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  1. = *NEW NECROMANCER-SPECIFIC CHANGES* =
  2. [Death Shroud]
  3. * While in death shroud, a necromancer loses energy at the rate of 1 energy per second; the first point of energy is lost at the end of the first second of death shroud; energy loss continues to tick at the end of every second afterward.
  4. * Death shroud life force decay remains at 4% of the maximum pool per second.
  5. * The death shroud bar now displays a real-time percentage ticker in addition to the raw number that displays the total amount of effective HP in your death shroud reserves.
  6. * Death shroud HP is now capped at 10,000.
  7.  
  8. [Reaper's Aspect] (new unique buff)
  9. * The next time that you enter Death Shroud, your presence fears adjacent foes.
  10. * Delay: ¾ s
  11. * Fear: ½ s
  12. * Radius: 180
  13. [] Upon entering Death Shroud, a “reaper” image appears over the user's location while a “scream” noise plays simultaneously.
  14. [] The PBAoE does not follow the Necromancer during its delay; rather the PBAoE is simply placed (along with the stationary reaper image) point blank at the Necromancer's current location upon entering death shroud and left to trigger 0.75 s after its instantaneous placement.
  15. [] Does not stack in intensity or duration; any new instance applied to a target that already has reaper's aspect will simply overwrite the older instance.
  16. [] [Reaper's Aspect] is not considered a boon or enchantment.
  17.  
  18. [Cursed]
  19. * Does nothing on its own; serves as an amplifying trigger for other skills.
  20. * Does not stack in intensity or duration; any new instance of cursed applied to an already cursed target will simply overwrite the older instance.
  21.  
  22. Energy levels when spawning or zoning into an area
  23. * 0/10 base; does not passively regenerate in any way
  24.  
  25. Total health pool restructured
  26. * Necromancer could probably do with a lower base health pool after these changes. Maybe not as low as “medium level” (i.e. Mesmer, Engineer, Ranger levels), but lower to some extent (one decent estimate that I came up with was 6880 at level 80 without base vitality/16,180 at level 80 with base vitality).
  27.  
  28.  
  29. = *NEW NECROMANCER CLASS SKILL* =
  30. [Curse] (F2)
  31. Cast-time: 0; Recharge: 18 s
  32. * Hex. Curse foes at the target area.
  33. * Number of targets: 3
  34. * Curse: 3 s
  35. * Radius: 120
  36. * Range: 900
  37.  
  38.  
  39. = *DAGGER MAIN-HAND* =
  40. [Necrotic Slash] (1-1)
  41. * Damage reduced from (2x): 302 (0.9) to 101 (0.3) (only one strike).
  42. * Attack speed normalized with that of [Necrotic Stab].
  43.  
  44. [Necrotic Stab] (1-2)
  45. * Damage reduced from 235 (0.7) to 101 (0.3).
  46. * No longer grants life force.
  47.  
  48. [Necrotic Bite] (1-3)
  49. * Cast-time increased from [?] to ¾ s.
  50. * Life force gain increased from 6% to 8%.
  51.  
  52. [Life Siphon] (2-1 through 2-3)
  53. Cast-time: 0; Recharge: 6 s
  54. * Siphon energy from foes at the target area. Striking one target heals you; striking foes beyond that grants life force. Gain energy if you strike a cursed foe.
  55. * Number of targets: 3
  56. * Delay: ¾ s
  57. * Damage: 252 (0.7)
  58. * First target healing: 186 (0.2)
  59. * Subsequent target life force gain: 1.5%
  60. * Energy per cursed foe struck: 1
  61. * Range: 900
  62. [] GTAoE reticle is a wide rectangle (narrow side faces the player); hit-box equal length and 200% width of [Spectral Wall] with inverted rotation vectors during the reticle placement period
  63. [] The range factor describes the distance from which the player can place the reticle; an imaginary line through the center of the reticle denotes its “range” with relation to the user.
  64. [] Energy gained: 1 energy per valid target hit
  65. [] Instead of being a forced channel, this skill now chains 2 times. Every skill in the chain is identical. Upon activating the chain or using any skill within the chain, each subsequent skill in the chain will be available for use for up to 20 seconds respectively before the entire chain resets and goes into cool-down. If all 3 skills are activated, this chain will enter cool-down immediately.
  66.  
  67. [Dark Pact] (3)
  68. Cast-time: ½ s
  69. * Lose life force and leap at your foe. If you cannot consume life force, you instead sacrifice health. If this strike hits, you damage adjacent foes and gain life force.
  70. * Initial life force consumed: 8%
  71. * Health sacrificed: 6%
  72. * Damage: 336 (1.0)
  73. * Damage radius: 180
  74. * Range: 600
  75. * Life force gain on hit: 8%
  76. [] Guardian [Leap of Faith]
  77. [] Life force gain: 1 packet of 8% if this attack successfully strikes a target; AoE damage is triggered afterward as is the case with Guardian [Leap of Faith]
  78. [] Health is consumed only if there is not a full 8% packet of life force left to consume. At that point, the player is dealt a packet of damage equal to 6% of his/her total HP.
  79.  
  80.  
  81. = *AXE MAIN-HAND* =
  82. [Rending Claws] (1)
  83. Cast-time: 1 s
  84. * Unleash a piercing blade of energy at your foe that inflicts vulnerability.
  85. * Damage: 286 (0.7)
  86. * Vulnerability (2): 4 s
  87. * Pierces
  88. * Range: 600
  89.  
  90. [Ghastly Claws] (2-1 through 2-2)
  91. Cast-time: ¾ s; Recharge: 5 s
  92. * Unleash spectral claws that cascade out of you, striking foes in a line and granting you life force.
