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View Full Version : Necromancer (New Hero - Melee INT - Supporter/Pusher/Anti-DPS)



A`nub`is
11-24-2009, 07:51 PM
Necromancer



http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s0_model_necromancer_%28dreadlord%29.jpg


Description/Story:
Paying tribute to the fallen soldiers is a mandatory and virtuous act for every honorable warrior.
Obviously a diabolic daemon like this Necromancer doesn't respect this at all. He's a master in his
field and rather enjoys to use black magic to spoil and exploit the dead (as well as the living) bodies
to summone undead servants to fight for the Hellbourne armies.

Theme/Icons:

http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s0_icon_necromancer.jpg- http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s1_icon_castigation_curse.jpg http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s2a_icon_bone_prison.jpghttp://monte.d2nsa.de//HoN/Suggestions/Necromancer/s2b_icon_bone_armor.jpg http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s3_icon_necromancy.jpg http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s4_icon_resorption.jpg

Voice:
"Lead me to the bone yard."
"Can you sense the undead flesh?"
"Don't you dare to pull a boner!"
"I bring death to the living."
"And I bring the dead to life."
"These guys may have no body..."
"But you are nobody!"
"I find that Witch Slayer dude somehow appealing..."
"He'll make an excellent servant!"

Role:
Support, Pusher, Anti-DPS, Ganker.



Stats:

STR: 21 + 3.10
AGI: 15 + 1.45
INT: 19 + 2.15
(Total Base stats: 56 (that's quite low))
(Total stat gain: 6.7 (above average))

* Affiliation: Hellbourne
* Damage: 58 - 62
* Armor: 4.0
* Movespeed: 295
* Attack Range: 128 (melee)

http://monte.d2nsa.de//HoN/Suggestions/Necromancer/Template_Necromancer.jpg




Castigation
http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s1_icon_castigation_curse.jpg
Punish your foes by driving them into self-flagellation. Damage affected units deal is returned to themselves.

Allo. Target: Ground, Enemy units.
Cast Range: 700
Area of Effect: 300
Cooldown: 20/20/20/20s
Duration: 10/10/10/10s
Mana cost: 80/100/120/140
Effects: Affected units are dealt 5/10/15/20 physical dmg per second and 20/30/40/50% of the physical damage they deal is reflected back to themselves as magic damage.

Notes:
-Splashed damage is not reflected.
-Reflects actual damage received after armor and damage reduction; only returns physical damage.
-DoT damage is physical and therefore goes through magic immunity, though it's reduced by normal armor.
-Reflected damage is magic damage and therefore affected by the targets magic resistance/immunity.
-So at lvl4 with only the basic magic hero armor it's only 37.5% reflected to a hero; with an Shaman's Headdress it even goes down to ~25%.
-Special synergy: Legos Taunt and Puppet Show, since they force units to attack.

Bone Magic (2 subskills)

Bone Prison
http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s2a_icon_bone_prison.jpg
Cage an enemy inside a prison of bones.

Allo. Target: Ground, Enemy units.
Cooldown: 15/15/15/15s
Duration: 2/3/4/5s or until destroyed.
Mana cost: 140/140/140/140
Effects: Target foe is immobilzied for 2/3/4/5s or until the Bone Prison is destroyed. Bone Prison collapses after 2/3/4/5 attacks.

Notes:
-Bone Prison is considered a gadget; it has splash immunity (similar to Arachnas Spiderling).
-Does not silence and does not disarm, but prevents movement and spells that imply movement.
-Unlike mummies the bones are very close to the actual model, so there is no extra terrain blocked and all melee attackers can attack. It's actually more like a 'rooting' spell.
-PS: A picture (http://monte.d2nsa.de//HoN/Suggestions/Necromancer/visuals_bone_prison.jpg) that shows how you can expect Bone Prison to look like. Imho there should be about twice as many bones though.

Bone Armor
http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s2b_icon_bone_armor.jpg
Surround yourself or allies with a protective armor of bones.

Allo. Target: Allied units.
Cast Range: 700
Area of Effect: 300
Cooldown: 15/15/15/15s
Duration: 30/30/30/30s or until 70/130/190/250 dmg is absorbed.
Mana cost: 50/75/100/125
Effects: Target ally is surrounded by a Bone Armor that increases his armor by 2/4/6/8 and absorbs 70/130/190/250 damage.

Notes:
-Damage is absorbed after armor and reduction; all kinds of dmg are absorbed (except Decapitate's Insta-kill).

Necromancy
http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s3_icon_necromancy.jpg
Raise skeletons from slain corpses on the battlefield who then fight for your
faction no matter for who they were fighting when they were still alive.

Allo. Target: Allied units.
Area of Effect: 1000
Duration: A raised skeleton persists for 20/30/40/50s or until destroyed.
Effects: Units dying in the area of effect have a 24/28/32/36% chance to be revived as a skeleton.

