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  1. #1
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100

    Job Idea: Necromancer

    *Please note, this was designed for fun and I do NOT expect SE to implement this in any way, shape, or form.*

    Necromancer (NEC)
    Off-Healer with DPSing Pets
    Weapon: Scythe
    Attack Type: Mid-range, Slash attack
    Armor: Caster
    Limit Break: Danse Macabre (Healer)
    Cross Class: Conjurer and Arcanist
    Important Stats: Intelligence for Damaging and Healing, MP for cost

    Summoning the dead and using the blood of their enemies, Necromancers are masters of both life and death.
    While their healing spells appear weak at first glance, once they activate their ability Dark Blessing, they double their healing spells' potency, while weakening their offensive power (but not their pets'). Additionally, several of their oGCD healing abilities focus on healing a percentage of health.
    While lacking in AoE heals, they can use the ability Neither Mantra to turn two of their healing abilities, Dark Pity and Impiety, into AoEs. They can also do the same with their DoTs and Shadow spell via Evil Mist.

    Special Mechanics and Skills
    Bloodlust
    While damaging enemies, the Necromancer will collect their blood to use in a variety of ways as Bloodlust. Bloodlust starts at 0 and is full at 100.

    Skeleton
    Necromancers can summon the undead as pets to fight their enemies.
    As opposed to Arcanist, Summoners, Scholars, and Machanists, Necromancers can have a hoard of Skeletons out at once.
    Comparatively, Skeletons only hit for about 1/3 the damage of other pets and can only take 1/3 of the damage.
    Starting out, a Necromancer can only have one Skeletons at a time but can summon up to three, once they gain the proper Traits via leveling.
    Skeletons share one spot on the user's Partymember list and share an HP bar. When one Skeleton reaches 0 on their own HP bar (which will be above their head), the collective Skeletons' HP bar will lower.
    All Skeletons are considered as one unit and any healing effects (singular or AoE) will only effect their Shared HP Bar and will be dispersed evenly amongst their separate HP bars.
    When commanded to use a skill, all Skeletons will preform that skill on the selected target. Skeletons will only use Hell Touch unless commanded otherwise.

    Skeleton Abilities
    - Level 1. Hell Touch: Damages a selected target. Increases the user's Bloodlust by 5. Potency of 50 per Skeleton. Instant cast time. 3 second recast.
    - Level 1. Tribute: Sacrifice one of the user's pets to heal a selected partymember (other then pets). Potency of 400. 2.5 second cast time. 10 second recast.
    - Level 20. Dark Haze: Damages all enemies with in 5 yalms of the Skeleton. Increases the user's Bloodlust by 3 per enemy hit. Enemies can be hit by multiple/overlapping Dark Haze. Potency of 25. Instant cast time. 30 second recast.
    - Level 40. Geist Wall: Creates a 3 yalm AoE around each Skeleton that Decrease the Damage any partymember receives by 10% for 10 seconds. Skeletons cannot move or preform any other act while using this skill. Geist Walls do not stack when overlapped. Instant cast time. 30 second recast.

    Pet Spells and Abilities
    - Skull Oath: Spell. Summons a Skeleton to serve the user. The user can only have one pets out at a time. 3 second cast time. 2.5 second recast.
    - Void Oath: Ability. Summons the maximum amount of pets the user is currently allowed to have. Instant cast time. 120 second recast.
    - Vampyrs: Ability. Can only used while under the effect of Dark Blessing. Whenever one of the user's pets damages an enemy, heal all partymembers (including pets) within 20 yalms of the user by 0.5% of their Maximum HP. While this effect is up, the user cannot switch out of Dark Blessing. This effect lasts for 15 seconds. Instant cast time. 120 second recast.
    - Revenant: Ability. Increase the user's pets' Attack Speed by 15% and Damage Dealt by 20% for 30 seconds. Additionally, the user's pets will be immune to stun, sleep, bind, heavy, paralysis, and disease. Instant cast time. 90 second recast.