  93. * Number of strikes: 6
  94. * Number of targets: 3
  95. * Damage per strike: 168 (0.5)
  96. * Life force per strike: 1%
  97. * Range: 600
  98. [] Projectile hit-box, movement and strike pattern are equivalent to Warrior [Whirlwind Attack] extended to 600 range.
  99. [] Elementalist [Dragon's Claw] casting animation.
  100. [] Instead of being a forced channel, this skill now chains into another skill. Both skills are identical. Upon activating the chain, the subsequent skill in the chain will be available for use for up to 20 seconds before the entire chain resets and goes into cool-down. If both skills are activated, this chain will enter cool-down immediately.
  101.  
  102. [Unholy Feast] (3)
  103. Cast-time: 2¼ s; Recharge: 8 s
  104. * Conjure a gnashing maw that damages and cripples foes in a cone in front of you. This skill's final strike removes boons from cursed foes. If you are above 30% life force, this skill's final strike removes boons; you gain energy for each boon that you removed in this way.
  105. * Number of targets: 3
  106. * Strikes (4x): every ½ s
  107. * Damage: 95 (0.2)
  108. * Crippled: 1 s
  109. * Final strike damage: 391 (1.0)
  110. * Final strike boons ripped vs cursed foe: 1
  111. * Energy per boon ripped: 1
  112. * Range: 400
  113. [] This skill has a ½ second wind-up before it actually begins charging; the player can move normally while charging this spell; after the ½ second wind up, this skill can be released at any time to deal its effects; the wind-up animation has a unique, salient audio effect in order to alert players.
  114. [] Beta [Churning Earth] style skill; player can move while charging and casting.
  115. [] The life force gain at full charge is flat and triggers so long as the player lands a successful strike with [Unholy Feast], regardless of the number of targets struck.
  116.  
  117.  
  118. = *SCEPTER MAIN-HAND* =
  119. [Bludgeon] (1-1)
  120. Cast-time: ½ s
  121. * Strike foes with a necrotic aura from your scepter.
  122. * Damage: 156 (0.4)
  123. * Range: 150
  124.  
  125. [Cudgel] (1-2)
  126. Cast-time: ½ s
  127. * Strike foes again with a necrotic aura from your scepter.
  128. * Damage: 156 (0.4)
  129. * Range: 150
  130.  
  131. [Grim Cesta] (1-3)
  132. Cast-time: 1 s
  133. * Strike and bleed adjacent foes with an energy blast from your scepter. Gain life force for each foe struck. Siphon health if you strike a cursed foe.
  134. * Number of targets: 5
  135. * Damage: 303 (0.9)
  136. * Bleeding (2): 7 s
  137. * Damage radius: 150
  138. * Life force per foe struck: 2%
  139. * Siphon damage vs cursed foes: 101 (0.3)
  140. * Siphon healing for each cursed foe struck: 240 (0.2)
  141. * Range: 150
  142. [] Health siphon: 1 packet of healing per valid target hit
  143.  
  144. [Grasping Dead] (2)
  145. Cast-time: ½ s; Recharge: 20 s
  146. * Summon spectral arms from your body that attack for you.
  147. * Grasping Dead (5): 20 s
  148. [] Activating this skill successfully flips both the 2 and the 3 skills into other chain abilities.
  149. [] This skill's recharge begins counting down the moment that its cast-time successfully resolves.
  150. [] The arms float over the player's hit-box roughly at the location of their shoulder armor slot. These arms do not follow with the player's animations, but remain mostly fixed into their position regardless of what pose the player may take.
  151. [] The arms also act independently of the player, so the arms can take actions while the player cannot—even during instances such as dodging. They would have been bone arms, but China is too spooked by skeletons.
  152.  
  153. [Ghost Hammer] (2-2)
  154. Cast-time: 0
  155. * Spend 1 charge. Your bone arms strike foes in front of you.
  156. * Damage: 340 (1.0)
  157. * Number of targets: 3
  158. * Range: 200
  159. [] The spectral arms have a ¾ second wind-up animation before they smash the ground in front of the player, dealing their damage.
  160. [] This skill functions like a normal melee attack with basic cleave.
  161.  
  162. [Ghost Ring] (2-3)
  163. Cast-time: ½ s
  164. * Spend all charges (minimum 3 charges). Splinter your spectral arms into a ring of ghostly energy around you, damaging adjacent foes. This splinter damage immobilizes cursed foes. The ring created by this effect bleeds and cripples foes that cross it.
  165. * Splinter damage: 176 (0.55)
  166. * Splinter damage radius: 180
  167. * Splinter immobilize vs cursed foes: ¾ s
  168. * Ring bleeding (4): 7 s
  169. * Ring cripple: 3 s
  170. * Ring duration: 3 s
  171. * Ring radius: 180
  172. [] Guardian [Ring of Warding] hit-box.
  173. [] This chain skill is only active for 1.5 seconds. If it is not activated during that time frame, it chains back into [Ghost Hammer].
  174. [] This skill can be used while moving. The ring appears using the player as its epicenter wherever its cast-time successfully resolves.
  175.  
  176. [Feast of Corruption] (3)
  177. Cast-time: ½ s; Energy: 3; Recharge: 3 s
  178. * If Grasping Dead is active, you gain 2 charges for it. If Grasping Dead is not active, it is instantly recharged.
  179.  
  180.  
  181. = *DAGGER OFF-HAND* =
  182. [Deathly Swarm] (4)
  183. Cast-time: 0; Recharge: 15 s
  184. * Form. Become a deathly swarm and gain haste.