Notes:
-May work on yourself as well. Neutrals also may turn into skeletons, except the skeleton neutral spawns.
(It also won't trigger on skeletons already raised by Necromancy or taken over via Ophelia or Whispering Helm).
-The raised skeletons are not controlable by yourself. They behave like the creeps of your faction and will auto-attack nearby enemies and always walk towards the enemy base, but you'll get the cash for their last hits.
-The type of unit will determine the type of skeleton raised. There are 3 different types:

--Skeleton: Raises from the corpses of melee creeps. (same skin as the neutral creep)
200/300/400/500 hitpoints.
16-18 damage, 0 armor.
Bounty: 5 gold, 6 experience

--Skeleton Mage: Raises from the corpse of ranged creeps.
100/150/200/250 hitpoints.
21-24 damage, -1 armor, immune to magic, attacks reduce normal and magic armor by -1 for 5 seconds (non-stacking).
Bounty: 3 gold, 4 experience

--Skeleton King: Raises from the corpses of heroes. (same skin as the neutral creep)
500/700/900/1100 hitpoints.
32-36 damage, 1 armor, uses his stun ability (1.5s) on the first enemy hero in range asap and whenever possible (cooldown/manacost).
Bounty: 40 gold, 50 experience

Resorption (Ultimate)
http://monte.d2nsa.de//HoN/Suggestions/Necromancer/s4_icon_resorption.jpg
Weaken an enemy unit by resorbing his life essence, feeding yourself from it.

Allo. Target: Allied units.
Cast Range: 850
Cooldown: 22/22/22s
Duration: 8/8/8s (channeling)
Mana cost: 125/175/225
Effects: Resorbs 90/140/190 hitpoints per second (deals magic dmg and heals yourself for the same amount).
For every second of channeling 1 magic armor is temporarily transferred from the target to yourself.

Notes:
-Basically Life Drain (Oblivion) with minor adjustments, in particular the magic armor reduce to compensate for the lack of Decrepify (amplified magic dmg).
-Staff of the Master removes the cooldown and increases the dmg by 60 to 150/200/250.----------

Synergies:
Castigation can be very devastating to someone auto-attacking creeps. It's also effective against carries,
unless they counter it by magic armor or magic immunity or massive life leech (or just stop attacking).
Castigation is a nuisance when you have raised skeletons who push since killing them will damage the enemy
heroes (and their creeps, pushing even harder).
Bone Armor gives you more survivability, and the longer you can take damage, the more damage will be reflected.
Breaking free from Bone Prison requires to attack the bone structure and therefore synergizes with Castigation plus
Resorption will lower the magic armor and thereby increase the resorption as well as the reflected damage.
Bone Prison keeps enemies in place so you can resorb more life from them. So does the stun from a Skeleton King minion.

Recommended Items:
http://monte.d2nsa.de//HoN/Suggestions/Necromancer/necromancer_items.jpg

Conclusion:
The idea is based around the Diablo II Necromancer.
He'd be the 2nd melee Intelligence hero (1st=Blacksmith).
Castigation: Harass and Anti-DPS (similar to Vindicators DoT; derived from the "Iron Maiden" necro curse).
Bone Prison/Armor: Disable and Supportskill; both synergize with the damage reflect and greatly help your team.
Necromancy: Passive raising of skeletons, that will push A LOT, while they do not give much
gold/xp to the enemy. Additionally Castigation will make it harder to kill the skeletons.
Resorption: Very similar to Oblivions Life Drain and your main tool to deal dmg, while letting you stay in lane.
When you protect yourself from disables (channeling spell) it increases your overall tankyness along with your
high strength gain which again complements perfectly with the damage return from Castigation.

Please do not vote no without commenting why.

A`nub`is
11-25-2009, 01:44 PM
70 views, 3 votes... guess I'll bump :p

Rentaromon
11-25-2009, 04:15 PM
i do believe this is the first idea of yours i actually liked.

theme: i necromancer, what else you need to know!

1st: might be a bit to powerfull, i realy think you should lower the percentage by half each.

2nd: instaid of haveing 2 different abilitys why not have it as one ability that does different things on allies and enemys.

3rd: good but a fiew questions. how does it effect nutrals? how does it effect ranged heroes(are they ranged skeletons?)? also consider makeing it cost mana per second to have it more likely to happen.

ulti: first off whats with the wierd name? secondly i like the power, it might be OP with a 5 sec holding power thow. how long do you get the armor?

overall just a fiew little tweaks and ill give it a t-up.

A`nub`is
11-26-2009, 11:34 PM
1st: might be a bit to powerfull, i realy think you should lower the percentage by half each.
It's not like barbed armor. The damage reflected is dmg taken by yourself minus magic resistance of the target. Currently I don't think the numbers should be lowered, at least definitely not by half.

