All I want, Necromancy. But I'd like it to work a bit better than it did in CoH. In CoH, Necromancy pretty much worked the same as all the others, I'd like to change that a bit. Didn't add this to "Pet Request", as I'd like to go a bit more indepth than just the pets.
I'm super hopped up on caffeine, and should kinda flew through this all. I'll probably clean it up over time. And add more minions/abilities.
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[b]LORE[/b]
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The Necromancer, a student learned in the dark arts of Undeath. Normally looked down upon, the current students have a firm belief that it is part of the life and death cycle. They have taken a vow to not disturb any dead that are either on sacred grounds, or marked graves. While extremely rare, only a few people still take disgust in what the Necromancer's do. They are still not exactly...praised, but in a world where cosmic crisis's are almost around every corner, people have bigger things to worry about.
Spending their lives often isolated, and at risk of their own creations. Necromancer's push themselves to gain more power, either for the sake of power, or to protect the cycle of life and death. Making sure that one sound never wins out over the other.
Viewing the dead as a disposable resource, Necromancer's believe in numbers over strength. Drowning their foes in undead is their primary means defeating someone. However, once they have gained enough power, they are known to create a few more powerful minions to help keep the Necromancer safe.
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[b]MINIONS[/b]
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I liked the Tier based system on the minions. So going with that, but going to try and make each one unique. Going to add several types in a Tier, mostly hoping for multiple cosmetic choices, over just 1.
[b]Tier 1: Zombies / Skeletons / Ghouls[/b]
[i]Mechanics -[/i] This is low tier, and for a Necromancy, that means disposable. These will have extremely low health, and will actually be timed. I would love this to actually be one of the Necromancers main abilities he uses. Sending waves and waves of weak undead at his enemy.
[b]Tier 2: Death Knight / Abomination / Horror / Shadow[/b]
[i]Mechanics -[/i] This will be your mid tier minion. You will only get 2 of these at a time. They are permanent despite their predecessor, and are generally sturdier than other Commander Tier 2 equivalents. Lore wise, these are creatures the Necromancer took their time creating, and are usually used as the Necromancer's personal bodyguards.
They move with purpose and discipline, unlike the frantic movements of Tier 1, as if they actually have a mind of their own. They hit like trucks, but generally attack slower.
[i]Ability 1 - Soul Link -[/i] The Tier 2 minions have the special ability of taking a % of the damage the Necromancer receives. They are his bodyguards after all. However, if one of the Tier 2 minions die, the break in the Soul Link makes the Necromancer vulnerable, causing him to take increased damage for a period of time.
[i]Ability 2 - Harvest of Fear[/i] The Tier 2 minions will amplify any fear of the surrounding enemies. Causing them to deal less damage, or take more damage. Weak enemies have a chance of being stunned with fear temporarily.
[b]Tier 3: Liche / Apprentice / Enslaved Spirit[/b]
[i]Mechanics -[/i] A being with intelligence, enslaved to your will, or willingly attempt to learn from you. While this minion doesn't deal direct damage, they do however buff your minions, causing your Tier 1 to last longer, healing your Tier 2, and debuffing your enemies when passive.
[i]Ability 1 - Necromantic Servant -[/i] The Tier 3 minions knows, or is learning Necromancy. With this, when an enemy unit is defeated, they will summon a Tier 1 minion in their place. Depending on lore, they may just be arrested. If so, the Tier 3 can just periodically summon a Tier 1 every 10 - 20 seconds or something.
[i]Ability 2 - Bone Armor -[/i] A buff that surrounds a minion with either swirling bones, or a shield made out of bone. It increase their resistance to damage for a period of time. Only cast on a minion taking damage.
[i]Ability 3 - Undeath Enchantment -[/i] Enchants all the attacks of a minion type to drain the health of an enemy, healing the minion in the process.
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[b]NECROMANCER ABILITIES[/b]
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Note: These are not in order. Just a list of Necromancer specific abilities I would like.
[b]Necromantic Blast:[/b] This is super figgn cliche, and I'd be happy for suggestions. But a energy blast that essentially causes some life drain. Healing yourself, and your Tier 2 and 3 minions.
