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Flesh
12-16-2003, 02:22 AM
I've always enjoyed the concept of necromancers - be it in Everquest, Diablo 2, D&D, etc. So...

Necromancer:

HP: 25
Armour: 0
Block Front: 20%
Block Side: 10%
Movement: 3 spaces
Power: 25
Range: 3 squares
Area Of Effect: None - just the target square
Recovery Time: 4 turns

If the necromancer's attack successfully destroys an opponent, a animated skeleton will appear where that enemy died.

Skeleton:

HP: 30
armour:15
Block Front: 50%
Block Sides: 25%
Movement: 2 spaces
Power: 15
Recovery Time: 1 turn



I like this charcter because it isint overpowered and it has a really great secondary effect: skeleton. The skeleton is pretty weak - which makes sense, as the skeleton is a mere shadow of its former self.

Sodevilish
12-16-2003, 06:09 AM
I believe the Necro is too weak... its basically a weaker versious of a witch... Tweak his recovery time to 2 or 3... raise his either blocking or hp a bit... And skeletons armor is too high....

But if you like the recov time on the necro then at least give him an area of effect dmg.... otherwise hes too weak.

Zeratul
12-16-2003, 09:39 AM
man so many people have said make the necromancer a unit it's starting to get old my opinion do something unique and different not something thats been done.

Kbang
12-16-2003, 01:31 PM
I had kinda the same idea, but different.

Necromancer:
HP:25
Power: 0 (Summon Skeleton)
Armor: 0
Move: 3
Refresh: 3
Little or no blocking ability

Summoned Skeleton
HP: 10
Power: 10
Armor: 0
Move:3
Refresh:0 (the dead never tire)
Little or no blocking ability