Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
How A Necromancer Would Play
PVE Scenario:
The Necromancer has access to undead summoning. He can summon Skeletons, Wraiths and Ghosts by default. Another ability would be to summon dead enemies, but it has a cap like:
-6 Low tier enemies
-4 Mid Tier enemies
-2 High Tier
-1 Boss Tier
Keeping these minions on the field would cost resource bar (Mana or something), and the higher tier the enemy, the more mana it would consume, so Higher tier enemies would completely anihilate the battlefield for a few seconds but after using them, the Necromancer would be defenseless, due to the high mana cost. Lower tier minions could be buffed for higher defense or attack. The Necromancer could also cause debuffs to the enemy, like poison or bleed.
PVP Scenario:
Same mechanics as PVE, but maybe utilize the summoned minions in a more strategic manner. Think more in an RTS style. The Necromancer could sit in the sidelines while commanding his minions to slaughter unsuspecting players.
The Necromancer has access to undead summoning. He can summon Skeletons, Wraiths and Ghosts by default. Another ability would be to summon dead enemies, but it has a cap like:
-6 Low tier enemies
-4 Mid Tier enemies
-2 High Tier
-1 Boss Tier
Keeping these minions on the field would cost resource bar (Mana or something), and the higher tier the enemy, the more mana it would consume, so Higher tier enemies would completely anihilate the battlefield for a few seconds but after using them, the Necromancer would be defenseless, due to the high mana cost. Lower tier minions could be buffed for higher defense or attack. The Necromancer could also cause debuffs to the enemy, like poison or bleed.
PVP Scenario:
Same mechanics as PVE, but maybe utilize the summoned minions in a more strategic manner. Think more in an RTS style. The Necromancer could sit in the sidelines while commanding his minions to slaughter unsuspecting players.
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Comments
Imagine PvP and seeing your "own self" fighting on the other side as a "risen", sure as hell going to put a mark on that Necro in PvP.
Think that would be a great place for Necromancers and Summoners and Undead Knights.
Summoner summons will be the same option across classes but cleric augments will add "give and take life" options which associate with your pet e.g
Summon "creature" that does damage to opponent + augment that uses pet HP to do additional damage to opponent (causes pet appearance to decay)
Summon "creature" pass health from your pet to yourself (causes pet appearance to decay)
Ya know like this kinda things but better because I'm not very good of thinking up skills ^^
Since Summoner is the primary class, we can assume!! that the class will be minion based. IF we assume that, then there are several archetypes that can be filled here:
1)Minions are semi permanent summons which use abilities that would comprise of the major of the Necromancer's damage and debuffs, whereas the Necromancer himself would spend time as a "support" class for his own minions, buffing them, healing them, etc.
2)Minions are a temporary summon, meaning that they are both expendable and cheap. This route revolves around Necromancers summoning hoards of these minions to wear enemies down. Whether or not the minions have large debuffs themselves or if the Necromancer applies most debuffs is optional, but in this scenario the Necromancer works much like a siege engine, summoning minions, and perhaps sacrificing those same minions as a resource for certain spells which could be used to change the pace and outcome of otherwise lost or more even battles.
3) A more rarely seen archetype, The Necromancer can become a frontline fighter, drawing immense strength from his summoned undead to work as a pseudo tank. In this scenario, the Necromancer himself is not the primary damage dealer, but forces enemy attention onto him while his minions destroy the enemy. You can almost think of this as a Death Knight class archetype.
4)The minions exist solely to tank and as secondary DPS. The vast majority of debuffs and damage is coming from the Necromancer himself. In this archetype, the Necromancer is classic artillery, focusing his mana onto damage. The tank minions will use taunt abilities and generate tons of hate so that the Necromancer remains both safe and secure. In this archetype the "drain" aspect is mostly used to heal your meat shields.