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  1. #1
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80

    The Necromancer - Blood Rituals of Life and Death

    http://forum.square-enix.com/ffxiv/t...=1#post5273503

    Continuing from my basic concept here at the above link, Il use this own thread for the more fleshed out concept which will tell more about skills and gameplay mechanic, how this magical melee combat healer will work out.

    Lets begin with the primary attributes that the NCM uses:

    - Strength > Makes Attacks/Skills more powerful
    - Constitution > More HP as for everybody
    - Castspeed/Quickness > Quicker Casts/AA, better DoTs/HoTs as for everybody
    - Critical Hit > Higher Chance for Critical Hits/Heals as for everybody.

    As you can see, it won't make usage from the Healer Job Attribute, this means NCMs have slower MP Regen than other Healers, because they use other ways to regain MP.


    MAIN MECHANICS:


    The biggest main mechanic gameplay systems from the Necromancer are basically Rituals and Blood Harvest.

    Blood Harvest shows the player how much Blood (displayed as Blood Drops) you have gathered. So more powerful the Necromancer, so more Blood can the job gather to a maximum of up to 10 Blood Drops.
    Whenever you attack with your Scythe Weapon enemies, you will gain a bit of Blood per hit target. Literally is 1 Hit = 1/10th Blood Drop, so hit 10 times something and you have 1 full Blood Drop to use for Blood Rituals, the secondary Gameplay System.

    Blood Rituals, or just Rituals to keep it short are useable in two different ways.
    - Blood Rituals of Life
    - Blood Rituals of Death

    The first ones are used to heal wounds, to cure illnesses and general conditions so to say, with them do you raise defeated allies and rejuvenate and refresh them to bring them back to full life power. It are Support Rituals.
    The other ones are used to create undead minions out of that blood, to perform unholy arts with them, like Blood Sacrificials to call with the help of sacrificed minions from your gathere Blood Harvest even lesser demons, like Chaos, Exodus or Thanatos

    Creating Minions costs Blood, maximum 4 at a time can be controled like mentioned in the basic concept of either Vampires, Barghests, Ghouls or Spirits, lesser Demons replace them, basicallly like a High Summon as like Bahamut replaces the lesser ones.
    Minions degenerate over time, which means they continously lose health and fall to dust when their HP reaches 0.

    There are different ways to create Minions:

    - Use Blood from Blood Harvest to perform a Blood Ritual of Death Skill to create a minion of choice. Main Option in Combat
    - Use Subvita to sap Blood from yourself or an soul linked ally to gain Blood when out of Combat
    - Use the Skill Pandora's Box, it will create randomly any minion for a Health Sacrifice without that Blood is needed.
    - Use the Skills Well of Blood or Crimson Red Rain to support your Blood Harvest, both Skills will create when they end also a minion of a certain type, WoB creates a Vampire, CRR a Spirit.
    (1)
    Last edited by Kaiserdrache; 01-18-2020 at 09:36 PM.

  2. #2
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Skill List:

    > Dark Arts - A ranged attack, shoots a sphere of darknes at a target. Can blind targets

    > Reaper Slash - Strike the target and surrounding enemies with your Scythe. Gathers Blood for your Blood Harvest

    > Subvita - Sacrifice 15% of your Max Health and gain Blood. When Subvita ends and theres at least 1 Minion, do you and your surrounding allies get healed by 20% of your Max Health.

    > Subspirit - Sacrifice 10% of your MP. Grants your target Minion temporarely Regen to regain Health. When Subspirit ends and theres at leasr 1 Minion, do you and surrounding allies regain 15% MP.

    > Call of Vampires - Use Blood to perform a Ritual to create a Vampire Minion, whose attacks leech health from their targets and heal nearby allies.

    > Crescent Claw > An AoE swing that hits all targets around you. 5% of the dealt damage is healt to you and surrounding Allies. Cures also Conditions from allies and becomes stronger in Damage, if Conditioins were cured from Allies, like Poison, Slow, Paralyze, Sleep or Blind.

    > Call of Barghests - Use Blood to perform a Ritual to create a Barghest Minion, a hellhound whose attacks can stun and interrupt targets. If it uses Bone Crusher, this will decrease enemy defense temporarely.

    > Reverse Swing - Repeats the previous used Scythe Atack Effect, but double as powerful, if hitting from the flanks.

