User:Minionman/Necromancer

Summons minions, buffs, debuffs, deals damage, heals (Necromancer healing to me does make twisted sense.) When thinking up this class, I came up with the idea that since minions are a combination of offense and defense, and that adding healing to damage also gave an offense/defense mix, the entire class should be based off being a mix of offense and defense.

A good amount of these skills come directly from warcraft 3.

Races: Undead, human, gnome, Troll. Cloth wearing caster type.

Background Description
These shady characters study the forbidden arts of death, learning to capture its essence to both damage enemies and assist allies. Once the province only of the burning legion and the scourge, recently, members of the major races of azeroth have formed their own orders of necromancy, to assist their peoples, extend the boundaries of magic, or more sinister ends. Whatever their calling, these independent necromancers must be strong willed, the powers of death have corrupted many before, and the spirits, undead minions, manipulations, and shadowy energies used by the necromancers are difficult to control.

Summoning and control Skills
This is the tree I'd expect to be a "grinding" tree.

Each minion will take away a percentage of the necromancer's maximum mana and mana regeneration, so that each extra minion will reduce the necromancer's combat effectiveness, and a full army will mean that the necromancer cannot do anything else until a minion dies. This is for balance, it would allow necromancer minions to be powerful enough to survive and deal good damage to monsters, without limiting the necromancer to one, while also not overpowering the necromancer by allowing it to throw around tons of spells as well.

Zombies will take away 20% each of a necromancer's mana and mana regeneration, ghosts 15%, and skeletons will take away 10%, support spirits will remove 20%. Only one support spirit may be summoned, but other minions can be summoned as much as there is available mana.

Zombies will have about the armor and damage of a voidwalker, skeletons will have damage slightly higher than voidwalkers, with armor between leather and cloth, ghosts will be sort of like imps with somewhat less damage. (Damage in this case is DPS) Minions are summoned at the necromancer's level, similar to voidwalker pets.

Shambling Zombie: This zombie deals physical damage with a slow attack speed. This deals the highest DPS by a small amount.

Angry Zombie: This zombie that attacks quickly and deals medium overall damage for zombies.

Decaying Zombie: This zombie that deals low attack damage, and weakens targets for several seconds with each attack, reducing the effected target's attack power.

Basic Skeleton: Deals physical damage. Is the highest direct weapon damage skeleton, and has a faster attack speed than the other two skeletons.

Barbed Skeleton: Deals medium physical damage and causes bleed damage for a few seconds.

Crushing Skeleton: This skeletons deals the lowest damage, but has a chance to stun targets for 1-2 seconds with each attack.

Chilling Ghost: This ghost deals cold damage and slows movement speed with it's attacks.

Angry Spirit: This ghost deals fire damage, and causes a DoT that also removes mana if the target has mana.

Shadow ghost: This ghost deals shadow damage, and has a chance to cause the target to miss more with attacks.

Death pact: Destroys a target undead minion, giving back life and mana.

Control Undead: Mind controls target undead for a few minutes. Further attempts will be more easily resisted.

Arcane Spirit: All Allies in the area gain a small amount of mana every 5 seconds.

Spirit of Clarity: All allies in area have an extra chance to hit with attacks (This spirit will help attacks hit through dodges and blocking.)

Vengeful Spirit: All allies in the area deal a bit of extra shadow damage with attacks.

Hungry Spirit: This spirit removes a curse, fear, or other shadow based debuff every few seconds.

Protective Spirit: All effected characters gain a small amount of resistance to all types of damage.

Remove Death: Brings target ally back to life with some mana and health. Cannot be used in combat.

Reanimate minion: Brings target undead minion back to life. Cooldown 10 seconds. This would be in to allow the necromancer to fight bosses, or other enemies that could kill 2 or more minions, without needing to go somewhere else for a corpse.

Minion Skills
These are the same type of thing as warlock or hunter pet skills. Each type of attacking minion has different skills. For zombies and skeletons, these skills use focus, for ghosts they use mana.

Zombie skills:
Painful Attacks: When activated, zombies gain an extra 30% threat generation.

Poisoning attacks: These attacks cause DoT poison damage against targets. They stack up to 5 times.

Smashing blow: completely interrupts a spell being cast (similar to kick)

Poison hit: This attack poisons the target for a small amount of time.

Skeleton Skills
Sever Armor: An armor reducing debuff that stacks up to 3 times. It is less power than, and competes with, sunder armor and expose armor.

Hamstring: a slowing debuff

Stunning Strike: Stuns the target for a few seconds.

