having this spell return energy from Diseased foes helps Tainted Flesh necromancers maintain their elite on their party, as well as pay for the cost of spells like Rotting Flesh. If Me/N builds become an issue then a change could be implemented making the energy gain dependent on Soul Reaping.
 * Enchantment Spell. (15 seconds) All of your minions are destroyed. If more than 3 minions were destroyed this way, all your Death Magic skills are recharged and you gain + Health regeneration for each minion destroyed this way.
 * Enchantment Spell. (15 seconds) All of your minions are destroyed. If more than 3 minions were destroyed this way, all your Death Magic skills are recharged and you gain + Health regeneration for each minion destroyed this way.
 * Enchantment Spell. (15 seconds) All of your minions are destroyed. If more than 3 minions were destroyed this way, all your Death Magic skills are recharged and you gain + Health regeneration for each minion destroyed this way.

This skill would allow a Minion Master, or someone how has summoned enough minions to "start again" by sacrificing their minions and a large amount of health. Depending on Soul Reaping, this could return 45 energy (15 Soul Reaping, triggered 3 times). Death Magic Skills with long recharges would be recharged, such as Animate Flesh Golem or Aura of the Lich. As all your minions are destroyed, these minions would have to be summoned again. (So no million minions this way with AotL.