Sorc2 Wizard Necromancer Warlock
Category: z_SorcerorAuthor: Radyth
WORK IN PROGRESS -- WORK IN PROGRESS -- WORK IN PROGRESS -- WORK IN PROGRESS
Necromancer:
Necromancers get a majority of their damage from their summons. They must
upkeep a multitude of creatures using their NECROMANCY spells to heal, boost
and sacrifice their minions. Necromancers can get a lot of melee strikes by
having a large army of skeletal warriors, they can get a lot of midround
strikes by having a large army of skeletal mages, or they can get a nice even
mix. They may summon up to 3 zombies, which serve as slightly stronger
versions of a skeletal warrior but can be targeted by a skill to run and
explode on your enemies. In the DECAY skill group, necromancers have access to
powerful poisons and crippling affects. Combat generally consists of
maintaining your army, resummoning when needed, cursing the enemy and
sacrificing zombies to blow up. All summons are going to be immune to berserk,
quake, arrowstorm but can still be hit by other class specific area attacks
such as werewolf whirlwind, ninja shuriken, paladin zeal, etc. These are the
classes that will probably have the upper hand vs necromancer. Summoned
creature stats will be based upon the intelligence and the might rating of the
caster.
Wizard:
Wizards are different from the other two sorcerors in that they do not utilize
summons to fight with. They gain melee based upon the enchant on the equipped
staff through a skill in their CHARMS group. If the staff has got flaming on
it, it casts fire spells in place of striking. This means that their melee
round is mostly made up of these spells, as all sorcerors only get 1-2
actual melee attacks. They are the most direct damage sub type of the
sorcerors with some powerful spells in their ARCANE group, but they also
require some odd stats. They will require wisdom for the number of hits and
the actual weapon damage of the staff combined with the caster's intelligence
determines the power of the strikes. Combat consists of spending points gained
through on charms like TRANCE CASTING (which casts spells in your melee round,
greatly assisting with damage output), casting spells from your staff, and
utilizing spells from ARCANE to dish out some major damage. The CHARMS point
system would work similarly to a rage counter and would go up each time
damage is dealt to a player. This means that attacks with multiple strikes are
more effective at increasing your charm points. They are so dependent on their
staff, disarming a wizard can be very crippling to them.
Warlock:
Warlocks are very similar to necromancers in that they must maintain summons.
However, warlocks are different in that they only have one summon compared to
a unit. This one creature is their demon summon, and it's very very important
to a warlock's well being. All summoned demons split damage 50-50 that their
master receive. This is a one-way relationship, so basically if you attack the
demon - it takes 100% of the damage. If you attack the master and the demon is
still alive, they both take 50% of the damage. Warlocks also have the ability
to heal their summoned demon by taking off some of their own health.
Throughout the DEMONOLOGY skill line, necromancers will gain the ability to
further improve their summoned demons. Throughout the UNHOLY skill line,
necromancers will gain the ability to cast unholy boosts on themselves and
their demon. There will also be life draining unholy spell attacks. Combat
consists of keeping you and your demon alive, while letting them do most of
the work and assisting with debuffs and other spells.
* ALL OF THIS IS A WORK IN PROGRESS AND COULD CHANGE AT ANY MOMENT.
Necromancer:
Necromancers get a majority of their damage from their summons. They must
upkeep a multitude of creatures using their NECROMANCY spells to heal, boost
and sacrifice their minions. Necromancers can get a lot of melee strikes by
having a large army of skeletal warriors, they can get a lot of midround
strikes by having a large army of skeletal mages, or they can get a nice even
mix. They may summon up to 3 zombies, which serve as slightly stronger
versions of a skeletal warrior but can be targeted by a skill to run and
explode on your enemies. In the DECAY skill group, necromancers have access to
powerful poisons and crippling affects. Combat generally consists of
maintaining your army, resummoning when needed, cursing the enemy and
sacrificing zombies to blow up. All summons are going to be immune to berserk,
quake, arrowstorm but can still be hit by other class specific area attacks
such as werewolf whirlwind, ninja shuriken, paladin zeal, etc. These are the
classes that will probably have the upper hand vs necromancer. Summoned
creature stats will be based upon the intelligence and the might rating of the
caster.
Wizard:
Wizards are different from the other two sorcerors in that they do not utilize
summons to fight with. They gain melee based upon the enchant on the equipped
staff through a skill in their CHARMS group. If the staff has got flaming on
it, it casts fire spells in place of striking. This means that their melee
round is mostly made up of these spells, as all sorcerors only get 1-2
actual melee attacks. They are the most direct damage sub type of the
sorcerors with some powerful spells in their ARCANE group, but they also
require some odd stats. They will require wisdom for the number of hits and
the actual weapon damage of the staff combined with the caster's intelligence
determines the power of the strikes. Combat consists of spending points gained
through on charms like TRANCE CASTING (which casts spells in your melee round,
greatly assisting with damage output), casting spells from your staff, and
utilizing spells from ARCANE to dish out some major damage. The CHARMS point
system would work similarly to a rage counter and would go up each time
damage is dealt to a player. This means that attacks with multiple strikes are
more effective at increasing your charm points. They are so dependent on their
staff, disarming a wizard can be very crippling to them.
Warlock:
Warlocks are very similar to necromancers in that they must maintain summons.
However, warlocks are different in that they only have one summon compared to
a unit. This one creature is their demon summon, and it's very very important
to a warlock's well being. All summoned demons split damage 50-50 that their
master receive. This is a one-way relationship, so basically if you attack the
demon - it takes 100% of the damage. If you attack the master and the demon is
still alive, they both take 50% of the damage. Warlocks also have the ability
to heal their summoned demon by taking off some of their own health.
Throughout the DEMONOLOGY skill line, necromancers will gain the ability to
further improve their summoned demons. Throughout the UNHOLY skill line,
necromancers will gain the ability to cast unholy boosts on themselves and
their demon. There will also be life draining unholy spell attacks. Combat
consists of keeping you and your demon alive, while letting them do most of
the work and assisting with debuffs and other spells.
* ALL OF THIS IS A WORK IN PROGRESS AND COULD CHANGE AT ANY MOMENT.