Ghost skills
Magical bolt: Deals extra damage of the ghost's attacking element, and increases the effect and duration of their associated debuffs.

Magical dispersal: An attack that has a chance to dispell a beneficial effect on the target.

Sleep: Puts the target to sleep for a short time.

Summoning and Control Talents
0 point talents:
 * Cadaver control: Reduces mana cost of spells involving corpses by 1/2/3/4/5%


 * Skeletal strikers: Gives skeletons an extra 1/2/3/4/5% chance to critically hit.

5 point talents:
 * Angry undead: Angry zombies and angry spirits have attack speed boosted by 10/20/30% for the next 2 attacks after getting a critical hit.


 * Zombie hunger: All zombie attacks have a 1/2/3/4/5% chance to replenish 10% of zombie hit points with each attack.


 * Spirit mastery: All spirits cost 7/15% less mana to summon, and aura range is increased by 15/30 yards.

10 point talents:
 * Ease of Summoning: Reduces cast time of summoning spells by .1/.2/.3/.4/.5 seconds.


 * Zombie Horror: Zombie skills cause 10/20/30% more threat.


 * Instant Summon: Cost: 30 mana, instant cast, 2 minute cooldown.  The next minion summoning spell cast is cast instantly.

15 point talents:
 * Diseased Strikes: Shambling zombie, diseased zombie, and barbed skeleton attacks cause an extra 2/4/6/8/10% of normal attack damage as nature damage, and have a 2/4/6/8/10% chance to lower target stamina by 4 for 1 minute.


 * Improved Reanimate Minion: Reduces the cooldown on reanimate minion by 3/6 seconds and the mana cost by 20/40%.


 * Grasping Undead: Gives basic skeleton armor piercing and extra 5/10/15/20/25% effect, gives crushing skeletons 4/8/12/16/20% reduced cooldown on their stun ability, gives chilling ghosts an extra 3/6/9/12/15% slowing from frost, and gives shadow ghosts a 3/6/9/12/15% chance to lower attack rating with their attacks.

20 Point talents:
 * Improved Zombies: Increases Zombie armor and hit points by 2/4/6/8/10%


 * Skeleton Mastery: Increases skeleton damage by 2/4/6/8/10%.  This stacks with summoning mastery.


 * Improved Ghosts: Increases ghost attack speed by 3/6/9/12/15%, decreases damage by 1/2/3/4/5%

25 point talents:
 * Summoning mastery: Improves summoned minion damage by 2/4/6/8/10% and resistance to all spells by 1/2/3/4/5%.  (Requires a point in instant summon)


 * Ghostly Fear: In addition to their normal attack effects, ghosts have a 2/4/6/8/10% chance to lower target attack speed by 33% for 5 seconds.


 * Improved Remove Death: Increases the mana and life returned by remove death by 50/100%.

30 point talents:
 * Undead Link: Gives the necromancer an extra 1/2/3/4/5% hit points for each controlled zombie, an extra 1/2/3/4/5% armor for each controlled skeleton, and an extra 1/2/3/4/5% spell damage for each ghost.


 * Banshee: Summons a banshee that has low hit points and armor, deals high shadow damage, can curse enemies with an attack rating lowering debuff, and can mind control enemies. Banshees count as ghosts for summoning purposes, though only 1 banshee can be controlled at a time.  This talent requires 5 points in improved ghosts.

35 point talents:
 * Minion control: Reduces the mana and mana regeneration cost to maintain zombies and zupport spirits by 1/2/3/4/5% of necromancer max health, ghosts by .6/1.2/1.8/2.4/3% of necromancer max mana, and skeletons by .4/.8/1.2/1.6/2% of necromancer maximum mana.  (So with 5 points in this talent, spirits and zombies will take away 15% of necromancer mana and mana regeneration, skeletons 8%, ghosts 12%)

40 points:
 * Vampire Form: Changes into for form that gives all summoned units an aura that causes them to gain 20% of their attack damage as life, as well as increasing necromancer stamina by 25%.

Deathly Energy skills
These would be for straight DPS or healing necromancers. The damage and healing would probably be high enough to be competetive, but each individually would not be as high as classes specialized for that role (So, for instance, a necromancer might heal about as well as a shaman, and do less damage than a mage with equivalent skills), and would not have as many frills or variation on the types of spells as the other classes have. All necromancer heals would be shadow based, damage spells are shadow, nature, some cold.

Dark Bolt: Deals shadow damage to target enemy.

Dark heal: Heals target ally for a certain amount of health.

Health Transfer: Transfers a certain amount of health from you to target ally.

