No need to apologize OP, some are just ill informed, and others quick to say no. If you're passionate about this job type then defend it.
I think SE will find a use to bring Sacrifice back.
No need to apologize OP, some are just ill informed, and others quick to say no. If you're passionate about this job type then defend it.
I think SE will find a use to bring Sacrifice back.
Last edited by Andrien; 02-10-2013 at 05:52 AM.


I appreciate it man!
Sacrifice is something I wanted to discuss as an ability. It took some of your own HP to heal someone correct? Like I said in the OP I really think it if they designed this job to feel like an undead [like taking damage from cure but being able to raise themselves] then damaging your own HP with sacrifice would feel somewhat impractical no? So I thought that sacrificing a summoned pet would be a better mechanic. Thoughts?


It healed and also gave a Regen effect yeah. Problem with trying to Zombify mobs is you can't target and cast Cure/Raise on mobs. You could make it pretty "dark" all around and a decent support mage. Consider the abilities to drain your own HP to heal allies (Sacrifice) and the ability to drain your own MP and give it to allies (Syphon maybe?). ATM it's hard for me to imagine it as a support-pet job because I haven't seen Summoner and what it can do, with Beastmaster being a more DD oriented Job and melee/mid-range fighter, I can only compare it to Summoner. So I'd have to see what kind of Support/Debuffs Summoner offers, then play off strengths and weaknesses for a Necromancer.I appreciate it man!
Sacrifice is something I wanted to discuss as an ability. It took some of your own HP to heal someone correct? Like I said in the OP I really think it if they designed this job to feel like an undead [like taking damage from cure but being able to raise themselves] then damaging your own HP with sacrifice would feel somewhat impractical no? So I thought that sacrificing a summoned pet would be a better mechanic. Thoughts?
What weapon could a Necromancer use?
Check out my Lore posts:An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn


Yeah I definately would not support a Zombify ability at this moment, maybe in the future. I do hope they making healing damage the undead though, that should be a standard at this point.It healed and also gave a Regen effect yeah. Problem with trying to Zombify mobs is you can't target and cast Cure/Raise on mobs. You could make it pretty "dark" all around and a decent support mage. Consider the abilities to drain your own HP to heal allies (Sacrifice) and the ability to drain your own MP and give it to allies (Syphon maybe?). ATM it's hard for me to imagine it as a support-pet job because I haven't seen Summoner and what it can do, with Beastmaster being a more DD oriented Job and melee/mid-range fighter, I can only compare it to Summoner. So I'd have to see what kind of Support/Debuffs Summoner offers, then play off strengths and weaknesses for a Necromancer.
What weapon could a Necromancer use?
I'd say the pet part is a nessescity because in its own right, necromancer is a type of summoner. I really can't wait for new updates on Arcanist and Summoner though. The cross class abilities that an arcanist has is going to be really pivotal to pet controls for other classes such as beast master, or even puppet master. Otherwise they might make an independent pet control system, or a completely different pet class altogether.
If I were to compare it to summoner, and I couldn't say for sure until the summoner job is out, I'd say that summoner focuses more on stronger elemental pets, and enhancements and debuffs, while Necromancer is something rather that would focus on basic magic casting along with heals. Both have a pet dps but necromancer would be slighty weaker in the pet dps area and stronger in the actual spell casting area. Whereas summoner would have a high output of damage coming from their pet, and minimal damage for casting basic spells and DoTs. Very speculative, but if I were to implement both of these classes and make them unique, that's how I'd try to do it.
There was a good chunk of spells that was removed like one of the best ones, Shadowsear.
THM also had a lot of other spells that wasn't implemented like the one for Lv32.
Mass Fear. "Instill pure terror in an enemy, causing the target to flee."
Now that sounds like a Necromancer spell to me lol.


Yeah dude I saw some of those unimplemented ones on ZAM! it gave me tons of ideas for other jobs.There was a good chunk of spells that was removed like one of the best ones, Shadowsear.
THM also had a lot of other spells that wasn't implemented like the one for Lv32.
Mass Fear. "Instill pure terror in an enemy, causing the target to flee."
Now that sounds like a Necromancer spell to me lol.
For instance while playing league of legends there was a stat called lifesteal, what if we made a job centered around that? I ended up making a Dark Knight design that was a strong life stealer, and capitalized on Lancer's lifesurge. The ability to steal life puts it almost in a tank catagory. Now putting that back in perspective something like mass fear, you can have this dark knight who tanks by life surging, and if things get too rough, he can actually fear monsters in an area of effect to give him self time to get healed. Aw dude it was just one of my favorite Idea for a job.
Actually in the job speculation thing I wrote, I tried to find as many of these unimplemented abilities to recycle as possible because they actually would have been so cool to have in game.
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