  185. * Haste: 3 s
  186. * Form duration: 3 s
  187. [] User takes on the Giganticus Lupicus deathly swarm charge attack visual effect which he uses in his second phase.
  188. [] This skill can be used in the air in the same manner as [Ride the Lightning].
  189. [] This form locks all weapon skills except the following one which is placed in the first weapon slot.
  190.  
  191. [Swarm Strike] (Weapon slot 1 while in the Deathly Swarm form)
  192. Cast-time: ½ s
  193. * Exit your form and strike adjacent foes.
  194. * Damage: 333 (1.2)
  195. * Radius: 150
  196. [] This chain skill is only active while in the [Deathly Swarm] form; it is slotted into the form's first weapon skill slot.
  197.  
  198. [Enfeebling Blood] (5-1 through 5-2)
  199. Cast-time: ½ s; Energy: 2; Recharge: 15 s
  200. * Weaken foes with an enfeebling strike. If you strike a bleeding foe, this attack also chains to foes behind that target.
  201. * Number of targets: 3
  202. * Damage: 224 (0.4)
  203. * Weakness: 3 s
  204. * Range: 200
  205. * Additional target chain range: 400
  206. [] Revenant [Manifest Toxin].
  207.  
  208.  
  209. = *FOCUS OFF-HAND* =
  210. [Reaper's Touch] (4)
  211. Cast-time: 2¾ s; Recharge: 18 s
  212. * Spin while cloaked in spectral energy. Strikes against foes inflict vulnerability and grant life force; strikes on allies heal them.
  213. * Strikes (5x): every ½ s
  214. * Damage per strike: 95 (0.25)
  215. * Vulnerability (3) per strike: 8 s
  216. * Ally healing per strike: 186 (0.1)
  217. * Life force per strike: 1%
  218. * Number of foes: 5
  219. * Number of allies: 5
  220. * Radius: 180
  221. [] Warrior [Whirling Axe] animation with the Necromancer staff casting animation scythe positioned in front of the player
  222. [] Skill activation wind-up: ½ s; total channel time: 2 s; after-cast: ¼ s; first strike occurs right after the wind-up and subsequent strikes pulse afterward at a ½ second interval.
  223. [] The necromancer does not benefit from this skill's healing.
  224. [] Life force gain: 1% per foe struck with each pulse; no life force gained from just healing allies
  225.  
  226. [Spinal Shivers] (5)
  227. Cast-time: ¾ s; Energy: 2; Recharge: 30 s
  228. * Unleash a gust of necrotic energy that strikes foes in a line, inflicting chill and vulnerability; removes boons from cursed foes.
  229. * Number of strikes: 8
  230. * Number of targets: 3
  231. * Damage: 144 (0.4)
  232. * Chilled: 2 s
  233. * Vulnerability (3): 8 s
  234. * Boons removed per strike vs cursed foes: 2
  235. * Range: 900
  236. [] Projectile hit-box, travel speed and behavior are equivalent to Elementalist [Fiery Whirl].
  237. [] This attack will strike twice if it passes normally through a standard player hit-box; the tool tip describes the effect of a single hit.
  238.  
  239.  
  240. = * WARHORN OFF-HAND* =
  241. [Wail of Doom] (4)
  242. Cast-time: ¼ s; Recharge: 25 s
  243. * Screech a wail of doom in a cone pattern, dazing foes; inflicts vulnerability upon cursed foes.
  244. * Number of targets: 5
  245. * Daze: 1½ s
  246. * Vulnerability (10) vs cursed foes: 10 s
  247. * Range: 600
  248. * Unblockable
  249.  
  250. [Locust Swarm] (5)
  251. * Recharge reduced from 30 s to 25 s.
  252. * Swarm duration reduced from 10 s to 6 s.
  253. * Now classified as an enchantment (6 s duration).
  254. * Crippled duration per strike reduced from 2 s to 1 s.
  255. * Life force per target hit every pulse reduced from 1.5% to 1%.
  256.  
  257.  
  258. = *STAFF* =
  259. [Necrotic Grasp] (1)
  260. * Damage reduced from 246 (0.666) to 186 (0.4).
  261. * Life force gain per target struck reduced from 4% to 3%.
  262. * Physical projectile combo finisher is now a 100% chance.
  263.  
  264. [Mark of Blood] (2)
  265. Cast-time: 0; Recharge: 3 s
  266. * Inscribe a pulsing mark that damages foes at the target location; bleeds cursed foes.
  267. * Delay: 1 s
  268. * Pulse (2x): every 1 s
  269. * Damage per pulse: 244 (0.65)
  270. * Bleeding (2) per pulse vs cursed foes: 6 s
  271. * Duration: 2 s
  272. * Combo Field: Dark
  273. * Radius: 150
  274. * Range: 1200
  275. [] Mark features are now a neon-red color; emits bright, red-colored “well mist”
  276. [] Pulses occur at the end of each second.
  277. [] Has the same “cast-time” as Elementalist [Lava Font].
  278.  
  279. [Chilblains] (3)
  280. Cast-time: 1 s
  281. * Consume life force and unleash a line of blasts in front of you. Each strike inflicts damage; strikes against chilled foes poison them, lengthen their active chill durations and grant you energy.
  282. * Life force consumed: 10%
  283. * Number of targets: 5
  284. * Number of impacts: 5
  285. * Damage per impact: 314 (0.8)
  286. * Poison vs chilled foes: 4 s
  287. * Extends chilled duration: 1½ s
  288. * Energy per chilled foe struck: 1
  289. * Blast radius: 120
  290. * Range: 600
  291. * Unblockable
  292. [] Koda's Hammer [Ice Shock Wave]
  293. [] Chill duration extension identical to burning duration extension on Engineer [Air Blast]
  294. [] This skill will not activate if the player does not have enough life force to spend for its activation.