    Healing Spells and Abilities
    - Dark Mercy: Spell. Heal a selected target. Potency of 200. 2 second cast time. 2.5 second recast.
    - Dark Pity: Heals a selected target. Potency of 150. Instant cast time. 3 second recast.
    - Purge: Spell. Removes one detrimental effect from a selected target. 1 second cast time. 2.5 second recast.
    - Grave Robber: Spell. Resurrects a targeted character into a weakened state. Can be used during battle. 2.5 second cast time. 10 second recast.
    - Impiety: Ability. Uses up 25 Bloodlust. Heal a select target by 25% of their Maximum HP. Instant cast time. 30 second recast.
    - Sacrilege: Ability. Uses up 50 Bloodlust. Heals a selected target by 50% of their Maximum HP. Instant cast time. 150 second recast.
    - Bloodmist: Ability. Can only be used under the effect of Dark Blessing. Halts all Bloodlust increase from both the user and their pets. Drain the user's Bloodlust, healing all partymembers within 20 yalms of the user, healing them 0.5% of their Maximum HP per 3 Bloodlust used. Uses a second time to turn off. 1 second cast time. 5 second recast.

    Offensive Spells and Abilities
    - Scourge: Spell. Damage a selected target. Increases Bloodlust by 10. Potency of 80. 2 second cast time. 2.5 second recast.
    - Shadow: Spell. Damages a selected target. Increases Bloodlust by 10. Potency of 80. Instant cast time. 2.5 second recast.
    - Scourge II: Spell. Uses 20 Bloodlust. Damage the enemy a selected partymember is targeting. Then heals the selected partymember. Damage Potency of 200, Healing Potency of 200. Instant cast time. 90 second recast.
    - Meltdown: Spell. Deals unaspected damage to a selected target. Additionally, deals unaspected damage over time for 18 seconds. Potency of 20, 35 for DoT. Instant cast time. 2.5 second recast.
    - Hellwind: Spell. Deals unaspected damage to a selected target over time for 24 seconds. Potency of 40. Instant cast time. 2.5 second recast.
    - Black Sky: Places a 5-yalm AoE in a designated area for 30 seconds with a potency of 20 and an additional potency of 20 that is distributed (stops at a potency of 5). 3 second cast time. 2.5 second recast.
    - Curse: Spell. Deal damage over time to a selected target for 12 seconds. Additionally, Decrease the target's Damage Dealt by 5%. Shares the same recast timer as Hex. Increases Bloodlust by 1 per damage tick. Potency of 20. Instant cast time. 30 second recast.
    - Hex: Spell. Deals damage over time to a selected target for 12 seconds. Additionally, Increase the Damage the target Receives by 5%. Shares the same recast timer as Curse. Increases Bloodlust by 1 per damage tick. Potency of 20. Instant cast time. 30 second recast.
    - Neitherspikes: Spell. Places a barrier of a selected party member that damage any enemy that damages them for 15 seconds. Potency of 100. 2.5 second cast time. 40 second recast.
    - Damnation: Ability. Can only be used under the effects of Dark Blessing. Places an unaspected DoT on a selected target for 30 seconds that damages the target for 0.5% of their Maximum HP every 3 seconds. Additionally, this heals all party members with in 10 yalms of the target based off that damage (rounded up to the nearest whole number). Instant cast time. 90 second recast.

    Other Spells and Abilities
    - Shade: Ability. Decrease the amount of Enmity the user has with all enemies with in 20 yalms by 75% while also increasing the user's Bloodlust by 5 per enemy affected. Instant cast time. 30 second recast.
    - Dark Harvest: Ability. Uses up 25% of the user's Bloodlust (rounded down, to the nearest whole number). Restore a percentage of the user's MP equal to that amount. Instant cast time. 120 second recast.
    - Dark Blessing: Ability. Stance. Doubles the potency of all the user and their pets' healing spells but halves the potency of their damaging spells and abilities. All Bloodlust gaining effects are halved (rounded up, to the nearest whole number). Instant cast time. 10 second recast.
    - Evil Mist: Abiltiy. Makes the user's next Shadow, Meltdown, Hellwind, Curse, or Hex affect all enemies with in 5 yalms of the target. Duration of 15 seconds. Instant cast time. 1 second recast, 20 seconds after 3 uses.
    - Neither Mantra: Uses up 10 Bloodlust. Turns the next Dark Pity, Impiety, or Neitherspikes the user uses into an AoE that affects all party members with in 15 yalms of the user for 50% of the amount it would heal (rounded up to the nearest whole number), excluding Neitherspikes. Additionally gives Impiety an MP cost and gives Dark Pity a 2.5 second cast time. Duration of 10 seconds. Instant cast time. 6 second recast.
    - Lich: Ability. Uses up 25 Bloodlust. Places a barrier on a selected partymember that will absorb the next damaging Skill, Spell, or Ability and disperes the damage it would have done through out 15 seconds, evenly (rounded up to the nearest whole number). Can be bypast by strong attacks. Overwrites Pain Share. Instant cast time. 120 second recast.
    - Pain Share: Ability. Uses up 75 Bloodlust. Places a barrier on a selected partymember for 15 seconds that takes 15% of any damage they recieve from an enemy's single-targeting Skills, Spells, and/or Abilities (excluding effects or Damage over Time) and evenly spreads it through out the party (rounded up to the nearest whole number). Can be bypast by strong attacks. Overwrites Lich. Instant cast time. 90 second recast.