2nd: instaid of haveing 2 different abilitys why not have it as one ability that does different things on allies and enemys.
Maybe yes. Though I think it's fine with non shared cooldowns and I don't have a nice icon for a single spell combining the spell effects.

3rd: good but a fiew questions. how does it effect nutrals? how does it effect ranged heroes(are they ranged skeletons?)? also consider makeing it cost mana per second to have it more likely to happen.
neutrals = creeps -> melee neutrals --> skeletons; ranged neutrals --> mages
heroes --> skeleton kings (ranged or not doesn't matter, the king is always melee).

ulti: first off whats with the wierd name? secondly i like the power, it might be OP with a 5 sec holding power thow. how long do you get the armor?
weird? huh? the armor buff is only on while channeling. wears off immediately after.


....

Zethos
11-27-2009, 03:34 AM
The first skill is a tad powerful. You're adding 200 damage on top of any damage done when attacking. Now I wouldn't have a huge problem but it's also an AoE. Not a giant problem nor is it a overly powerful skill, but it's probably going to be the best pushing skill ever. Guaranteed 200 damage and it's not like creeps no better then to not attack.

Second skill not having shared cool down makes it OP. You're giving him a "watered" down version of Puppet Hold and Accursed's shield. I do get why their similar but I dislike it since their both exceptionally useful/different for one skill. Would prefer something different I guess or at least a shared cool down.

Third skill is good yet not good. Good in that it's not exactly what FA has, not good in that it's similar to what FA has. Also what is not good is the fact that FA's is more consistant. I do like the variations of what type of units can spawn though.

Ult does, quite a bit of damage, not to mention the fact that you gain the HP back and that it becomes strong the longer it holds. Doing about 1500 damage (not including magic armor, lets say 1200 w/), it still is an extremely powerful spell, thus I'd remove the Staff of the Master bonus and possibly lower the range. Also I'm assuming that if you lose LoS then the unit doesn't lose any more HP.

Overall this is an interesting hero but I'm not sure how much I like it since in my opinion each of these skills can be related to other skills plus the synergy relies soley on the first skill.

Lboy
11-28-2009, 11:33 PM
I find his first skill and his ult a bit 2 powerfull...

pracus
11-29-2009, 03:54 PM
good idea, but ulti is too strong

A`nub`is
12-02-2009, 01:41 AM
The ult is pretty much a dota copy. If you manage to be able to channel this spell on the enemy for it's full duration without being interrupted or the foe walking away you should get a medal. It's not overpowered.

Clup
12-03-2009, 09:30 PM
First skill is OP
80% damage reflected is to much. Cap it at 50%

Other skills are fine.

Love the dreadlord theme, we need a dreadlord hero.

A`nub`is
12-05-2009, 09:54 PM
I changed the first skill to 50% now instead of 80%. I can see people think it's overpowered. So I need to make it weaker to avoid down votes due to balance. Personal note: I need to stop trying to balance my heroes and instead post them slightly underpowered to avoid this "phenomenon" in the future.

Cap_Obvious
12-09-2009, 01:09 AM
i like the hero but, S2 can get into some bad trouble using skill pictures from Diablo 2. Some of those skills are pretty cool, and you need to make better pictures up yourself, or find someone that can. Very, very similar to the Necro from D2, the bone imprisionment, and the shield both copied, aswell as the skeleton spawn.
1 question: Do you make the skeletons spawn, are they random in attributes like in D2, or will they spawn automatically like someone else's 3 second rape skeletons

A`nub`is
12-09-2009, 01:29 AM
I think people totally misunderstand the suggestion forums. Of course S2 will not use the D2 or GW or whatever icons nor the models I used to write down this suggestion.

And they neither won't just copy all the numbers 1:1. I myself intended the skeletons to have fixed stats and spawn passively (not on last hit, by chance). FA of course is a bit sad with her rape-letons. And although the Necro is themed about bones (and death) I can easily see S2 turning "the skeletons" (of Necro) into Zombies, Ghouls or Undead Chiprels in an instant.
;)

Rentaromon
12-09-2009, 08:21 PM
I think people totally misunderstand the suggestion forums. Of course S2 will not use the D2 or GW or whatever icons nor the models I used to write down this suggestion.

And they neither won't just copy all the numbers 1:1. I myself intended the skeletons to have fixed stats and spawn passively (not on last hit, by chance). FA of course is a bit sad with her rape-letons. And although the Necro is themed about bones (and death) I can easily see S2 turning "the skeletons" (of Necro) into Zombies, Ghouls or Undead Chiprels in an instant.
;)
exactly. i dont get why people think each and every picture and word you use will be exactly what the hero will be like. i didnt think people could be that stupid! thow i did find a high school senior who could not answer 2+(-2)= so who knows how stupid people actually are.