  295.  
  296. [Putrid Mark] (4) – name changed to – [Mark of Pain] (4)
  297. Cast-time: 1¼ s; Recharge: 15 s
  298. * Hex. Inscribe a mark of pain on target foe. Whenever a marked target takes damage, mark of pain deals damage to all foes adjacent to it.
  299. * Mark of Pain (4): 6 s
  300. * Mark of Pain damage: 202 (0.55)
  301. * Mark of Pain damage radius: 210
  302. * Range: 1200
  303. [] [Mark of Pain]'s effect has a 1-second internal cool-down per instance of it activating; this damage cannot critically hit.
  304. [] Foes affected by [Mark of Pain] will have a large, golden [Mark of Pain] skill icon above their head/hit-box throughout its duration; a red/white circle will follow the marked target in order to clearly designate the mark's damage radius.
  305. [] This same mark appears over the caster's head during the cast-time.
  306. [] The marked target is not affected by the mark's triggered damage.
  307.  
  308. [Reaper's Mark] (5)
  309. Cast-time: ½ s; Energy: 3; Recharge: 25 s
  310. * Gain reaper's aspect. Inscribe a pulsing mark in front of you, damaging foes; gain life force for each foe struck.
  311. * Reaper's aspect: 15 s
  312. * Mark duration: 6 seconds
  313. * Mark pulse (4x): every 2 s
  314. * Damage per pulse: 286 (0.7)
  315. * Life force per pulse: 2%
  316. * Mark range: 600
  317. * Combo Field: Dark
  318. [] Revenant [Searing Fissure]
  319. [] First pulse occurs immediately on successful cast and then once every 2 seconds afterward.
  320. [] Each pulse will grant 2% life force to the Necromancer for every target struck.
  321.  
  322.  
  323. = *DEATH SHROUD* =
  324. [Dark Path] (2-1)
  325. Cast-time: ½ s
  326. * Consume life force and mark your current location; leap at your foe. On hit, damage nearby foes.
  327. * Life force consumed: 6%
  328. * Number of targets: 5
  329. * Damage: 336 (1.0)
  330. * Combo Finisher: Leap
  331. * Range: 600
  332. [] Guardian [Leap of Faith]
  333.  
  334. [Dark Return] (2-2)
  335. Cast-time: ¼ s
  336. * Consume life force and return to your original marked location.
  337. * Life force consumed: 6%
  338. [] This chain skill is available for up to 5 seconds.
  339.  
  340. [Doom] (3)
  341. Cast-time: 0; Recharge: 30 s
  342. * Make foes in front of you vulnerable. Cursed foes flee in fear.
  343. * Number of targets: 5
  344. * Vulnerable (10): 8 s
  345. * Fear vs cursed foes: ¾ s
  346. * Range: 425
  347. [] Engineer [Flame Jet].
  348.  
  349. [Life Transfer] (4)
  350. * Cast-time increased from 3½ s to 4 s (added a further ½-second wind-up period to the beginning of the skill).
  351. * Recharge reduced from 40 s to 30 s.
  352. * Life force gained per hit reduced from 5% to 4%.
  353. * Damage per pulse reduced from 62 (0.25) to 62 (0.2).
  354.  
  355. [Tainted Shackles] (5)
  356. Cast-time: ¾ s
  357. * Hex. Expend life force to bind nearby enemies to you; cripple cursed foes. If bound foes extend beyond this ability's range before it naturally expires, the shackles break and bleed affected foes; cursed foes also loose a boon.
  358. * Life force consumed: 8%
  359. * Number of targets: 5
  360. * Duration: 3 s
  361. * Initial cripple vs cursed foes: 3 s
  362. * Shackle break bleed (5): 8 s
  363. * Shackle break boon removal vs cursed foes: 1
  364. * Effect radius: 300
  365. * Range: 240
  366. [] The current debuff effect inflicted by this skill upon enemies will have its name changed from [Dark Binding] to [Tainted Shackles] for the sake of consistency.
  367. [] The user can quickly move away from a bound foe in order to manually provoke the break effect.
  368.  
  369.  
  370. = *HEALING SKILLS* =
  371. [Consume Conditions]
  372. Cast-time: 2½ s; Recharge: 20 s
  373. * Healing skill. Cure yourself and consume a condition with every pulse. You gain life force when you consume a condition.
  374. * Pulse (3x): every ¾ s
  375. * Healing per pulse: 1150 (1.0)
  376. * Life force per condition consumed: 4%
  377.  
  378. [Signet of Vampirism]
  379. Cast-time: 1¼ s; Recharge: 25 s
  380. * Healing signet hex. Heal yourself and hex target foe. Allies that strike a foe hexed with Vampiric Mark siphon health from that foe.
  381. * Initial self heal: 2650 (1.0)
  382. * Vampiric Mark (10): 5 s
  383. * Mark life siphon damage: 95 (0.1)
  384. * Mark life siphon healing: 280 (0.4)
  385. * Range: 600
  386. [] Vampiric Mark stacks have a 1-second internal cool-down per attacker respectively.
  387.  
  388. [Summon Blood Fiend]
  389. * Cast-time reduced from 1½ s to 1 s.
  390.  
  391. [Taste of Death]
  392. Cast-time: ¾ s
  393. * Healing minion command. Sacrifice your blood fiend to heal yourself and allies in the area.
