The Cult of Chemosh
Forum rules
- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Re: The Cult of Chemosh
So you're thinking more in lines of having a group of undead (1-6) helping you in combat (tanking?) while the necro sits back and casts? Maybe the caster uses various poisons and debuffs (nerfed stat cloudish) to weaken the enemy? I think it would be cool for lower necro's to have a skeleton or two (melee) next level have 2-4 higher quality skeletons (melee/caster) and at the highest level be able to animate a golem from body parts.
Body parts could be more powerful by the enemy killed (dragon, yeti, wyvern, Draugor? and there is a high % chance of the golem failing without high int, wis and dex.
A necro needs to be present to decompose the body so friends/alts can't pile up the parts for them.
Necro abilities could be debuff/melee only until groups of undead could be raised. When a group is present, the necro could have specials (melee/casting) by channeling them through the undead creation.
Cult members can walk through undead areas of the game with complete safety from undead beings.
Cult members can scavenge (herb) for body parts.
Cult members get an huge penalty to Con and a reduced penalty when they're destroyed.
Cult members can only train from Death and Lars. (haha!)
Members cannot wear anything heavier than leather armour.
*shrug* lol
-B
Body parts could be more powerful by the enemy killed (dragon, yeti, wyvern, Draugor? and there is a high % chance of the golem failing without high int, wis and dex.
A necro needs to be present to decompose the body so friends/alts can't pile up the parts for them.
Necro abilities could be debuff/melee only until groups of undead could be raised. When a group is present, the necro could have specials (melee/casting) by channeling them through the undead creation.
Cult members can walk through undead areas of the game with complete safety from undead beings.
Cult members can scavenge (herb) for body parts.
Cult members get an huge penalty to Con and a reduced penalty when they're destroyed.
Cult members can only train from Death and Lars. (haha!)
Members cannot wear anything heavier than leather armour.
*shrug* lol
-B
Re: The Cult of Chemosh
Very good ideas, Bromen! And, you've actually come very close to the mark on many of the ideas I am developing with this.
G.
G.
Mmmmmm ... pie ...
Re: The Cult of Chemosh
That sounds like Diablo 2 necros.
All comments are made by the player behind Uther, NOT THE CHARACTER UTHER!
Re: The Cult of Chemosh
Cult members can heal skeletons at the sacrifice of mana and their own health.
Cult members can transport or "store" recently created minions in an astral plane (backpack of sorts) and can be summoned at will.
More minions can be stored with more skill and guild xp.
Members can use daggers, polearms, and wands.
It's not like D2 necro's since those didn't need components. And what necro wouldn't be similar to another concept?
-B
Cult members can transport or "store" recently created minions in an astral plane (backpack of sorts) and can be summoned at will.
More minions can be stored with more skill and guild xp.
Members can use daggers, polearms, and wands.
It's not like D2 necro's since those didn't need components. And what necro wouldn't be similar to another concept?
-B
Re: The Cult of Chemosh
Diablo II was very much the inspiration for my build. Again, Bromen, you name some things I have considered.
G.
G.
Mmmmmm ... pie ...
Re: The Cult of Chemosh
I'm curious (and I hope Gorbie has thought about it) how Cultists will fare against enemies like the Orc Captain. It seems cheating to allow a cultist to bring their minions up on the ledge with him/her ... but I can't imagine a necromancer would have a great ability to take damage...hmmm
Re: The Cult of Chemosh
Jhael wrote:I'm curious (and I hope Gorbie has thought about it) how Cultists will fare against enemies like the Orc Captain. It seems cheating to allow a cultist to bring their minions up on the ledge with him/her ... but I can't imagine a necromancer would have a great ability to take damage...hmmm
They should have full controll over theire minions and be able to send one up the ledge
Re: The Cult of Chemosh
What Draugor said.Draugor wrote:Jhael wrote:I'm curious (and I hope Gorbie has thought about it) how Cultists will fare against enemies like the Orc Captain. It seems cheating to allow a cultist to bring their minions up on the ledge with him/her ... but I can't imagine a necromancer would have a great ability to take damage...hmmm
They should have full controll over theire minions and be able to send one up the ledge
Also, it is entirely likely that Necromancers would excel at certain situations and be horribly defeated by others.
G.
Mmmmmm ... pie ...
Re: The Cult of Chemosh
Cool! Was just curious how you'd tackle such an encounter.gorboth wrote:What Draugor said.
Also, it is entirely likely that Necromancers would excel at certain situations and be horribly defeated by others.
G.
As far as excelling in certain situations, that makes sense to me. I would say that, ideally, each guild in Genesis should have similar things to consider (regardless of whether this is or is not the case right now).
Re: The Cult of Chemosh
Would be cool if a skeleton could block an exit. haha!
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/