Necromancy (in General)

BootyGod October 10 2007 1:51 PM EDT

Surprise! Not an idea thread. But I'm compiling my ideas on it together and I just want a MASSIVE amount of ideas, arguments, etc. on the topic "Introducing Necromancy into CB".

So what I'm asking you to do to do is tell me what you DO want to see from a new form of combat in the game (necromancy), what you DON'T! want to see, and the various ideas that have run through your head.


drudge October 10 2007 2:02 PM EDT

gross, that sounds gross

[CB1]-Kratos(X.x) October 10 2007 2:08 PM EDT

would be nice to introduce a necromancy spell that raises them with a certain amount of thier full power, based on the necro stat.

any feedback?

BootyGod October 10 2007 2:11 PM EDT

No. See, the problem with that is I want to be VERY careful of adding kill slots. The game will throw that down.

I mean... Take a 2 mil character. Then hire a minion and retrain all the first guy's exp into that version of necromancy. Put a AoI on necromancer and a RoBF. YOU WIN! (cept for exshot, FB, CoC)

So got to find a way to balance something like that.

[CB1]-Kratos(X.x) October 10 2007 2:14 PM EDT

necro would probably wait for at least two turns, to realistically allow the "ritual" to take place. so, with a turn limit to necromancy, it sounds fair enough to me. if you dump exp into necromancy, use an AoI and a RoBF and the guy behind you falls, you ahve to wait some turns to raise him again.

fair enough? the onyl thing is, how many turns out of a 25 (is it still 25 X.x) round combat should be devoted to this necromancy?

Eurynome Bartleby [Bartleby's] October 10 2007 2:32 PM EDT

Let's see...Of course, when I think CB necromancy, I think overpowered-ness.

But hey, let me throw something everyone will hate :)


Oh yeah, or a necromancy spell, whatever floats your boat, but a rune is better to limit said overpoweredness.

Basically what it does is (as a rune) prevent you from having a fifth kill slot (you can'T have a rune and a familiar at once, heh?) prior to the start of a battle.

Then, as you do battle it...RESSURECTS a dead ENEMY minion back to life, to fight for your team. But at a fraction of it's power, depending on the level of the Rune and the amount of EXP the minion has trained.

The targeted enemy minion is the first who dies, and it spawns in front of the Necromancy using minion.

If two or more enemies die at once, normal targeting rules take place.

Not original or very special, but hey, it does sound cool.

[CB1]-Kratos(X.x) October 10 2007 2:46 PM EDT

i like the whole rune idea, it's very problem-solving in the manner that it indeed prevents the fifth kill slot.

okay my train of thought was just run off-track by my little sister. She is 5 years old and just came in with white hair and a pair of cat ears and tail. -_-

Eurynome Bartleby [Bartleby's] October 10 2007 2:50 PM EDT

Necromancy and darkness versus a little girl with cat ears....

Your life is paradoxal.

Eurynome Bartleby [Bartleby's] October 10 2007 2:52 PM EDT

Also, when I said it would depend on the level of the Rune and the amount of EXP the minion has trained, I was thinking about something along the lines of AMF VS DD resulting in a percentage.

karlos666uk October 10 2007 3:13 PM EDT

it would be nice if you you could summon up 3 little minions in front and could all cast 1 spell each say a fire ,ice, wind spell per battle but they wont take no damage for you or it could summon a stone golem that has a massive amount defense and stands there taking all the damage why your other minions attack

maybe i,m thinking of the wrong kind of necros playing d2 too much sorry

Drakon(DS) [Guardian Bros Inc] October 10 2007 3:19 PM EDT


a tattoo that grants a skeletal familiar (like steel,hal, ex.)
trains HP/3 ST/2 DX/4
has sword (els) and ac (%) of lvl

so it would be a light tank like familiar

prolly got stats off but sounds about right

drudge October 10 2007 3:38 PM EDT

this is the only image that comes to mind when i see your posts, gw:

Slashundhack [We Forge Our Own Stuff] October 10 2007 5:27 PM EDT

When I think of Necromancy I think of spells that use death as the fuel to power them.So what? The spells would get stronger as more people die to power it.

Eurynome Bartleby [Bartleby's] October 10 2007 5:34 PM EDT

Hey, that's actually pretty interesting, Slash. A spell that is empowered by every enemy minion's death.

Carefully balanced, this could be a nice strength for single teams.

Oh, and as per the original post, anything that summons skellies is way out of question, IMO. While cool in other domains, I feel it would not be in the CB realm. Out of place, if you will.

th00p October 10 2007 5:49 PM EDT

Necromancy: should stay in Diablo where it belongs.

48Zach October 10 2007 5:59 PM EDT

th00p said it exactly right.

BootyGod October 10 2007 6:06 PM EDT

Oh, well tanks should stay in WoW where they belong.