  394. * Self healing: 1945 (1.0)
  395. * Allied healing: 1500 (1.0)
  396. * Allied healing radius: 360
  397. * Combo Finisher: Blast
  398. [] The allied healing and blast finisher are PBAoE effects
  399. [] The user also benefits from the allied healing.
  400.  
  401. [Well of Blood]
  402. Cast-time: 1¼ s; Recharge: 20 s
  403. * Healing well. Heal yourself and conjure a well of blood to heal allies. If you conjure this well while above 50% life force, it counts as a water field.
  404. * Initial self heal: 2280 (1.0)
  405. * Pulses (4x): every 1 s
  406. * Healing per pulse: 202 (0.4)
  407. * Duration: 3 s
  408. * Number of allies: 10
  409. * Radius: 210
  410. * Combo Field: Light
  411. * Combo Field when above 50% life force: Water
  412. [] First healing pulse occurs immediately after cast completion.
  413.  
  414.  
  415. = *SPECTRAL* =
  416. [Spectral Grasp]
  417. Cast-time: 1 s; Recharge: 25 s
  418. * Spectral. Drag nearby foes toward you with spectral force. If you are above 70% life force when you activate this skill, both its range and pull distances respectively double in range.
  419. * Number of targets: 3
  420. * Pull: 400
  421. * Range: 500
  422. * Unblockable
  423. [] Engineer [Blunderbuss] hit-box.
  424. [] This skill prioritizes players over other NPCs.
  425.  
  426. [Spectral Wall]
  427. * Recharge reduced from 45 s to 30 s.
  428. * Duration reduced from 5 s to 3 s.
  429. * Fear duration reduced from 1 s to ½ s.
  430. * Protection removed.
  431.  
  432. [Spectral Walk]
  433. Cast-time: 0; Recharge: 30 seconds
  434. * Spectral. Cure yourself and nearby allies of immobilized, crippled and chill; you and nearby allies gain swiftness. You gain life force for each ally you affected. Create a shadowy tether and become spectral. You may return to your initial position by using Spectral Recall. If you are above 50% life force when you activate this skill, you also gain haste.
  435. * Swiftness: 12 s
  436. * Haste when above life force threshold: 3 s
  437. * Life force per affected ally: 2%
  438. * Number of targets: 5
  439. * Radius: 300
  440. * Spectral Tether: 8 s
  441. * Breaks stun
  442. [] The user is also counted in the “affected ally” tally.
  443. [] This shadowy tether is not considered an enchantment.
  444.  
  445. [Spectral Armor]
  446. Cast-time: 5¼ s; Recharge: 25 s
  447. * Spectral enchantment. Enchant allies with spectral armor at the target location. These allies gain healing with each pulse; whenever an ally who you enchanted with spectral armor takes damage, you gain life force. If you are above 70% life force when you activate this skill, your enchanted allies also gain aegis
  448. * Target radius: 90
  449. * Target range: 900
  450. * Number of allies: 2
  451. * Effect range: 900
  452. * Duration: 5 s
  453. * Pulse (6x): every 1 s
  454. * Allied healing per second: 186 (0.2)
  455. * Life force gained when ally is struck: 3%
  456. * Aegis when above life force threshold: 3 s
  457. [] Wind-up: 0; Total channel time: 5 s; After-cast: ¼ s
  458. [] Allies at the initial target location also gain the visual “spectral” effect; spectral “trails” equivalent to the one left by [Spectral Walk] tie the affected allies back to the original user of the skill in the same manner as foes are tied to the caster of [Tainted Shackles].
  459. [] The life force gain effect has a flat, 1 second global cool-down across all effected targets; even if a necromancer has 2 allies enchanted with [Spectral Armor] and both of them are struck within the span of 1 second, the necromancer will only receive the 3% life force benefit once (on the first instance of one of those allies being struck).
  460. [] If an affected ally extends further than 900 range away from the necromancer, the spectral armor effect ends prematurely and that ally gains no bonuses from any subsequent pulses of the skill.
  461. [] First pulse occurs immediately upon activation and then at the end of every second thereafter.
  462. [] Even though this skill has no actual cast-time wind-up, being a channel skill, it cannot be activated while stunned or while using another skill.
  463. [] This skill prioritizes players over other NPCs.
  464. [] [Spectral Armor] cannot target structures.
  465. [] [Spectral Armor] will not trigger its effects if it does not detect a valid target when used.
  466.  
  467. [Lich Form]
  468. Cast-time: ¼ s; Recharge 8 s
  469. * Spectral form. Lose all minions and enchantments; consume life force and assume the form of a lich. You sustain lich form by consuming life force. If you cannot consume enough life force to sustain this form, you are forced back to your normal form.
  470. * Initial life force cost: 6%
  471. * Pulse: every 1 s
  472. * Life force per pulse: 6%
  473. [] [Lich Form] no longer grants stability nor bonuses to vitality and precision.
  474. [] This form still uses the player's regular health pool; life force is drained simultaneously.
  475. [] As is the case now, the player has no access to any skills except lich skills while this form is in effect.
  476. [] The recharge on this skill begins counting down only after the player exits the form.
  477.  
  478. [Deathly Claws]
  479. Cast-time: 1 s
  480. * Send out a claw that explodes on impact.
  481. * Damage: 286 (0.7)
  482. * Number of targets: 3
  483. * Radius: 150
  484. * Range: 1200
  485. [] Elementalist [Fireball] projectile speed and arc.
  486. [] Claw projectile is a bright, neon-green “spectral” color.
  487.  
