Please consider introducing a new character class to encourage game re-playability.
A *Summoner/Necromancer* class would infuse a new perspective and depth to an old game. The Summoner/Necromancer should be unable to use Eudaemons.or Troops or Willpower.
Example Basic Skills:.
Skill 1. - Basic attack with rage-leech.
Skill 2 - Summon "Storm of crows"- attacks all enemies and %chance to cause enemy max HP% bleed per turn for fixed turns.
Skill 3 - Erect a "Flag of Truce" - All enemies *and* including player/caster are unable to cast offensive skills for fixed turns.
Skill 4 - Summon a random Golem [one out of Light, Dark, Fire, Water, Electro and Wind] with respective resistances, damage type and with *taunt* ability for fixed turns.
Skill 5 - "Blood Pool" - After casting, if enemy *Direct skill damage* to Golem destroys it, the Golem will explode and damage all enemies and add a non-DoT debuff for fixed duration,
Skill 6 - "Soul Transfer" - With W-A-S-D keys, select spell to transfer respective caster main attributes to Golem. Explanation example- WADS-transfer STRENGTH +25%STR; SAWD-transfer INTELLECT + 25%INT., etc.
Skill 7 - "Mirror-Mere" - Summon a crown of bones circling the caster which has 1 HP. Crown causes all skills directed at Golem to reflect back at enemy caster. If crown/player takes 1 damage, crown explodes, causing %HP damage to SELF.
Skill 8 - "Well of Souls" - Tap into the well of souls to add a healing/turn buff to self at the expense of DoT damage to Golem for fixed turns.
Skill 9 - "Mired entropy" - Slow down casting rate of self (-100%) but increase all damage of Golem by 300% for fixed turns. Additionally, if any enemy attacks self, spread the slow-down to attacker.
Skill 10 - "Bone wall" - Erect a permanent bone wall [stays until destroyed] which has it's own HP, around self and golem. If wall is attacked, it leeches *double* the amount of rage used for the attack skill.
Skill 11 - "Reanimation" - Cast a buff on self which lasts for fixed turns. If self is killed while buff is active, resurrect self with *full* Awakening Points or Rage meter (either of the two)
The above are examples for basic 11 active skills of a Necromancer/Summoner. I have not mentioned Passive Skills, Advanced Skills or Knighthood Skills. There are 11 basic skills mentioned so one should take in mind that the player will choose one out of two possible paths which lead to two ultimate skills as seen with the skill system of other three Classes(Knight, Mage, Archer). This will force the player to choose. Which two skills are ultimate, that I leave out for discussion.
Since the Necromancer is unable to use Eudaemons and it's attached Sylphs or even Troops or Willpower, I would suggest it's core build, including stats, passive skills etc. be really buffed up to compensate for that.
This idea hopefully generates and infuses new interest to Wartune. I know this is a lot of work but please consider it.
Thank you,
Skael Vontari.
A *Summoner/Necromancer* class would infuse a new perspective and depth to an old game. The Summoner/Necromancer should be unable to use Eudaemons.or Troops or Willpower.
Example Basic Skills:.
Skill 1. - Basic attack with rage-leech.
Skill 2 - Summon "Storm of crows"- attacks all enemies and %chance to cause enemy max HP% bleed per turn for fixed turns.
Skill 3 - Erect a "Flag of Truce" - All enemies *and* including player/caster are unable to cast offensive skills for fixed turns.
Skill 4 - Summon a random Golem [one out of Light, Dark, Fire, Water, Electro and Wind] with respective resistances, damage type and with *taunt* ability for fixed turns.
Skill 5 - "Blood Pool" - After casting, if enemy *Direct skill damage* to Golem destroys it, the Golem will explode and damage all enemies and add a non-DoT debuff for fixed duration,
Skill 6 - "Soul Transfer" - With W-A-S-D keys, select spell to transfer respective caster main attributes to Golem. Explanation example- WADS-transfer STRENGTH +25%STR; SAWD-transfer INTELLECT + 25%INT., etc.
Skill 7 - "Mirror-Mere" - Summon a crown of bones circling the caster which has 1 HP. Crown causes all skills directed at Golem to reflect back at enemy caster. If crown/player takes 1 damage, crown explodes, causing %HP damage to SELF.
Skill 8 - "Well of Souls" - Tap into the well of souls to add a healing/turn buff to self at the expense of DoT damage to Golem for fixed turns.
Skill 9 - "Mired entropy" - Slow down casting rate of self (-100%) but increase all damage of Golem by 300% for fixed turns. Additionally, if any enemy attacks self, spread the slow-down to attacker.
Skill 10 - "Bone wall" - Erect a permanent bone wall [stays until destroyed] which has it's own HP, around self and golem. If wall is attacked, it leeches *double* the amount of rage used for the attack skill.
Skill 11 - "Reanimation" - Cast a buff on self which lasts for fixed turns. If self is killed while buff is active, resurrect self with *full* Awakening Points or Rage meter (either of the two)
The above are examples for basic 11 active skills of a Necromancer/Summoner. I have not mentioned Passive Skills, Advanced Skills or Knighthood Skills. There are 11 basic skills mentioned so one should take in mind that the player will choose one out of two possible paths which lead to two ultimate skills as seen with the skill system of other three Classes(Knight, Mage, Archer). This will force the player to choose. Which two skills are ultimate, that I leave out for discussion.
Since the Necromancer is unable to use Eudaemons and it's attached Sylphs or even Troops or Willpower, I would suggest it's core build, including stats, passive skills etc. be really buffed up to compensate for that.
This idea hopefully generates and infuses new interest to Wartune. I know this is a lot of work but please consider it.
Thank you,
Skael Vontari.
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