User:Lilondra/Gamebalance/Necromancer

Warning
This page is outdated and doesn't stroke with my current view on balance.I find my Blood balance to be total rotten sour ass !!!ish since its just a bunch of seperate skills that don't go together at all.Well thats just me,I'll work on it when I got some time.

Developer Update
My Dev Update (Necromancer)

General Necromancer Changes

 * Removed The minion cap MM had.Minions now lose 2 health each second for each other minion alive.nuke's idea but modded
 * Soul reaping now only triggers whenever a non summoned creature dies.

This should fix Death magic.Lets face it using minions to manage youre energy is fucked up.Energy cost has been reduced on all minions in return.You can get pretty huge minion armies the thing is that you'll have to be able to keep up with the sacc and you're monks will have to be able to keep up with it 2

Soul reaping


Deal damage to target foe. When this hex ends all nearby foes take damage. (lasts 30 seconds)







Reapers mark now addds some pressure to the whole,Updated WoD again it now is a elite rend enchantment.Note that I intend on nerfing rend enchantments in a min.Ow and now my favorite change here FOUL FEAST!It now doesnt only add to the pressure youre dealing but you can now transfer conditions you applied to another foe instead.It also serves as energy and To be honest it makes more sense then the previous function 

Blood magic
For 8 seconds nearby partymembers move 25% faster and steal up to health whenever they hit in melee.

For 8 seconds, whenever nearby party members hit a foe with physical damage, that party member does + damage.Allies under the effect of another necromancer enchantment are unaffected











Deal shadow damage to target foe. You gain  health and target foe starts bleeding for 3 seconds. If target foe was bleeding you gain health instead.

Target foe takes shadow damage. If that foe's Health is above 50%, you deal an additional shadow damage.Target foe starts bleeding for 3 seconds.If target foe was bleeding you steal up to  health instead.

Target foe starts bleeding for seconds and suffers from cripple for  seconds.



For seconds spells you cast cost  less energy but whenever you cast a spell you sacrifice % health.

For seconds you have +2 blood magic and move 25% faster but your armor is reduced by.

For seconds, you steal up to  health from target foe each second.







This is the start of my new Blood Rebalance.Numbers proly are way off but this should give you guys a idea of where I want to go to with the bloodline.Vampiric Gaze and Shadow strike should be the only spike assists.All other gazes I want to revamp to something else (or nuke for the sake of it). Lilondra  19:48, 4 December 2009 (UTC)

Death magic




All your minions are enchanted with Verata's Sacrifice. They have +60 armor and 10% damage reduction, but attack 60% slower. nuke's idea

For seconds your death magic attribute is increased by 2. Whenever you cast a Death magic spell that sacrifices health you only sacrifice Half.













The minion section might need some explaining.Basicly you no longer gain energy when a minnion dies.So all energy costs have been reduced by +- 10 energy (depending on how heavy it already weighted).Recharges have been removed.Note that Minions no longer suffer from degeneration but from health loss for each minion alive.So if you happen to have the corpses needed for a minion army fine.But make sure that once the enemy arrives you arent putting to much pressure on your monk.When they spike you those minions no longer suffer from health loss and will backfire.



Target foe and all adjacent foes are struck for cold damage. If those foes were suffering from a condition, those foe are hexed with Vile Miasma and suffer - Health degeneration for 10 seconds.



All your minions are healed for health.



Curses


For seconds, whenever target foe hits with an attack, you steal up to  Health from that foe.

For seconds that foe suffers from  pips of health degeneration and gains % less benefit from healing.

For each enchantment removed this skill takes another seconds to recharge.







For seconds, target foe and all nearby foes suffer - Health degeneration.



For 30 seconds, target foe suffers from pips of - health degeneration and takes damage whenever a hex ends.

For 30 seconds, target foe takes damage whenever an enchantment is cast on that target or ends.When this hex ends target foe takes  damage.

For seconds target foe suffers from -  pips of health degeneration, whenever target foe casts a spell, that foe loses 2 Energy