[b]Necromantic Corruption (Alternative to Blast):[/b] As I'd prefer Tier 1 Minions, and controlling your minions be your primary focus, I'd prefer this ability over Blast. Corruption is a channeled ability where the Necromancer places his hand on the ground, causing the ground the become corrupted in a wide area. All enemies within the area will have their life drained for a small amount of damage per second, which will directly heal the Necromancer and their minions.
[b]Sacrificial Explosion:[/b] An ability that cause all of your Tier 1 minions to explode. Healing you, and your tier 2/3 minions for a % of their combined health. They will also damage any enemies around them.
[b]Death's Hunger:[/b] The Necromancer will choose any minion. An etheral Scythe will appear in their hands, which they will swing once in a massive arc. The Scythe will deal a % of damage (Capped to a certain amount of damage for the sake of bosses). If they are under a certain % of health, this will outright defeat them (Bosses/stronger enemies are immune to this).
[b]Fury of the Underworld:[/b] All Tier 1 minions go into a frenzy, increasing their attack speed dramatically. However, it will also halve the amount of time they have. Meant to burst down a target.
[b]The Grave Rises:[/b] The Necromancer summons a graveyard to the location, causing Tier 1 minions to temporarily halt their timer within the area. Also, hands will reach out, slowing enemy units in the area.
[b]Reign of Undeath:[/b] This would be an ultimate ability of sorts, if such things exist. A channeled ability, where a torrent of Tier 1 minions rise behind you, and charge directly ahead. These are not quite Tier 1 minions though, they have basically no intelligence at all. They will essentially run into something and either explode on contact, or just attack once or twice before expiring.
In short, the ability will last for a period of time where the Necromancer can't do anything else. Supposed to give the user the feel of true mastery of Necromancy, as they summon seemingly endless waves of undead. As I realize system limitations, why I didn't want them to actually be minions. More just a regular cone type attack that gives the look of minions (Hence the expiring after hitting something). Check out March of the Murlocs from Heroes of the Storm "Murky", to give an idea of what I'm thinking.
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[b]NECROMANCER SPECIFIC ITEMS[/b]
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This is plainly a random idea. Figured it would be neat if some classes got some specific item after a story based mission. Or after a certain level or something. I did however, basically steal this idea from....somewhere.
[b]Xerial the Immortal:[/b] This is a skull found by the Necromancer, the skull of someone called "Xerial the Immortal". An ancient Necromancer who had great power, but was defeated and burned alive. Little did Xerial's enemies know, that he was actually immortal. Now in-cased in his skull, Xerial has offered the Necromancer his aid as long as the Necromancer keeps him around for his adventures, instead of rotting underground for eternity.
While not even close to his normal power, Xerial is still able to buff the Necromancer and his minions. Giving off an aura that increases life, damage, etc. Nothing super fancy, just another item.
Cosmetically, Xerial will float around the Necromancer (Lore wise the floating is given to Xerial from the Necromancer, but he has to stay close for it to work). Often either bragging about his previous power, and how he could crush the Necromancer or his enemies in an instance. Also takes delight in mocking everything around him. Could have some interesting lore interactions too with any ancient civilizations the game may have, giving out tidbits and such.
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[b]SILLY SHORT STORY[/b]
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"Man, did you see that guy start crying after we got done beating him!?" The thug said while laughing. His voice echoing through the abandoned warehouse.
"Hah, yeah! Was a pathetic sight, he didn't even put up a fight." Another thug responded after taking a swing of a nearby bottle "Had a pretty good amount of cash on him though!"
The thugs continued to laugh and drink, regaling tails of todays hauls. With no care in the world, they didn't even notice the shadows growing in the corners, or the faded groaning noise as if the buildings materials were bending in the distance.
After taking another big swig of some vodka, one of the thugs started feeling claustrophia pricking the back of his mind. Looking around, he noticed the shadows have grown so much, he couldn't even see the walls anymore. The sun that was pouring through the windows seemed to have dimmed as if clouded over, but it was supposed to be a clear day today.
"Jarould, wakes up mannnnn! You drink too musch or what you uhhh lightweight!" A thug with a ciggerete said while grinning
Jarold just glared at the biggest "Eat one Brett. Just seems like someone turned off the lights" with slight paranoia hint in his voice
Brett and a couple other thugs laughed, while a few others glanced around now noticing the same things. Brett was about to respond when they all heard the building groan loudly, like the sound of aged metal being forced to move by some unknown pressure.