Same concept. Just as silly

ScY October 10 2007 6:44 PM EDT

I think that Ash's idea would work with a few tweaks.

Like necromancy does not occur until 2 rounds after ranged (second round of melee).

Then, whoever the first minion that dies (weather it be an enchanter, wall, or damage dealer) That minion goes on to function the same way it did before (i.e. if the enchanter was an AS E, then it recasts AS in the second round) BUT the minions only last 3 rounds. They are also reduced in a % exp wise in each skill/DD/Enchantement/intrins, according to the level of the tattoo, etc. etc.

Also maybe once you get a 1M RoN tat, you get an extra round of zombie duration, and again at 2.5M (Then later you can get it at 4M)

AdminQBnovice [Cult of the Valaraukar] October 10 2007 8:31 PM EDT

The tank familiar idea is interesting...

A Man of Dunharrow lvl 1,001

Trains HP, STR, DEX and VA (not subject to dispel) no skills (it's dead!) and attacks with a single slam attack a round. Immune to Decay, and resistant to magic.

lostling October 10 2007 10:17 PM EDT

i think necromancy is a good idea ;)
BUT it only activates after an the opponent is kill and the ritual takes 5 turns to activate... but once it does you get the opponent's dead minion but at half power ;)
whatcha think hehe
limited to 1 reanimation per battle

[CB1]-Kratos(X.x) October 10 2007 11:23 PM EDT

that would only work if it had high initial training cost, since at flat 1/2 power rate you wouldn't need to upgrade it -_-

Eurynome Bartleby [Bartleby's] October 10 2007 11:37 PM EDT

(Lol, Necromancy rocks, I'm totally busting my weekly post allowance :P )

Flat, non-changing values are boring :) Thankfully, CB is not so full of em, and it's why I suggested that:

"I was thinking about something along the lines of AMF VS DD resulting in a percentage."

Dynamic results For The Win.

What I find is also pretty blah is a turn limited, once again, an advantage to those who attack earlier...I mean if the power percentage of the revived minion is not insanely high, why would such a limitation be needed?

Oh, and...ELB!

AdminQBGentlemanLoser [{END}] October 11 2007 4:36 AM EDT

Devour Soul

Necromantic Skill

Whenever a Minion with Devour Soul delivers the Killing blow to another (Friend or Foe) they gain the level trained/effect (to be balanced) of thier Devour Soul skill to all thier other trained abilities.

Maelstrom October 11 2007 6:31 AM EDT

Mmmm braaains.

QBJohnnywas October 11 2007 6:43 AM EDT

Brains Are Zestier On Onionbread

1 MINUTE 1 October 11 2007 6:44 AM EDT

Just play Guild Wars.

Maelstrom October 11 2007 7:02 AM EDT

Brains Are Really Zesty On Onionbread!



QBJohnnywas October 11 2007 7:27 AM EDT

That's what I meant!!!

Tyriel [123456789] October 11 2007 8:53 AM EDT

The only way I could see this working is if the minion with the spell/skill raises the first minion to die from the dead, keeping them alive for some amount of rounds based on something like level of the spell/skill vs exp of the minion raised, and all damage taken during that time by the undead minion are transferred at an increase of 25% to the necromancer.



Raises the first friendly minion to die back from the dead, for (insert complicated formula for determining turns, or just a flat number like 3 or 4) rounds of battle. Any damage the resurrected minion takes is transfered to the necromancer, with a 25% increase. The minion resurrected dies again when the turns runs out or the necromancer dies. The resurrected minion also has a 50% penalty to its stats, skills, and spells, and does not re-cast any spells when resurrected. Only 1 minion can be resurrected per battle.

Or something weird like that. I think it could work, but it just probably won't be implemented. :P

Synge [Memento Mori] October 11 2007 1:37 PM EDT

Largely, Necromancy can be included in the game by just naming things on your team in a certain way:

Hire Minion 1, name him "the Necromancer"
Hire Minion 2, name him {Skeleton, Zombie, Ghoul, etc} or {Vampire} and give him Vampiric Aura skill

Name your Ice Familiar "Wraith Familiar"

Think of Decay as "Soul Stealing"

Think of Protection as "Cold Aura" or "Fear Aura"

Rename your ToE "Undead mettle"

etc. etc.

Raising minions in combat is pretty complicated, and probably not something that necessarily happens mid-battle. I've always thought of Necromancers going around after a battle, using rituals that take a long time (and new moons, and blood of X, etc.) The results of these rituals are your {Ghoul, Zombie, Skeleton,etc.} that you have hired as your minion.

Maybe one thing that doesn't have an equivalent already in the game are things like status debuffs that are often associated with undead melee attacks: paralyze by ghouls, disease by mummies, etc.
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