I started posting in Necromancer longsword idea thread about a bow and …well it started a life of it’s own, and it wouldn’t be fair to topic starter there. So i’m moving it here, so greatsword support goes to it’s thread and Necromancer bow (be it short or long) goes here:)
The bow would be necro’s burst aoe damage/control weapon. It would lack high sustained damage like dagger auto, but would provide occasional burst of damage as well as some buffing and enemy control ulitilies. A weapon you’ll use to both throw in something nasty in between main attacks, as well as to let your enemy know, fighting you at range is a very bad idea.
I would imagine it having the following skillset:
1 withering arrow - shoots an arrow that causes 1 stack torment and cripple on an opponent. Moderate damage.
Cast time: 3/4 sec.
2. terror arrow - shoots an arrow that toxifies enemies with pollen in landing area. If any enemies are hit, skill changes to toxic terror – causees fear in all afflicted enemies for 2 seconds when triggered.
cooldown: 15 seconds
radius:240
duration of pollen (time to activate toxic terror before it expires): 10 seconds.
3. Swamp fiend - Mark, Minion. Designate an area to set a trap. When enemy activates it, a swamp fiend attacks from underground, slashing & immobilizing enemies in range each second for 5 seconds before exploding for large aoe damage and bleeding.
Radius: 180.
cooldown: 30 seconds
combo finisher: blast
Follow up skill - Master’s Trap. Instantly teleport to the mark, or your swamp fiend as long as it’s alive.
Note: swamp fiend is immobile, it damages enemies inside mark’s previous radius. Just on activation mark is replaced with swamp fiend that also works with master’s trap follow up.
Life Force Cost: 15% of max value.
Cooldown 8 seconds
4. Totem of power – chain. Place a totem of power to create an area that pulses might to allies and weakness to enemies (think of it as a non mobile warrior banner effect). Chain has 3 stages each placing one totem. When 3rd and last totem is placed the totems effect area is formed and they start working. Totems stay active for 30 seconds.
cooldown:45 seconds.
might stacks per pulse: 1.
might duration: 8 seconds;
5. Putrid Mist. Shoots an arrow with chemicals that cause target area to be flooded by noxious, flammable gas, that pulses poison, blind and confuse on all enemies caught in it. Lasts 10 seconds.
Combo field: poison.
30 second cooldown.
radius: 240
Follow up skill: Detonate. Detonate your poison mist causing aoe explosion for each pulse the field had left.
Life force cost: 20% of max.
Blast Finisher.
Mist’s combo field becomes fire elemental for remainder of it’s duration and causes burning until it expires.