Silence fell upon the thugs for a moment. Then from the shadows, a rotting corpse stepped out.
Brett saw it and burst out in laughter "Ifs your here fur shome kid coshpray event, you *hiccups* shertainly came to da wrong prashe" drunkingly yelled across the warehouse as he picked up his worn and cracked baseball bat
"Bre....Brett, hold up man" Jarold said shakingly, as he noticed the growing groaning isn't coming from the building, and is coming from every direction.
As more shapes started taking form in the shadows, Jarold could visibly see Brett's face quickly start to sober as adrelanine started pumping through his system.
His grin turning into a snarl, Brett turns back to the corpse in front of him and yells "I warns'd you, you ugly bashtards!" just as his swings his bat, connecting with the corpses head hard, knocking it straight to the ground.
"Hah! Wow theesh guys are idiots!" Brett giggled with victory in his voice
The other thugs started to pick up their own weapons, rusted chains, worn sledgehammers, broken pieces of wood, whatever they could find.
They were all ready to stand defiantly against these fools who keep slowly walking towards them.
When a whisper echo'd throughout the nearly empty warehouse. A whisper that pierced any courage that the thugs have mustered. Wasn't a greeting, or a threat, wasn't anything even directed to the thugs. Just "Go".
Without hesitation, the corpses went into a sprint, going after the closest thug, while turning the groaning into an ear piercing roar. The one that Brett knocked down, now reaching up and clawing at his clothes. With a grunt, Brett smashed down on the corpse over and over with his bat, crushing its skull.
Jarold and the other thugs, now in an un-organized circle, fighting off the corpses. However, everytime they take one down, another one takes its place. Each thug slowly succumbing to fear, loudly yelling, shortly there after being overcome and dragged to the ground by the corpses.
After bashing in the skull of that corpse, he saw all of his friends drown in the mass of corpses. Brett turned to run, but as he did so, a figure with darkness set in his eyes walked out of the shadows towards him.
The figures dark outfit, had bones sewn into it. The very fabric seemed ancient, and seemed to give off an aura of death. Brett has heard of these types before, Necromancer's.
Brett bellowed a warcry as he lifted his bat and ran at the Necromancer. However, right before he reached him, two large figures, clad in black armor stood infront of the Necromancer.
The last thing Brett saw, were the blades of the Death Knights, dripping with a dark miasma....
TL;DR, sorry, but this post got me thinking about pets in general.
If you have a humanoid pets, would being able to edit their appearance in the Avatar Editor be possible? That way, you might could have humanoid cyborgs, robots, zombies, maybe even eventually a skeleton, etc. You could do up your humanoids to look like soldiers, thugs, angels, demons, cheerleaders, etc and it wouldn't necessarily have to be connected to the powers they have. It would be the ultimate in Aesthetic Decoupling for pets.
R.S.O. of Phoenix Rising
I (and of course others) have been asking for something like this in the forums pretty much since CoV launched.
While this would directly be applied towards combat henchmen my personal desire is to be able to also let any player have a non-combat vanity "pet" that would be completely customizable in the Avatar Editor (as if it were a separate individual PC). This humanoid pet would then follow you around and basically be a "vanity sidekick". As a non-combat pet it would not be overpowered in any way and would not require any of the coding that combat oriented henchmen/pets would require.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]
It would be nice to be able to edit pets that inhabit our SG bases and Personal Lairs too, whether they can walk around or not.
R.S.O. of Phoenix Rising
Exactly... the also often requested suggestion to have customizable NPCs for SG bases and Personal Lairs would be very closely related to my idea for a "vanity sidekick". If the Devs ever gave us one of these things it should be pretty trivial to get the other.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]
I always thought CoH could have let the robots have reskins for little dev cost, specifically let you swap out clockwork robots (or, later, the Praetoria boring collision test dummy style ones), just needing to pick already-existing attachment points for the Mastermind-specific blasts and pick some extant punch/swats for the punches.
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The very existence of the taunting tank irritates, for it requires idiotic AI that obeys the taunt.