Naunet said:I'm just gonna leave this here: Necromancer healer class.
Bring my dreams to life, VR.
This is a pretty good idea. Maybe Cleric has strongest heals followed by the druid/shaman, then necromancer slightly below that.
Naunet said:Bronsun said:I never played GW2, so I can't really comment other than it sounds cool. I agree with the rest. :DNecromancers in GW2 human society are often seen caring for the remains of the dead - maintaining cemeteries, preserving a space where those passed on can be visited, respected, and loved. They're fundamental in ensuring that the dead receive proper care and treatment. Necromancy in general is considered just another type of magic, and while necromancers themselves may be seen as rather weird (obsession with death? that's pretty odd!), they're not shunned. Sylvari are often fascinated by the magic and other necromancers. Norn are the exception, as there's only one necromancer in their society that they see as a force for good, so they can be wary of others.Grenth - a half-god over death, ice, and darkness - is responsible for judging the dead, and though he has a rather ghastly appearance, he's actually venerated as something of a hero (and worshipped by many, in an earnest, non-creepy/evil way). He defeated Dhuum (the previous god of death), who enjoyed a reign of terror over lost souls.
I think it's a really clever take on necromancy and the role of death magic in society.
Agreed.
Naunet said:MyNegation said:and i think that we should stop with the necromancer is dot DPS with pet.Necro heeeeeeaaaalerrrr!!!
Who better to mend wounds and prevent death (not necessarily in a pleasant way!) than the one who understands death the most? 8D
Very good point!
GoofyWarriorGuy said:Bronsun said: Currently we have the four group dynamics. Tank, healer, dps, and caster . Three tank classes, three healers, three melee dps classes and three caster classes. Within most of these classes so far we have the abilities to provide different roles as they are needed. Be it crowd control, extra DPS, off tanks, or buffer. Plus they have some cool extra utilities to get out of situations.
The 4 class types are Tank, Healer, DPS and Support/CC.
- 3 Tanks (Warrior, DireLord, Paladin)
- 3 Healers (Cleric, Druid, Shaman),
- 5 DPS - 3 Physical DPS (Monk, Rogue, Ranger), 2 Spell DPS (Summoner, Wizard),
- 1 Support (Enchanter). Bard is planned as the second Support class, hopefully ready at launch.
If they decide to add Necro it could either be the 3rd Spell DPS or 3rd Support class depending on how they build the class.
Kreed99 said: ... help balance the good vs evil classes ...
Why is it that people associate faction with 'Good' or 'Evil'. Your Race does not make you Good or Evil. It only may define who likes you and who hates you at the start of the game. This has nothing to do with Evil or not. If Ogre's and Humans don't like each other at the start it doesn't mean one is good and the other is evil, it simply means they don't like each other.
A Class also doesn't have to be a pre-defined Good or Evil. Paladins may not actually be Good. Think of the Children of the Light in the Wheel of Time, they talked about Righteousness and fighting Evil, but ultimately they were one of the most Evil groups in the world based on their actions.
Necromancers may not actually be Evil. You assume that because they deal with the Dead that links them with demons or evil spirits. But perhaps they are those who care for the souls of those who die by giving them a chance to live on after they have passed. Or maybe it's about honoring the Bodies of former living beings by giving them new life after the spirit has left. It's not the Power that a class wields that defines good or bad, it's the way that they use that power. If they use it to do Evil deeds then maybe they are Evil, but if they use it to do good deeds this could define them as Good even though they do it by reanimating bodies of the dead.
I forgot about this in Wheel of Time. It's been a while lol. Thanks for bringing this up.
Flapp said:Necro is 100% necessary IMO. It will be my class of choice once released. I honestly wouldn't mind if they just simply dragged and dropped EQ1 necro into Pantheon, but, I also really hope they find something fun, NEW and UNIQUE, most importantly; FUN.
I agree with you.