    Skill Levels and Traits
    Skill Level
    1. Scourge
    2. Hellwind
    4. Skull Oath
    4. Dark Mercy
    6. Dark Blessing
    8. Dark Harvest
    10. Meltdown
    12. Curse
    15. Neither Mantra
    18. Purge
    22. Grave Robber
    26. Dark Pity
    30. Shadow
    *Quest* 30. Evil Mist
    34. Hex
    *Quest* 35. Vampyrs
    38. Scourge II
    *Quest* 40. Impiety
    42. Black Sky
    *Quest* 45. Neitherspikes
    46. Shade
    50. Void Oath
    *Quest* 50. Sacrilege
    *Quest* 52. Bloodmist
    *Quest* 54. Lich
    *Quest* 56. Revenant
    *Quest* 58. Pain Share
    *Quest* 60. Damnation

    Traits
    8. Enchanced Intelligence I: Increases Intelligence by 2.
    14. Enchanced Intelligence II: Increases Intelligence by 4.
    16. Skull Rite I: Allows the user to summon up to two pets from Skull Oath
    20. Maim and Mend I: Increases base action damage and HP restoration by 10%.
    24. Enchanced Intelligence III: Increases Intelligence by 6.
    28. Hunger: Whenever the user or their pet(s) land a Critical Hit, the user will receive double the amount of Bloodlust they would have.
    32. Enchanced Dark Harvest: Dark Harvest now recovers the user's MP by a percentage that equals x2 the amount of Bloodlust used.
    36. Enchanced Neither Mantra: Niether Mantra can now spread Purge but its MP cost is increased by 1.5x and has a 3 second cast time.
    40. Maim and Mend II: Increases base action damage and HP restoration by 30%.
    44. Spellbound: Curse and Hex now last for 18 seconds and have a potency of 40.
    48. Skull Rite II: Allow the user to summon up to three pets from Skull Oath.
    (9)
    Last edited by Mimilu; 03-10-2016 at 03:16 AM.

  2. #2
    Player
    AlexanderThorolund's Avatar
    Join Date
    Apr 2015
    Location
    Garlean Empire
    Posts
    513
    Character
    Eros Crux
    World
    Louisoix
    Main Class
    Machinist Lv 70
    I can't see them ever adding a necromancer class.

    Samurai, Geomancer and Chemist I think will be added next.
    (1)

  3. #3
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Edits

    General
    - Players can no longer gain Bloodlust from their or their pets' Auto-attacks.

    Pets
    - Players can now only have up to two Skeletons once they get Skull Rite I and three when they get Skull Rite II.
    - Better defined how Skeletons work as a unit versus individuals.
    - Increased Hell touches potency from 30 to 50 per Skeleton.

    Healing
    - Dark Blessing now effects both the user and their pets healing and damaging potency. Additionally, its recast has increased from 5 seconds to 10.
    - Vampyrs was decreased from healing 1% to 0.5% of partymembers maximum HP. Additionally, it can only be used while under Dark Blessing and players cannot switch out of Dark Blessing while under its affect.
    - Bloodmist can now only be used while under Dark Blessing.

