Pedwin wrote: » Ive never really played age of conan, but that sounds like a pretty solid system for a class like necromancer.
Pedwin wrote: » One of the things that most excites me about this game is the rich diversity of class options. The class most sticking out to me being the summoner, and then the necromancer sub-class.
Pedwin wrote: » Or will we be getting something more akin to a True Necromancer. Basically, a slow roll minion class, where you start off weak because you are just you, and then as you kill and animate (or summon) things you build your army up and grow stronger (obviously with an eventual minion cap being achieved through either a mix of a couple large creatures, or a handful of medium strength creatures, or a bunch of weaker disposable minions).
Pedwin wrote: » Very few games have gone with a true necromancer approach on classes like this due to a variety of reasons, but as a player I find its the variation on summoner (more or less necromancer) classes the most fun. Strategizing how to send in waves of minions, keeping your own position in mind so you don't just get murked to get around them having to kill your army, it's a high-risk high-reward style of play that just isn't seen often due to the challenges developers have in balancing/coding something of that nature.
Pedwin wrote: » But honestly, just being some self or even party buffer with a bone aesthetic or something of the sort, is a tired trope to simplify the class that's generally used. I think however the team chooses to handle things, i will love the game regardless though.
Aszkalon wrote: » Pedwin wrote: » One of the things that most excites me about this game is the rich diversity of class options. The class most sticking out to me being the summoner, and then the necromancer sub-class. " Hmmm ? Did somesay say ... ... ... Necromancer ? " Pedwin wrote: » Or will we be getting something more akin to a True Necromancer. Basically, a slow roll minion class, where you start off weak because you are just you, and then as you kill and animate (or summon) things you build your army up and grow stronger (obviously with an eventual minion cap being achieved through either a mix of a couple large creatures, or a handful of medium strength creatures, or a bunch of weaker disposable minions). Right now, i imagine a Necromancer to be just a Summoner like every "other" Summoner Archetype either with or without a certain Subclass, same Mechanics as all others aside from a few varying Abilities - and the "Optics" of Course will be that You use "Ghosts" as a "good" Necromancer - and undead Minions like Skeletons or Zombies as a "bad" Necromancer. Somehow like this, i understood it. Pedwin wrote: » Very few games have gone with a true necromancer approach on classes like this due to a variety of reasons, but as a player I find its the variation on summoner (more or less necromancer) classes the most fun. Strategizing how to send in waves of minions, keeping your own position in mind so you don't just get murked to get around them having to kill your army, it's a high-risk high-reward style of play that just isn't seen often due to the challenges developers have in balancing/coding something of that nature. I wonder how between like a single powerful Summon or several weaker Summons, how well the Balance of the Game will allow the Necromancer to protect him/herself. A Skill that transfer's Damage taken directly to the Summons would be nice, in Case some agile PvP'ers can just pass the Summons and attack the Necromancer directly. I don't even see that as overpowered, because the "Power" between the Necromancer and his Summons is still split, even if no Battle-Pet is involved. Pedwin wrote: » But honestly, just being some self or even party buffer with a bone aesthetic or something of the sort, is a tired trope to simplify the class that's generally used. I think however the team chooses to handle things, i will love the game regardless though. Took the Words right out of my Mouth. I too personally hope, it will be a bit "more" than just a Replacement of every other Summoner-Archetype with a few Boney and/or Undead Looks, Models, Aestetics. I won't complain if it should be just that in the End -> but of Course i will always hope for more - and always ask and dare the Developers to give Subclass/Second Class-Archetypes a bit more of Lore, Depth, Atmosphere and a Feeling of Immersion. 😁👍
willsummon wrote: » Age of Conan Necromancer was the most well done. Except for agro control. The Necromancer used a pet point system that and had a choice of several types of permanent pets, costing different pet points. The Necromancer could have a few powerful pets, or several weak pets, or a combination. Also, the pet points could be increased at the cost of making the Necromancer more weaker to attacks, or the pet points could be decreased, allowing the Necromancer to do more spell damage. The spells for the Necromancer ranged from decay damage over time to ice spells. Also, the Necromancer and their pets had a chance to proc a temporary pets on the killing of an enemy. Overall the Age of Conan Necromancer was a very flexible class. I hope the Summoner archetype in general uses a pet point system.
Finov wrote: » I really like the green magic of the character in GW2, but the pets are just disgusting.
Finov wrote: » I completely agree that the necromancer in Age of Conan is the best made. Just because the necromancer's pets quickly ran up to the enemy and attacked him, and also quickly returned back. Each pet had a passive effect from the attack. But I didn't like the character's attacking ice magic itself. There was also black magic that poisoned and cursed the enemy. I really like the green magic of the character in GW2, but the pets are just disgusting.
Arya_Yeshe wrote: » There should be a Necromancer specialized in spirits and demons, like a Demonologist of some sort
Pedwin wrote: » Finov wrote: » I really like the green magic of the character in GW2, but the pets are just disgusting. Truthfully i absolutely hated the necromancer in GW2 it handled in nearly every tropey way possible to side step the potential of what the class could actually be. I remember reading on it that they did that because they just didn't want to make it too complex on the coding side and didn't have the time to dedicate to it to make sure it was balanced properly etc. So they took a lot of shortcuts, and really it felt like a fairly generic caster class, with a few built in minions that had no oomph to them. I dont want a reskinned mage with a couple of brain dead pets that rely 100% on AI to do everything. I know its asking a lot, but a system where the caster actually has a bit more input into their pets actions would be ideal, where your spells actually fit the theme of a dark caster, using elements of life sacrifice (be it yourself, an ally, or an enemy) or making weapons out of bone, all the gruesome things that people think when they think of a necromancer, not a simplified dumbed down support character (which ive seen that done before, and i hate it) or just a reskin of a generic caster (side eyes elder scrolls online. That thing is hardly a necromancer! its just a generic caster with undead animations! GW2 isn't too far off from that themselves, being only marginally better than ESO)
willsummon wrote: » Finov wrote: » I completely agree that the necromancer in Age of Conan is the best made. Just because the necromancer's pets quickly ran up to the enemy and attacked him, and also quickly returned back. Each pet had a passive effect from the attack. But I didn't like the character's attacking ice magic itself. There was also black magic that poisoned and cursed the enemy. I really like the green magic of the character in GW2, but the pets are just disgusting. I understand why Funcom put the Necromancer and Ice Mage together. "Icy touch of death" and all that. But, I agree it did not fully fit. At least with the pet point system for the Necromancer let the Necromancer a pet class, or have no pets and be a powerful Ice Mage. I have not played GW2, so I cannot comment on that game.
Arya_Yeshe wrote: » There should be a Necromancer specialized in spirits and demons, like a Arya_Yeshe wrote: » There should be a Necromancer specialized in spirits and demons, like a Demonologist of some sort