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.
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.