necromancer can work in a mmo as a dps job.
But, I don't wanna see any new DPS in this game for a LOOOOOOOOONNG time.
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necromancer can work in a mmo as a dps job.
But, I don't wanna see any new DPS in this game for a LOOOOOOOOONNG time.
DPS based heals always end up gimping either the DPS or the heals by a lot, or both of them some. In the end, the DPS based healer ends up being solidly below average. The way it would work, almost guaranteed, would be take an average of the existing healer classes' average heal and DPS spell, figure that casting both efficiently would require 2 casts, so that amount healed and dmg done would get halved, and that would be the average heal/dmg per cast of the DPS based healer. Basically, gimp. No big heals or DPS bombs when needed, because for balance, both had to be watered down given the design of the job.
A necromancer makes way more sense as pure DPS with lifetaps and small bonus heals that just add some support to the main healer. Basically, evil version of Summoner with some lifetaps. But oh wait, SE and the FF franchise doesn't do evil heroes, so this discussion is moot.
Why would anyone pick Necromancer over Chemist for the next healer in this world.
Not as a healer, no. As a self sustaining dps? Absolutely. Then I can finally get out of healing and back to selfish self sustain as I did in WoW. To those saying Necro isn't viable btw, it is present in 5 http://finalfantasy.wikia.com/wiki/Necromancer_(job)
There isn't anything inherently wrong about raising the dead anyway. Especially if it's other players as they deserve to be used as chairs.
I vote for this. Or even just a cleric class.
I've been playing Divinity and their cleric is awesome in teh fact it can heal itself from blood pooled (Hydromancy healing combined with Necromancy) around it and such. I enjoy it a ton.
Maybe when the amount of jobs run out. It just doesn't feel Final Fantasy enough. I'd rather see Blue Mage, Dancer/Idol, Chemist, Geomancer, Gunblade user, Oracle, Beast Master, and Time Mage first. Anything that's well established in the series.
NECROMANCER <3 Yes plz !!! I love the lore behind that class. It can also be a tank with Skeleton and Zombie pets that help him dps more :D:D:D:D:D
In terms of things that would make more sense I am so on board with Chemist it isn't even funny. I want a melee healer with quick skills instead of cast times. Dancer is also quite appealing and I agree that both hold more appeal than Necromancer.
Well in the case that we did come up with a Necromancer class I could see:
- Blood weapon: A party skill that allows teammates to regain health by inflicting damage. (Of course the health recovered would be a pretty low percentage, but would serve more for mitigation for Necro to get heals out.)
- Zombification: A skill that would make a teammate completely invuln. to damage but would cause damage if they were healed. (Most likely for tankbusters and the like or for giving teammates the chance to get out of dodge.)
- Minions: Probably the main source of damage, would be used mainly to sacrifice and grant hp to a party member. Devs would have to make them abysmally weak tho just to ensure they are used properly.
- Enemy Zombification: A cd that would allow the Necro to crank out some dps by making their heals hurt.
- Area heal: Most likely pretty weak but would spread a weak DoT to enemies, or better yet a slight slow debuff.
As far as mechanics I could definitely see a blood gauge (sorry DRK) that builds slowly with the amount of DoT damage done that releases a burst heal based on the amount built up.
Lots of potential, of course it would take some time to balance but healers aren't really meant to do to much damage anyway so you could literally just sequester them to DoT's, a burst window based around zombification, some weak minions and you've got the potential.