  488. [Grim Specter] (2)
  489. Cast-time: ¾ s; Recharge: 5 s
  490. * Conjure a hand from the ground that crushes and bleeds foes in its grip after a delay.
  491. * Delay: 2 s
  492. * Damage: 467 (1.25)
  493. * Bleeding (4): 8 s
  494. * Combo Finisher: Blast
  495. * Radius: 210
  496. * Range: 1200
  497.  
  498. [Marked for Death] (3)
  499. Cast-time: ¾ s; Recharge: 5 s
  500. * Make foes vulnerable at the target area.
  501. * Vulnerability (8): 5 s
  502. * Number of targets: 5
  503. * Radius: 180
  504. * Range: 1200
  505.  
  506. [Chilling Wind] (4)
  507. Cast-time: ¼ s; Recharge: 45 s
  508. * Release a freezing wind that chills and pushes back foes.
  509. * Chilled: 4 s
  510. * Knock-back: 300
  511. * Number of targets: 5
  512. * Radius: 450
  513.  
  514. [Mark of Horror] (5)
  515. Cast-time: 1¼ s; Recharge: 60 s
  516. * Gain reaper's aspect.
  517. * Reaper's aspect: 15 s
  518.  
  519.  
  520. = *MINIONS* =
  521. [Summon Bone Minions]
  522. * Cast-time reduced from 1½ s to 1 s.
  523. * Recharge reduced from 20 s to 15 s.
  524. * Model size increased by 25%.
  525. * Base HP increased by 40%.
  526.  
  527. [Putrid Explosion]
  528. Cast-time: 0; Recharge: 1 s
  529. * Minion command. Command a bone minion to leap to the target area and explode.
  530. * Damage: 1592
  531. * Damage radius: 180
  532. * Range: 1500
  533. * Leap range: 700
  534. * Combo Finisher: Blast
  535. [] This skill now makes a Bone Minion execute a [Jump Shot]-style attack to target location before exploding (attack has a max range of 700 units). If a Bone Minion is outside of this range when assigned to explode at a target location, it will path to 700 range from the location and then perform the attack.
  536.  
  537. [Summon Bone Fiend]
  538. * Cast-time reduced from 1½ s to 1 s.
  539. * Recharge reduced from 30 s to 25 s.
  540. * No longer has a crippling attack.
  541. * Attacks made by the Bone Fiend now inflict crippled (2 s per strike) to cursed foes.
  542. * Maximum attack range set to 1000 range units.
  543. * Base HP increased by 20%.
  544.  
  545. [Rigor Mortis] – name changed to – [Bone Wall]
  546. Cast-time: ¼ s
  547. * Minion command. Destroy your bone fiend and conjure a tall wall of bone directly in front of you which knocks back foes upon creation. This wall intercepts projectiles.
  548. * Number of targets: 5
  549. * Knock-back: 400
  550. * Duration: 3 s
  551. [] Revenant [Wall of the Mists] mechanic for the wall itself; appearance is a piece of a scaled Tequatl bone wall model
  552. [] The initial knock-back strike is a regular melee cleave attack hit-box with 150 range.
  553.  
  554. [Summon Flesh Wurm]
  555. * Cast-time reduced from 1¼ s to 0 (instant; can be used while stunned)
  556. * Recharge reduced from 40 s to 30 s.
  557.  
  558. [Necrotic Traversal]
  559. Cast-time: 0
  560. * Gain haste. Your flesh wurm teleports to your location and explodes, knocking back foes.
  561. * Effect radius: 240
  562. * Knock-back: 400
  563. * Haste: 2 s
  564. * Combo Finisher: Blast
  565. * Breaks stun
  566. [] The flesh wurm does not actually teleport to the player; that is flavor text. The wurm is merely destroyed by this skill, then the necromancer inflicts the knock-back as a player-centric PBAoE; this may or may not warrant some kind of “wurm coming up from the ground and exploding/dying” animation on the player.
  567.  
  568. [Summon Shadow Fiend]
  569. * Recharge reduced from 30 s to 25 s.
  570.  
  571. [Haunt]
  572. Cast-time: 0; Recharge: 12 s
  573. * Minion command. Leap backwards; your shadow fiend teleports to your starting location and strikes adjacent foes with a pulsing attack. This attack blinds cursed foes.
  574. * Pulse (3x): every 1 s
  575. * Damage per pulse: 336
  576. * Blind per pulse vs cursed foes: 3 s
  577. * Duration: 2 s
  578. * Effect radius: 150
  579. [] Engineer [Acid Bomb] leap
  580. [] This attack pulses upon creation and then once at the end of each second of its duration.
  581.  
  582. [Charge]
  583. Cast-time: 0; Recharge: 35 s
  584. * Minion command. Command your flesh golem to charge across the target location, knocking down foes.
  585. * Damage per strike: 193
  586. * Number of strikes: 8
  587. * Number of targets: 3
  588. * Knockdown: ½ s
  589. * Charge range: 600
  590. * Command range: 1200
  591. * Chilled ignored
  592. * Crippled ignored
  593. [] This skill now has a line reticle that designates the flesh golem's charge direction and total path covered.
  594. [] Upon placing the reticle, the flesh golem will teleport to the start of the line and perform its charging attack after a brief (½-second or so) wind-up.
  595. [] This attack will prioritize players over other NPCs.
  596. [] It may be worthwhile to make this into another chain skill: Chain 1 = lay a small circular AoE marker which marks the location at which the golem will teleport; Chain 2 = [Whirlwind Attack] style AoE which determines the direction of the golem's charge attack (after chain 2 is placed, then golem teleports and executes its attack).