    > Call of Ghouls - Use Blood to perform a Ritual to create a Ghoul Minion, slow zombies that degenerate only half as fast and become stronger so more they are. Their attacks can cause Poison, Slow, Paralyze and Undead. If enemies become undead, become they targetable for Heal Spells/Effects, that will cause damage to them.

    > Well of Blood > Foes suffer Bleeding Dots inside, Allies gain a HoT as long standing inside, as like Minions too, but minions deal also more damage inside. Creates a Vampire at its end.
    Can be used for increased MP Cost and Recharge Time also as Raise.

    > Call for Spirits > Use Blood to perform a Ritual to create a Spirit Minion that supports you with ranged Attacks, standing in its AoE effect will increase dealt damage for Allies by 5 %

    > Undead/Vaccin > Deals non elemental magical damage and causes Undead as condition. Heals will cause damage on undead targets. Turns against Undeads to Vaccin, target becomes normal again and vaccined targets give on hit additionally MP back. Plus Dark Arts deals more damage and recharges faster when used against vaccined targets

    > Death > Causes Doom on certain Targets, if the timer (10s) runs out, do have targets a chance to die instantly, but it can also miss. If used against an undead target,it will cause heavy damage. If used against a vaccined target it will cause less damage, but grants a Blood Drop for the next two Scythe Attacks additionally. Two even, if you dealt a killing strike with the last attack.

    > Pandora's Box - Sacrifice 20% of your Health to immediately create a random Minion

    > Blood Oath > Target an Ally and heal it directly with a potency of 500 for the cost of some Blood

    > Soul Linker > Link your Soul to that of an Ally. You can use now Subvita on that ally too, while soul link is kept up, are your MP Costs reduced by 15% when linked with non casters, 25% when linked with Casters.
    Your Soul Partner will get its Max HP increased by 15% of your Max Health as long the Soul Link is held up by you. Soul Links will make Minions degenerate faster.

    > Veil of Life > Turn the ether of the surrounding into a party Regeneration Effect, that becomes more effective so more Minions you control on Allies

    > Meat Shield > Command your Minions to defend and that grants Barrier to the party as long it they are alive. But in that time do Minions not attack. Minions will take the damage four you.

    > Call for Demons > Sacrifice your Minions to open a Void Gate for one of several lesser Demons to aid you in combat that you can't control, they last so and so long until they disappear with a special skill back to the void they came from.

    > Crimson Red Rain > Minions deal increased damage and receive 15% lesser damage while it rains blood.When it ends will a Spirit appear at it's ground target. While it rains on you, do you gather 20% more Blood and your Heals are also increased by 20%

    > Whirl Blade > Throw your whirling scythe like a giant boomerang through the rows of targets in line of sight. Upgrade for Reaper Slash.

    > Shadow Flare - Causes a AoE DoT for 10s

    > Full Moon Slicer - Upgrade Skill for Crescent Claw, Heal Effect increased, higher chance for criticals, causes now also attack decrease to hit targets.

    > Well of Darkness - Decreases Magic Defense for Targets, causes Allies inside to gain Magic defense and Minions inside can't be targeted and receive no damage.

    > Curse - Target enemy receives non elemental damage and will get slowed and moves less fast for the duratiin of that curse

    > Blood Mist - For the cost of some Blood will you cause a Party Heal, that causes a red mist to appear that makes your minions go wild as well, letting them attack shortly much faster.

    > Rejuvenation - A special healing spell that refreshes your body with life energy, fatique gone. Target ally will deal increased damage and skills recharge 10% faster. Can be used only on targets with under 50% health.

    > Soul Reaper - A Scythe Attack that leeches MP and deals increased damage so more targets you hit based on the total amount of leeched MP.

    > Doomsday - A Scythe Attack with a tiny chance to instant kill weak targets that have less than 10% HP left. Heals the party if you kill normally targets with this skill.

    > Well of Death - Targets inside suffer a DoT effect, Allies inside are protected from CC and Condition effects and Minions inside cause Plague, a condition that stacks up, and so more Plague Stacks a target has, so more likely it becomes that a killed target turns on death into a Death Nova, a magical non elemental splatter bomb from the dead targets corpse. evefy stack means 10% chance for a Death Nova effect to happen.

    > Life Stream > Send out a burst of Life Energy that heals all allies in line of sightm or in case of undead targets damages them.

    > Unholy - A big AoE attack which can cause Undead on hit targets, the caused damage is leeched as Party Heal and granted as Barrier Effect.
    (1)
    Last edited by Kaiserdrache; 01-19-2020 at 12:46 AM.