A`nub`is
12-10-2009, 11:34 PM
bump

xSky
12-11-2009, 05:50 AM
-Staff of the Master removes the cooldown and increases the dmg by 60 to 150/200/250.
Wut?

A`nub`is
12-11-2009, 07:03 AM
The ultimate is 99% the same as the DotA ability, including the fact that Aghanims Scepter removes the cooldown. No balance issue known from there. Anyway if it turns out to actually be an issue, it can be changed in an instant.

ifritdave2
12-12-2009, 04:19 PM
oh look it's NS! he's back and his name changed

g0dAri3s
12-12-2009, 07:05 PM
Good idea but the Ult is way to strong especially with staff of the master. Also I think the Skel King has to much HP per lvl. Reducing it to something like, 300/550/700/950 would be a little better.

Xevro
12-13-2009, 09:33 AM
I like the idea so much ! I agree that he is a little bit too much overpower (5 skills, and they are all good) but this is not a big issue since it is only numbers and it can be changed easily, anytime. Thumb up ! :D

LadyGaga
12-13-2009, 09:58 PM
I was waiting for a hero with this theme, and now you have made him. I really like all his abilities, although I do have one suggestion. Maybe on the bone prison/armor you could sacrifice skele minion (or 2 or 3 up to a limit) to make them even more powerful. (i.e lasting for a tad bit longer, and for the armor absorbing some more damage). I think that incorporating your minions into this skill makes it a little more than accursed's shield or some other heroes stun. Definite thumb up.

BTW: The ulti is a little too damaging, then again since the channel can be broken maybe I am wrong...

A`nub`is
01-01-2010, 09:45 PM
bump

Akroma666
01-02-2010, 01:25 PM
Approved
Suggestions:
-Change ult name to something more like "Life link, Life leech, Absorption, ect..."
-Get ride of bone armor or change it, its like a better version of Accurse's shield and already exists in the game. Why not a thorns armor? Returns damage to attackers? 10,15,20,25% damage return for 2,3,4,5 hits?

Tee
01-04-2010, 06:36 AM
its a nice hero man @_@
i will try to use int hero if this hero is implemented , it seemes i like his skill

B4K4157
01-11-2010, 03:22 PM
I Love just about everything about this hero except the fact that he is melee.

I notice you've borrowed similar stat gains from Blacksmith to make him less squishy because he has to be in danger in the lane. Since giving him two 3.0 stat gains would be really overpowered, this leave him with a low int gain, and this a terrible gain in damage. While this is fine for Blacksmith, since hes a pure caster, This fellow on the other hand has a debuff, an aura, and a root/shield, making him mostly for support. With his low damage, getting any money on him will be quite hard beyond level 10 or so, when we shift to the mid game. (Perhaps this is simply regrettable, but either way put Alchemists Bones on his reccomended)

Another issuse is how a player would build this hero.
Bone Magic is obviously the first priority, a 5 second root and a damage absorbtion ability are far better then his other skills.
However, here a problem arises. His aura will push a lane, and do a damn good job of it if a hero dies in your lane (You + Swiftblade comes to mind) and this is bad early, so we want to skip out on that. As well, his debuff skill also has a prohibitive mana cost (Quite high due to his low int gain and therefore regen). Due to the unshared cooldown between the two bone magics little mana will be left for it, as well as its percent based nature makes it more effective late game then early.

Overall I'm not a fan of a hero which is forced into taking stats, especially one who is so tanky in the first place.

A way to solve this would be to give the player control of the reanimated units from the aura, though they'll need a summon duration if this is the case. However, this brings up my second point about the Aura: the RNG.
Nobody likes random abilities. Everyone will tell you that everytime they face blacksmith, he x4 Multicasts every firebolt he casts. However, when being played, he never multicasts at all. I guarentee there will be streches where no unite spawn, and times where there is an unstoppable skeleton army starting down top lane, 10 minutes in.

My suggusted fixes would be:
-Make Bone magic one ability, but Heal instead of shield (Perhaps rename Essence Magic)
-Change the aura to gain a charge for each killed unit, and consume those charges to create psudo controlled skeletons (Like Forsaken Archer's Skeletons.)
-Side note, perhaps these would be better changed to zombies to keep the theme fresh and different from FA.
-Make him ranged, flip his strength and int gain, and give him 300ms

Now do remember: I DO LIKE THIS HERO. but there are issues, like with every hero.

Thysios
01-27-2010, 12:53 AM
Wow so many people saying the ult is OP. Pugna's ult was never op even with decriptify. IMO.

And Ultimates are meant to be strong (Though i never knew SOTM gave it 0 CD :O thats awesome lol)

Ima vote yes, even though I got a necro hero suggestino too :P