In their pursuit of esoteric knowledge, Necromancers have formulated
forbidden rites to further empower their undead minions. With alchemical
ingredients and dark incantations, these presiders of unlife have found
a means to deal a considerable amount of destruction as their animated
corpses suffer a true death. It is said that these husks of rotting flesh have
been known to contain deadly contagions, poisonous gaseous or corrosive
acid.
Spell type: maledictive or afflictive
**of course, this doesn't have to be a spell... it could be a skill... something Necromancers do to "prepare" the bodies of their animated corpses/zombies. the name doesn't have to be set in stone either, it's just something that sprang to mind considering the intent of this new spell/skill... Mark of the Damned also came to mind... **
**the way this is suppose to work: after you raise a corpse, along with strengthening them, the Necromancer would prepare them so that they go-out with a BANG! depending on whether they're animated from player corpses or npc's could determine what the effect will be... or it could be random... or we could increase the command syntax to incorporate options, so, the Necromancer can personally decide. **
**all three effects are area spells, when the corpse is destroyed it will either cast plague, poison or acid. we don't have to use these three effects either... we could just make the effect something akin to an acid bath... keep it simple and damage dealing.
this is just a concept, it is the premise that I'm trying to convey, not the specific details, so if anyone has some constructive criticism or ideas/alterations of their own... please share.**
I don't really think it adds all that much in the way of pk... considering that necromancers can already cast those spells, it really just makes killing a Necromancers' charmies/pets (most likely happen when they're separated) something with consequence. since it is an area spell, the specific effect can be toned down... it could do two-thirds the damage of a direct acid blast and not faerie fire... anything that might be considered reasonable.
if the Imm's ever decide to alter Necromancer... maybe this is an idea they can tack somewhere for future consideration as well... shrug
if you think something should be "nerfed" to be able to incorporate this... what would you suggest?
I see parallels with Dragon Age's "Walking Bomb" and "Virulent Walking Bomb".
An interesting concept. I also love those spells in DA.
If the end result was an AOE, who'd be the target for those lovely mobs? Likely the Necro. In the instance of spreading plague/poison, I suppose it wouldn't matter that much (like spreading plague when infected now). But if the corpse was an "AOE acid blast" type of explosion and it was triggered near Tuo for example, then who's Tuo going after? Truly a double edged sword if potentially exploitable.
Perhaps a more directed spell would be better in this case rather than AOE.
What if you could choose which you placed on the target?
cast 'virulent walking bomb' plague/poison/acid
This would give the necro a bit more flexibility with the spell. Casting it on the specific target just becomes convoluted at this point, though. So, what about having the spell affect just the flesh golem? Or just the stone golem. OR a random pet?! Or for more fun, randomize the malediction caused. Necro's Grab Bag!
as far as the AOE, if the zombie exploded... it dies, so the necro and other zombies would not draw agro from any present mobs...
yes, I suggested possibly allowing the necro to either select the effect or have the effect based on whether it was a raised npc or pc. the particular effect (such as acid blast/plauge/poison) is up for grabs, I only offered those as suggestions.
I really like Dragon Age, even though I wasn't consciously thinking of it when this idea hit me, it certainly sounds almost exactly like it... the fact that virulent even came to mind is crazy! lol
What if the necro was allowed to cast this to make his minions explode as well. It would help, I think, with the steep climb to the top of the minion horde if necros with weaker zombies could still get some use out of them.
at first I debated whether it should be a spell they could cast at any time or if it was a condition they set within the corpse, beforehand. I'm down with either.
What I am wondering is, why should I bother killing/exploding my own zombie/the corpse of my own zombie, if the power of the explosion would be equal to, or weaker than an acid blast?
I mean, I can cast acid blast instead anyway. I win nothing from exploding, so why bother?
since it is an area spell, the specific effect can be toned down... it could do two-thirds the damage of a direct acid blast and not faerie fire... anything that might be considered reasonable.
of course, making it a spell rather than a condition of the corpse, would certainly make it situational. I originally made it a condition, because a Necro's pets are important to them... destroying them should have consequences to any that might be so inclined... however, making it a spell that can be cast, should the right situation present its self, would also prove useful if risky. maybe you are a cautious necromancer and only cause your zombies to explode when you know they're already close to death... or you're fighting an opponent that can blind and has a charmie or two of his own... if you can't attack him directly, maybe it would be worth it to cause one of your minions to explode for an AOE more powerful than chorus of anguish. shrug
This sounds a lot like "Courpse explosion" from Path of Exile.
The way it works is that you get a "perk" and all your minions when they hit bellow 35% HP, they explode and give area damage proportional to the minions HP.
In FL this would be more interesting by having it a spell you must cast on your pet, individually. A short lasting spell, that you can cast in battle akin to a buff, and that must be targeted so that your opponent can dirt kick you to prevent it.
Also Zombies should give more "explosive" damage than golems, since golems are easy to replace.
We could have it trigger at tick, and give the zombie HP in area damage.
This way people can flee, and explosion damage is variable.
This could rapidly become a game of pass the hot potato, as you flee to avoid the explosion and the necro chases you to make it explode in your face. Very fun.
This sounds a lot like "Corpse explosion" from Path of Exile. [FTFY]
The way it works is that you get a "perk" and all your minions when they hit bellow 35% HP, they explode and give area damage proportional to the minions HP.
In FL this would be more interesting by having it a spell you must cast on your pet, individually. A short lasting spell, that you can cast in battle akin to a buff, and that must be targeted so that your opponent can dirt kick you to prevent it.
Also Zombies should give more "explosive" damage than golems, since golems are easy to replace.
We could have it trigger at tick, and give the zombie HP in area damage.
This way people can flee, and explosion damage is variable.
This could rapidly become a game of pass the hot potato, as you flee to avoid the explosion and the necro chases you to make it explode in your face. Very fun.
Ah, but see, while all zombies are corpses, not all corpses are zombies. I'm not keen on the proportional-to-HP idea. Or perhaps the detonate at 35% idea. If only I knew the HP range of zombies, I could decide if one or the other is better. 5000hp mob becoming a 1500hp zombie blowing up at 35% is too high. From a 1000hp zombie is slightly better, though we're still in eradicate range. Still too high, IMO. Now capped at 20% from a 1k hp zombie...
On death, dependent on zombie level.
In the case of Corpse Explosion (or Detonate Dead as it is in Path of Exile), couldn't one put this on an an otherwise unmolested corpse, in essence, making a necro-trap? This gives you a "Walking Bomb", which you cast on a zombie/golem to explode AOE style on death or command word and/or a necro-based trap when cast on a non-animated corpse.
The damage done/malediction level is directly proportional to the corpse level. A sapling would injure while Travl could potentially ruin someone's day, akin to the chestbuster.