  597. [] Chain within a chain. Chainsception.
  598. [] Alternatively, the skill could just be a [Whirlwind Attack] style skill which teleports the golem to the Necromancer and then moves in the direction already determined by the Necromancer's target reticle.
  599.  
  600.  
  601. = *CORRUPTIONS* =
  602. [Blood is Power]
  603. Cast-time: 2½ s; Recharge: 25 s
  604. * Corruption. Consume life force to grant might to other allies in the area. If you cannot consume life force, you instead sacrifice health.
  605. * Pulse (4x): every ½ s
  606. * Might (3) per pulse: 15 s
  607. * Life force per pulse: 4%
  608. * Health per pulse: 2%
  609. * Radius: 600
  610. [] Health is consumed only if there is not a full 4% packet of life force left to consume. At that point, each pulse costs the player a packet of health equal to 2% of his/her total HP.
  611. [] Movement interrupts channeling.
  612.  
  613. [Corrosive Poison Cloud]
  614. Cast-time: 0; Recharge: 35 s
  615. * Corruption. Weaken nearby foes and envelop the area around you in a noxious cloud that inflicts poison and vulnerability; this cloud destroys projectiles.
  616. * Number of targets: 5
  617. * Initial weakness: 2 s
  618. * Initial weakness raidus: 240
  619. * Pulse (4x): every 1 s
  620. * Poison per pulse: 2 s
  621. * Vulnerability (2) per pulse: 10 s
  622. * Cloud radius: 240
  623. * Cloud duration: 4 s
  624. * Combo Field: Poison
  625. * Range: 900
  626. * Unblockable
  627. * Breaks stun
  628. [] The first pulse occurs immediately upon creation.
  629.  
  630. [Epidemic]
  631. Cast-time: 1¼ s; Recharge: 40 s
  632. * Corruption hex. Inflict your target with 1 stack of epidemic for every 10% of max life force that you have. While under the effects of epidemic, each time target foe would suffer from a condition, nearby foes also gain that condition.
  633. * Epidemic (5 s) per 10% of max life force: 1
  634. * Epidemic radius: 210
  635. * Range: 1200
  636. [] Foes affected by [Epidemic] will have a large [Epidemic] skill icon above his/her head throughout its duration; a red/white circle will follow the marked target in order to clearly designate the mark's damage radius.
  637. [] The target will not suffer from the effects of [Epidemic]—that is to say that the target won't suffer double conditions during [Epidemic]'s duration.
  638. [] [Epidemic]'s effect has no internal cool-down.
  639.  
  640. [Corrupt Boon]
  641. Cast-time: 1 s; Energy: 2; Recharge: 20 s
  642. * Corruption. Spend life force and unleash a cone of necrotic energy that strips boons. If you cannot consume life force, you instead sacrifice health. Strikes against cursed foes instead transform boons on affected foes into negative conditions.
  643. * Boons affected: 2
  644. * Life force per cast: 6%
  645. * Health per cast: 6%
  646. * Number of targets: 5
  647. * Unblockable
  648. * Range: 600
  649. [] Guardian [Healing Breeze] cone.
  650. [] Health is consumed only if there is not a full 6% packet of life force left to consume. At that point, the cast costs the player a packet of health equal to 6% of his/her total HP.
  651.  
  652. [Plague]
  653. Cast-time: ¼ s; Recharge: 8 s
  654. * Corruption form. Lose all minions and enchantments; consume life force and become a virulent cloud and inflict conditions on foes you touch. You sustain plague by consuming life force. If you cannot consume enough life force to sustain this form, you are forced back to your normal form.
  655. * Initial life force cost: 6%
  656. * Pulse: every 1 s
  657. * Damage per pulse: 96 (0.1)
  658. * Poison per pulse: 1 s
  659. * Life force per pulse: 6%
  660. * Number of targets: 5
  661. * Radius: 210
  662. [] [Plague] no longer grants stability nor bonuses to vitality and toughness.
  663. [] This form still uses the player's regular health pool; life force is drained simultaneously.
  664. [] As is the case now, the player has no access to any skills except plague skills while this form is in effect.
  665. [] The recharge on this skill begins counting down only after the player exits the form.
  666.  
  667. [Withering Plague]
  668. * Recharge increased from 1 s to 15 s.
  669. * Duration decreased from ∞ to 4 s.
  670. * Radius decreased from 240 to 210.
  671.  
  672. [Plague of Darkness]
  673. * Recharge increased from 1 s to 40 s.
  674. * Duration decreased from ∞ to 4 s.
  675. * Radius decreased from 240 to 210.
  676.  
  677. [Plague of Pestilence]
  678. * Recharge increased from 1 s to 40 s.
  679. * Duration decreased from ∞ to 4 s.
  680. * Crippled duration increased from 1 s to 2 s.
  681. * Weakness duration decreased from 3 s to 1 s.
  682. * Radius decreased from 240 to 210.
  683.  
  684.  
  685. = *SIGNETS* =
  686. [Plague Signet]
  687. Cast-time: 2¼; Recharge: 40 s
  688. * Passive: Whenever you enter death shroud, you draw up to 1 condition from allies in the area to you.
  689. * Number of allies: 3
  690. * Radius: 360
  691. * Active: Cure up to 5 conditions and release a noxious cone of breath that poisons and weakens foes. The power of this breath attack increases with the more conditions that you cured.
  692. * Pulse (3x): every ½ s
  693. * Damage per pulse: 224 (0.5)
  694. * Poison per pulse: 2 s
  695. * Weakness per pulse: 1 s
  696. * Bonus damage per cured condition: 10%
  697. * Number of targets: 5
  698. * Range: 400
  699. [] Wind-up: ½ s; Total channel time: 1½ s; After-cast: ¼ s
  700.  