    DPS
    - Scourge and Shadow now increase Bloodlust by 10.
    - Scourge II now used 20 Bloodlust.
    - Damnation can now only be used under Dark Blessing.
    - All DoTs, besides Curse and Hex, no longer increase Bloodlust.
    (0)

  4. #4
    Player
    Chasely's Avatar
    Join Date
    Feb 2014
    Posts
    401
    Character
    Yawn Alexander
    World
    Behemoth
    Main Class
    Pugilist Lv 50
    This job sounds like an overpowered lagfest. With 5 skeletons you're proactically a full party unto yourself. Healing 5% of your entire party's HP automatically every time they hit is insane. Your bloodlust would almost always be capped, since 5 pets = 25/100 points eevery couple of seconds. Add to the fact that your main character is getting +1 every auto attack, and +1 per tick from each of their DoTs... Honestly, there doesn't seem to be a reason for bloodlust at all at that point. Just make all of your heals free. /shrug Sure, it costs 50 for one of your special heals (Why does it cost bloodlust points to heal? Shouldn't that be for damage attacks?), but it's so easy to obtain, you'll be able to cast spells constantly with no penalties at higher levels.

    Also, um... INT for healing and damage? So they've got this massive power, an army of basically immortal soldiers, and they gain the advantage of using their INT to cure and damage foes without having to change stances? It seems liek the ultimate solo job, but parties would be a mess. You wouldn't need any tanks or healers. You could get 4 Necromancers together and have 20% HP regen every 2 seconds.
    (5)

  5. #5
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Chasely View Post
    Snip
    Your raise some good points.

    Pets
    When coming up with the idea for the pets, I thought one individual Skeleton would be about 1/5 the strength and defense of an Emerald Carbuncle.
    Do you think maybe limiting the number of pets to two or three would be a better idea? >o>
    Additionally, Vampyrs only heals for 1% but maybe I'll lower it to 0.5%.

    Bloodlust
    Really? >o>
    I was worried that people would say there wasn't enough ways of gaining Bloodlust or a fast way to gain it. >w>()
    Maybe I'll remove the gaining effect from some of the DoT and remove its Auto-attacks then.

    INT and Dark Blessing
    I went with INT versus MND because I wanted to both differentiate it from the other healers and to show that while it is a healer, it specializes in off-healing, healing only when it needs to then switching back to DPS. I also thought that giving it caster gear was more thematically fitting.
    The idea is that its core healing spells are halved until you switch to Dark Blessing, versus with the other healers, where their DPS skills are extremely gimped until they use Cleric Stance.
    Maybe I'll add more restrictions on Dark Blessing and its effect on certain spells and abilities to balance it out.
    (1)

  6. #6
    Player
    Riardon's Avatar
    Join Date
    Nov 2013
    Posts
    1,333
    Character
    Leowald Chestwood
    World
    Twintania
    Main Class
    Dark Knight Lv 80
    It will not be added ever in this game. It will get banned straight away from China due to their strict regulations on displaying "death" "skeletons" and stuff like this. The game there is already altered in many ways. Devs won't make a whole job only to get it banned in one big market. Plus I don't think it fits very well in this game's Lore. Nothing good ever comes from summoning the dead.
    (2)

  7. #7
    Player Dualgunner's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    2,942
    Character
    Lilila Lila
    World
    Coeurl
    Main Class
    Machinist Lv 80
    I like the idea, and actually toyed with the idea of a necromancer job as a healer. The way its described, with some tweaking as is being discussed now, could be a really fun job to play!
    (0)

  8. #8
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Necromancer class won't be added due to Summoner and Scholar existing. And Summoner pretty much is a Necromancer.
    (0)

  9. #9
    Player
    Malzian's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,223
    Character
    Kylrin Arresard
    World
    Behemoth
    Main Class
    Bard Lv 90
    Quote Originally Posted by MagiusNecros View Post
    Necromancer class won't be added due to Summoner and Scholar existing. And Summoner pretty much is a Necromancer.
    There are other Lore-related reasons, mostly being that raising the dead is considered profane and anyone who practices it is pretty much hunted down and killed.
    (2)
    The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE

  10. #10
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Malzian View Post
    There are other Lore-related reasons, mostly being that raising the dead is considered profane and anyone who practices it is pretty much hunted down and killed.
    What's the Dark Knight's excuse with channeling the power of the Abyss and Summoners conjuring familiars/entering trances of dead Primals? And it's very clear the Mhachi are Black Mages. And the BLM in the 60 Job quest summoned a Chimera subspecies known as the Barghest but was too weak to control it.

    Edit: Oh I forgot. Hildibrand and the Zombie brigade plus Lore reasons dictates the Au Ra origin was from procreation between Hyur and Voidsent. Pfffft on your Lore.
    (3)
    Last edited by MagiusNecros; 03-10-2016 at 03:36 AM.

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