Wanted to create a more Supportive Necromancer Elite Spec, while still keeping true to the original Profession’s image and giving them a unique angle of Support.
Weapon: Axe Off-hand
Utility Skills: Pacts (New)
Mechanic: Death Shroud is replaced with Grand Shroud, which expands the life force onto nearby allies and Minions, sharing a portion of the extra HP with them. Pact skills are brand new Utility Skills that further work with the idea of Sacrifice, similar to Corruptions.
Mechanic: Grand Shroud
The Warlock is a mage who walks a dark path, but uses said darkness in order to aid his allies just as much as he uses it to call unholy forces to rend his enemies asunder. The Grand Shroud is an enhanced Shroud that extends the effects to nearby Allies and Minions.
Allies within 600 radius upon entering Grand Shroud gain equivalent 20% of your Accumulated Life Force as their own Lesser Shroud, independant of yours, over their own current HP. Unlike the Warlock, their skills are unchanged and Direct Damage is only reduced by 25% rather than half. They still have access to their Utility Skills and can still be Healed, however replenishing your own Life Force while still shrouded won’t replenish Lesser or Minion Shroud. Up to 5 Allies can gain a lesser shroud like this.
Minions are also shrouded. This Minion Shroud is only 10% of accumulated Life Force and carries no additional Damage Reduction, however any number of Minions can be given this shroud.
Naturally, if the Warlock ends the Shroud or has their Life Force depleted, the Shroud effect for all allies or minions end immedietally.
Grand Shroud Skills
- Life Rend – Send a Spectral claw racing along the ground, damaging enemies in front of you up to 3 times, Crippling them if all 3 claws hit.
- Cursed Brand -> Fatal Allure – Brand a target, causing them to stack Vulnerability when Struck. Consume the Brand to Pulls your target to your position, transferring up to 2 Conditions from yourself to them.
- Inscribe Terror – Summon a terrifying visage at the target area, Fearing and Weakening enemies struck.
- Nexus of Pain – Channel, creating an area that pulses Torment to nearby Enemies and Stability to yourself, while transfering a Condition from nearby Allies to yourself with each Pulse.
- Blood Harvest – Target area pulses, Crippling and Bleeding all enemies caught within it every second, Granting Life Force to you with each Pulse. At the end of the Channel, Heal all allies within the area.
The off-hand Axe offers the Warlock a Sustain-centric off-hand through means of AoE denial and Conditions, creating zones where the enemy are at a disadvantage against allies.
- Blighted Ground – Tear open a fetid portal, creating a slowly expanding Poison Field that Corrupts Boons into Weakness. Everytime a Boon is corrupted, Allies within the field gain Retaliation.
- Soul Vortex – Channel and Surround yourself with a vortex of tormented spirits, Dealing Damage to all nearby enemies and pulsing Protection. The vortex destroys projectiles fired at it and lashes out with a Tormenting pulse whenever you’re attacked.
What would a Warlock be without their dark pacts signed in blood and allegiance pledged to forces from beyond the veil? The Warlock does not shy away from making friends on the other side… but these “friends” are rarely kind, and never misses a payday. The Warlock is not stupid, of course, and will readily manipulate these spirits for his or her own gain, a deadly gamble with their life on the line whenever battle approaches.
Pacts are Utility Skills that stick to the idea of Self-harm in exchange for boons, similar to Corruption skills. However, whereas Corruption skills are one-time use only, the Pact skills instead causes the Warlock to pulse a Unique Debuff over time with the option to “Terminate” the contract once activated. The longer the Pact Debuff is allowed to linger on the Warlock, the stronger the Termination spell becomes in return.
When first activated, the Pact stacks to 20 with 1 stack gained every second while in Combat, and 1 stack gained every 5s while outside of Combat. Every 10 stacks, the Pact skill progresses to the next Stage, resulting in a higher Pay-off when the Termination skill is used. There is a total of 3 stages (0-9, 10-19 and 20). Multiple Pacts can be held at the same time, and Pacts persists through Shroud (But you cannot end the Pacts while Shrouded as you have no access to Utility Skills). At 30 Stacks, the Pact will remain for an additional 5s before canceling itself, ending and placing itself on Cooldown without activating the Termination Skill.