  701. [Signet of the Locust]
  702. Cast-time: 0; Recharge: 35 s
  703. * Gain energy for each foe in the area.
  704. * Energy per foe: 1
  705. * Number of targets: 5
  706. * Radius: 600
  707. * Breaks stun
  708.  
  709. [Signet of Spite]
  710. Cast-time: 0; Recharge: 25 s
  711. * Inflict blindness, weakness and vulnerability upon foes in the area. You and allies in the area gain protection. You gain life force for each foe you affected that was activating a skill.
  712. * Number of foes: 5
  713. * Blind: 2 s
  714. * Weakness: 3 s
  715. * Vulnerability (10): 8 s
  716. * Life force gained per interrupted foe: 4%
  717. * Number of allies: 5
  718. * Protection (2): 3 s
  719. * Radius: 300
  720.  
  721. [Signet of Undeath]
  722. Cast-time: 0; Recharge: 10 s
  723. * Recharge death shroud.
  724.  
  725.  
  726. = *WELLS* =
  727. [Well of Corruption]
  728. Cast-time: 0; Recharge: 30 s
  729. * Well. The area in front of you pulses and attempts to pull foes in the area into its center. After a delay, this well explodes, removing boons from foes caught in its blast. This explosion converts boons on cursed foes into conditions.
  730. * Number of targets: 5
  731. * Pull delay: 1 s
  732. * Pull radius: 300
  733. * Pull: 280
  734. * Explosion delay: 3 s
  735. * Explosion radius: 240
  736. * Explosion damage: 625 (1.6)
  737. * Boons affected: 3
  738. * Unblockable
  739. * Combo Finisher: Blast
  740. * Range: 200
  741. [] Upon cast, this well appears 200 range directly in front of the player (in effect the well's placement is aimed with the player's body/camera).
  742. [] Both delay count-downs begin simultaneously when the skill successfully resolves.
  743. [] When this skill resolves, its delayed pull immediately applies a black [Tainted Shackles] effect to each of its selected targets for the pull; this effect remains until the pull triggers; the current well remains as a marker for the explosion radius.
  744. [] This skill can be used while stunned or while using other skills.
  745. [] Both the “Number of targets: 5” and the “unblockable” skill facts each apply to both the pull and the explosion respectively.
  746.  
  747. [Well of Darkness]
  748. Cast-time: ¼ s; Recharge: 30 s
  749. * The area at your current location pulses, blinding foes with each pulse.
  750. * Number of targets: 5
  751. * Pulses (5x): every 1 s
  752. * Blind per pulse: 2 s
  753. * Duration: 4 s
  754. * Radius: 240
  755. * Unblockable
  756. [] First pulse occurs immediately upon cast and then at the end of every second thereafter.
  757.  
  758. [Well of Power]
  759. Cast-time: 4 s; Energy: 4; Recharge: 25 s
  760. * Well. The area in front of you pulses, healing allies and curing conditions; this area moves with you. If you had 7 or more energy when you activated this skill, conditions otherwise cured by each pulse are instead converted into boons.
  761. * Number of allies: 5
  762. * Pulse (4x): every 1 s
  763. * Healing per pulse: 320 (0.4)
  764. * Conditions affected per pulse: 1
  765. * Duration: 3 s
  766. * Range: 600
  767. [] Wind-up: ¾ s; Total channel time: 3 s; After-cast: ¼ s
  768. [] Revenant [Field of the Mists] “following the player” effect; Revenant [Searing Fissure] hit-box.
  769. [] This skill creates a narrow, rectangular box that extends out from the front of the user; this box moves and rotates with the player; allies within the box receive the healing pulse effect.
  770. [] The user will not gain any healing from this skill because he/she is not inside of it.
  771. [] First pulse occurs immediately on successful cast and then once each second afterward.
  772. [] This skill goes into cool-down when its channel ends (whether fully resolved or interrupted).
  773. [] Healing and condition effects occur upon field creation and then at the end of every full second of channel time; the first pulse (creation pulse) only occurs ¾ second into the cast-time.
  774.  
  775. [Well of Suffering]
  776. Cast-time: ½ s; Energy 2; Recharge: 8 s
  777. * Well. Target area pulses, damaging foes. If you do not have enough energy to cast this skill, you instead sacrifice health for each point of energy that you lack.
  778. * Pulse (5x): every 1 s
  779. * Damage per pulse: 295 (0.55)
  780. * Duration: 5 s
  781. * Radius: 150
  782. * Health sacrificed per point of energy: 1.5%
  783. * Combo Field: Dark
  784. * Range: 1200
  785. [] Damage pulse now occurs at the end of every second.
  786.  
  787.  
  788. = *DOWNED* =
  789. [Life Leech]
  790. * Strikes per full channel reduced from 20 to 8; pulses now occur once every ¾ s.
  791. * Damage per pulse reduced by 8%.
  792.  
  793. [Fear]
  794. * Cast-time reduced from 1¼ s to ¾ s.
  795. * Fear duration reduced from 2 s to ¾ s.
  796. * This skill is now a ground-targeted directional cone AoE with a target reticle similar to Warrior [Whirlwind Attack].
  797. * Now affects up to 3 foes.
  798.  
  799. [Fetid Ground]
  800. * Cast-time increased from ¼ s to ¾ s.
  801. * Radius reduced from 240 to 180.
  802. * This skill is now a ground-targeted AoE with a range of 900.
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