Just a little concept I’ve been dabbling with.
Why?
First of all, it always bothered me that the Necromancer couldn’t use a sword. Swords are among the most iconic necromancer weapons, right after staves and scythes (generally used as a staff). I always wondered how a one handed sword would work for Necros in this game (if at all).
Additionally Necros have, in my opinion, a severe flaw in their current weapon selection: They have 0 weapons with cleave, and their one melee weapon is single-target, low mobility and power spec only.
So my idea was to give Necros a new melee weapon. One with cleave and that can be used as both condition and power spec. One that could provide an inherently high synergy with both, and with the off hand weapons, without becoming overpowered or “doing everything”. Conceptually it’s inspired in both the Warrior’s sword and the Necro’s scepter.
So without further ado…
The Weapon
Warning: All values are theory-crafted and eyeballed. Final values would depend on testing and posterior adjustments.
As a one handed sword, this weapon only has 3 skills, leaving the final 2 skill open for off hand weapons.
1 skill – Auto-attack chain
- Crimson Cut
Slash and bleed your foe.
Damage: 202 (0.7 power scaling)
Bleeding: 4 s (1 stack)
Range: 130 (standard melee range)
Startup: 1/2
V
- Blood Reaping
Slash and bleed your foe.
Damage: 202 (0.7 power scaling)
Bleeding: 4 s (1 stack)
Range: 130 (standard melee range)
Startup: 1/2
V
- Dark Touch
Strike and poison your foe.
Damage: 202 (0.8 power scaling)
Poison: 4 s (1 stack)
Range: 130 (standard melee range)
Startup: 1/2
Animation: Visuals could re-use the Warrior’s sword chain animation, with Necro’s scepter timing. If you really wanted to go through the extra work, you could add a small black and green glow to the sword during swings.
Explanation: Pretty much a melee version of the Scepter’s auto-attack, with decent power scaling (but low base damage). As far as condition damage goes I’d say the Necro’s Scepter is in a pretty good place, so I figure I’d start with that, but give it an appropriate power scaling. Base damage is relatively low, similar to Warrior’s Sword, but the scaling is slightly (0.1 to 0.2) better (we don’t get quick weapon switching or Final Thrust to make up for it, and our bleeds aren’t as long).
Considerably lower than the Dagger’s 0.9, 0.7 and 1.2 scalings, as well as lower base damage, but we do get bleeds and poison to compensate as well as cleaving.
2 skill
- Nether Walk
Defy space and time, transversing the netherworld to your enemy, blinding enemies on departure and arrival.
Damage: 250 (0.75 power scaling)
Blind: 6 s (1 stack)
Range: 900
Startup: 1/4 (the least possible, just so it can be used while stunned)
Cooldown: 8 s
Note 1: Can be done targeted, to a player or untargeted, using ground targeting.
Note 2: The blind at the start and end of the blink is “instant”, it’s not a “on-going blind field” kind of thing. It blinds up to 5 people around the start and end of the blink only the moment it’s used.
Animation: A basic “blink” type move, with a small particle dark cloud at the start and finish. Think of a “poof” type thing. Like Nightcrawler.
Explanation: Movement skill. Essential for a melee weapon such as this. Essentially a savage leap that is a blink instead of a leap (Note that wile Savage Leap says 600 range, it’s actually 900 range on the leap itself. 600 is the range on the hit). Why? Simply put Necros have terrible mobility. If they have to rely almost entirely on one skill for it, it needs to be kitten effective. Blinks are faster and less susceptible to movement impairing skills. The blind on start and finish is for extra defensive purposes as well as synergy with the Chilling Darkness trait.
1/2