Poison: Target enemy is poisoned, and takes a large amount of damage every 2 seconds.

Gangrene: diseases the target, causing damage and slowing movement speed.

Corpse explosion: Deals damage in the area of a corpse.

Consume corpse: Target ally is healed for a certain amount, and a corpse cannot be used by other necromancer spells.

Unholy Regeneration: Target character is healed for a certain amount each second, but looses 25% of their attribute points while healing.

Death and Decay: Deals shadow damage every 2 seconds to an area of effect.

Poison Gas: Deals nature damage to an area each second.

Vengeful Soul: Target enemy takes damage, and a corpse is exploited for necromancer spells.

Chill of death: Deals cold damage to target, and slows them down.

Hypothermia: Deals cold damage to enemies within a small area, and slows them.

Touch of Death: Instant cast. Deals shadow damage to target.

Vampiric aura: All attacks by effected allies heal that ally.

Unholy Aura: All effected allies regenerate health and move faster.

Undeath Aura: Increases nature and shadow resistance for effected party members.

Shadow Aura: All effected allies deal extra shadow and nature damage.

Deathly Energy Talents
0 point talents:
 * Shadowy Speed: Reduces the cast time of the shadow damage spells by .1/.2/.3/.4/.5 seconds.


 * Shadowy Spirit: Increases spirit by 1/2/3/4/5%.

5 point talents:
 * Biological war: Improves disease and poison damage by 2/4/6%, and gives gangrene an extra 5/10/15% to the slow effect.


 * Improved unholy Aura: Improves health regeneration by .5/1/1.5/2/2.5 health per second and increases movement bonus by 2/4/6/8/10% of regular movement increase.


 * Focused Casting: Reduces the chance to be interrupted while casting a healing spell by 14/28/42/56/70%.


 * Taste of Death: Every Cast of a shadow spell has a 10% chance to heal the most damaged party member by 5/10/15% of the shadow damage or healing done.

10 points:
 * Shadow Cloud: Gives a 20/40/60/80/100% chance that a target of a heal will gain 10% reduction in physical damage taken for 4 seconds.


 * Corrosion: In addition to their normal effects, gangrene and poison lower target’s armor by 6/12% while active, Poison cloud by 3/6% for all effected enemies.

15 points:
 * Remain in Shadow: Reduces threat generated by direct damage and healing spells by 4/8/12/16/20 %


 * Power of the Dead: Corpse spells gain an extra 15/30% of their normal effect.


 * Death to life: All shadow spell criticals have a 2/4/6/8/10% chance to improve the next healing spell by 25%

20 point talents:
 * Improved Auras:  All auras gain a further 30/6/90/120/150 yard range.  In addition, vampiric aura has an additional  1/2/3/4/5% life steal, unholy aura gains 20/40/60/80/100% of normal health regeneration, undeath aura gives an additional 10/20/30/40/50% of normal resistance bonus as resistance to cold damage, and shadow aura adds 20/40/60/80/100% of it’s damage bonus to cold damage as well.


 * Mass Killing: Reduces threat by 25/50/75% on death and decay and poison cloud, and gives these spells a 2/4/6/8/10% chance per hit to slow by 25% for 4 seconds.


 * Decay: Causes a disease that deals a very large amount of nature damage every 2 seconds for 16 seconds, as well as reducing all attributes by a percent.

25 point talents:
 * Life from Death: All heal spells gain 2/4/6/8/10% healing.


 * Drive for Death: All damage spells gain 2/4/6/8/10% damage.

30 point talents:
 * Chilling Bolt: Deals a large amount of cold damage and stuns the target for 2 seconds.


 * Debilitating disease: All diseases cause shadow, cold, and nature damage against target to be increased by 10/20/30%


 * Improved chilling Bolt: Improves the stun time of chilling bolt to 3/4 seconds.

35 point talents:
 * Embrace of Death: Every time an enemy dies within 150 yards of the necromancer, the necromancer gains 2/4/6/8/10% of maximum mana and the same percent of maximum life.  This talent requires 5 points in Life from Death. (If 5 enemies die around a necromancer with 5 points in this talent, the necromancer gets back 50% of it's maximum mana, and is healed for 50% of it's maximum life, in case the description is confusing.)

40 point talents:
 * Lich form: The necromancer changes into a Lich, gaining an extra 10% intellect and spirit, increasing all direct damage and healing by 25%, and making the necromancer immune to diseases and poisons.  The necromancer moves slower, becomes an undead creature, and cannot cast manipulation spells.  This talent requires chilling bolt.