Feyshtey said:Necro is definatley something I want in the game. It brings a balance to the spectrum of classes, with the holy paladin at one end and the necro at the other. No other class really epitomizes rot, stench and evil like the necro. Not even the rogue. Not to mention that no other class plays like the old school EQ necro. it's a completely different experience than anything else. Sure, the enchanter and mage had summoned pets. But the comparison rapidly fails from there. I personally dont think you can ever have too many classes if you continue to find ways to make them play in unique ways. EQ did that well even with the volume of classes that were available. And on the list of reasons EQ and WoW have declined in quality over the years, you would have to scroll quite a ways down to find class/race quantities.
Right, races/class quantities amongst a number of other things were factors in the decline of EQ and WoW. I agree with you regarding the necromancer.
I could see Necromancer fitting the support role very well, similar to Enchanters. That way we will have 3 CC classes in the game.
Bard with short, quick Mezzing.
Enchanter with long duration mezzing.
Necromancer with medium duration fear/mez.
Have two tiers of fear. Tier 1, which is traditional fear that makes mobs run like crazy.
Tier 2, however, would be the CRIPPLING type of fear, that makes the mob cower and lose all sense of what is going on and cower in place, trembling with fear.
That would make the Quadrinity even better! More options.
3 tanks (Paladin, Dire Lord, Warrior)
3 healers (Shaman, Druid, Cleric)
6-8 classes that can fit the DPS role (Main DPS : Ranger, Rogue, Monk, Summoner, Wizard) (Off DPS : Bard, Enchanter, Necromancer)
3 classes that can fit the CC role (Bard, Necromancer, Enchanter)
It would be NEARLY perfect!
Syrif said:Very good point!
To elaborate on my necro healer thoughts, because I just desperately want SOMEONE to do this someday...
- Leeches, so many leeches
- MAGGOTS! Eat away and clean out infected tissues (good theme for a cleanse-type spell)
- Death/life are cyclical in nature, so spells could be themed around diseases that consume the flesh of one (the enemy) to restore the flesh of another (your party member/yourself)
- Along that line, debuffing mobs with diseases that heal friendly players that attack them? Or that create auras of restoration around the mob?
- Summoning/creating undead and sacrificing them for strategic burst healing (different types of summons could have different sacrificial effects?)
- Could synergize well with druid spells, if VR has any plans for spell interaction
- Ritualized bloodletting? Either your own or another players'... could be used to create blood-based undead golems - maybe attached to the person whose blood was used, follows them around as a HoT effect?
- Breaking down the barriers between the dead and the living. Temporary zombification to make a player more durable (think single-target or AoE damage reduction cooldown)
- Oh, oh so continuing on the zombification idea... zombify someone and if they're hit by something that would have killed them, it doesn't, but you have to restore their flesh back to the living within a certain time frame or the person does die.
- Or maybe the zombification could be more fundamental to the healing style, where the necro healer is triggering "undead healthbars" on players (zombifying parts of them maybe), and healing involves replenishing that undead flesh. Would be kind of like absorb shields in a way. Could turn this into a cyclical thing, where the necromancer alternates between manipulating living flesh more "traditionally" and manipulating undead flesh
Keno Monster said:Necro with healing capabilities makes perfect sense. Perhaps the closer one is to death the stronger the heal gets, or a spell that drains life from one target and transfers it to another.
Also a good idea. It puts an interesting twist on healing, where you're having to manage the health of the person you're healing and balancing it with maintaining the health of yourself (or another player).
Please, VR! Gimme my necro healer!
Naunet said:Keno Monster said:Necro with healing capabilities makes perfect sense. Perhaps the closer one is to death the stronger the heal gets, or a spell that drains life from one target and transfers it to another.
Also a good idea. It puts an interesting twist on healing, where you're having to manage the health of the person healing and balancing it with maintaining the health of yourself (or another player).
Please, VR! Gimme my necro healer!
Yes, good discussion!