Manipulation Skills
This is a section focused on buffs and debuffs. It deals very little damage, but is meant ot have skills for stat buffs and debuffs, and a few other types. Some of these skills come directly from Warcraft 3.

Only one spell per necromancer in each category below can be cast on a target.

Melee Buffs
Fenzy: target ally has increased attack speed for 2 minutes.

Vampire weapon: Target ally steals life with each attack. This stacks with other life stealing effects.

Unholy Frenzy: Increases attack speed of target ally, greater than frenzy, but causes health loss every 3 seconds.

Disease/Poison effects
Toxin: All poison effects caused by target ally are increased by a percentage

Plague: All disease effects caused by target ally are increased by a percentage.

Defensive Buffs
Shadow Shroud: Target ally gains a percent chance to dodge. This stacks with other dodge effects.

Threatening visage: Increases threat generated by target ally.

Shadowy appearance: Decreases threat generated by target ally.

Caster Improvements
Clarity: Decreases spellcasting time by a percentage.

Slowing Cripples
Cripple: Target enemy has its attack speed reduced, higher levels reduce movement speed and damage also is reduced for around a minute.

Mental Rot: Cast time of spells on target ally is increased by a percentage. Higher levels also reduce spell damage and healing, and even higher levels increase recharge.

Stat Cripples
Atrophy: Target enemy has strength and agility reduced for around a minute.

Demoralize: Target enemy has intellect and spirit reduced for around a minute.

Aggro increase/decrease
Temper: For several seconds, target enemy has extra threat generated from all sources.

Manipulation Talents
0 points:
 * Improved Frenzy: Gives frenzy an extra .5/1/1.5/2/2.5% attack speed boost


 * Mental strength: Gives enemies a 1/2/3/4/5% less chance to resist spells.

5 point talents:
 * Threat Control: Threatening visage and shadowy visage have an extra 2/4/6/8/10% effect on threat.


 * Frenzied Striking: In addition to it’s normal effect, frenzy increases critical strike chance by 1/2/3/4/5%


 * Mage’s boon:  In addition to it’s normal effect, clarity gives 1/2/3/4/5% of normal mana regeneration in combat.

10 point talents:
 * Mental Decay: Mental rot, demoralize, and temper increase target cooldowns on all abilities by 1/2/3/4/5%, this effect stacks up to 3 times.


 * Improved unholy frenzy: Unholy frenzy’s health loss is reduces by 14/28/42/56/70%


 * Muscular decay: 3 minute cooldown, instant cast.  The next cripple or atrophy spell will cause a 20% attack power reduction in addition to its usual effects.

15 point talents:
 * Improved Cripple: Cripple lasts 2/4/6/8/10% longer, and has its effects increased by 1/2/3/4/5%


 * Pain of control: All manipulation debuffs cast by the necromancer cause 10/20/30% of their mana cost as damage when they are first cast on the target, and when they end.

20 point talents:
 * Willpower: The necromancer has a 2/4/6/8/10% additional chance to resist debuffs.


 * Frustration: Spell.  The necromancer deals direct shadow damage to the target for each debuff they have on them. (Requires 3 points in pain of control.)


 * Joy of Power: Whenever the necromancer casts a manipulation spell, they have a 1/2/3/4/5% chance to increase spellcasting speed by 30% for the next 30 seconds.

25 point talents:
 * Erosion of will: Each successful cast of a manipulation spell against an enemy reduces their chance to resist mind control spells by 2/4/6%, this effect stacks up to 5 times.


 * Master manipulator: All manipulation spells cast by the necromancer on allies have a 2/4/6/8/10% chance to remove a debuff, and cast on enemies have a 2/4/6/8/10% chance to remove a buff.


 * Improved Vampiric weapon: Life stealing is increased by 15/30% on vampiric weapon.

30 point talents:
 * Ghostly Visage: Spell.  Target ally gains physical resistance and shadow resistance, an increase in spirit, and reduced threat.  This cannot be used on a target with other defensive manipulation buffs already on it.


 * Manipulator’s reward: Any manipulation spell cast by the necromancer has a 3/6/9/12/15% chance to return all of it's mana cost and 12% of the necromancer’s maximum life.  (Requires joy of power)

35 point talents:
 * Debilitating Fear: If the necromancer casts a manipulation debuffs on a target enemy with 2 or more manipulation spells already on it, the target cannot take any action for 1/2/3/4/5 seconds.  Renewing debuffs does not trigger this effect.

40 point talents:
 * Shade form: Wile in this form, the necromancer gains shadow and physical resistance, lowers threat caused by all group members, and all manipulation spells cast 25% faster and cost 25% less mana.