Ultanian
Portal
- Joined
- May 28, 2013
Although Necromancers are supposed to be summoners of the undead in lore, they really don't do that on Herocraft. However, the Conjurer specializes in this, and can summon undead, machine, or living.
Lore: Once studying the arts of the arcane, these casters decided they preferred others to do work for them. And so the branch of conjuring was created. Conjurers summon entities from various worlds to fight for them, while they watch their creatures fight from afar. Also, they can teleport to and from allies, providing useful makeshift back up.
Overview: Of course, conjurers summon mobs and also teammates to attack enemies. All mobs spawned despawn after 60 seconds and only one mob type at a time. They are extremely squishy, so they must fight from afar. I had heard @Kainzo planned on removing GroupTeleport from wizard and giving to another class, so I thought this would be the perfect opportunity to present my idea. Anyways, let's look at the skills!
Skills:
Fireball- The same fireball we all love and hate
Scan- Once again, a skill that most casters have.
Minions- Summon two zombies clad in armor to fight for you. Relatively weak. Your endurance determines the armor the zombies wear.
Fireblast- Mainly used to knockback enemies.
SpiderlingWrath- Two cave spiders summoned, and target is rooted for 2 seconds. Root lasts longer based on charisma.
GroupTeleport- Your party is summoned at your location.
Hell'sBlazes- Summon a Blaze.
Squidbomb- Works like plaguebomb, but weaker and blinds target. Radius determined by charisma.
Teleport- You can teleport to a party members location.
GolemGuardians- Summon two iron golems, which will take most of the hits. Their HP is determined by your constitution.
WolfPack- Angry wolves are alerted and hunt down an enemy over long distances. The amount of wolves depends on charisma. Minimum of 4.
Lore: Once studying the arts of the arcane, these casters decided they preferred others to do work for them. And so the branch of conjuring was created. Conjurers summon entities from various worlds to fight for them, while they watch their creatures fight from afar. Also, they can teleport to and from allies, providing useful makeshift back up.
Overview: Of course, conjurers summon mobs and also teammates to attack enemies. All mobs spawned despawn after 60 seconds and only one mob type at a time. They are extremely squishy, so they must fight from afar. I had heard @Kainzo planned on removing GroupTeleport from wizard and giving to another class, so I thought this would be the perfect opportunity to present my idea. Anyways, let's look at the skills!
Skills:
Fireball- The same fireball we all love and hate
Scan- Once again, a skill that most casters have.
Minions- Summon two zombies clad in armor to fight for you. Relatively weak. Your endurance determines the armor the zombies wear.
Fireblast- Mainly used to knockback enemies.
SpiderlingWrath- Two cave spiders summoned, and target is rooted for 2 seconds. Root lasts longer based on charisma.
GroupTeleport- Your party is summoned at your location.
Hell'sBlazes- Summon a Blaze.
Squidbomb- Works like plaguebomb, but weaker and blinds target. Radius determined by charisma.
Teleport- You can teleport to a party members location.
GolemGuardians- Summon two iron golems, which will take most of the hits. Their HP is determined by your constitution.
WolfPack- Angry wolves are alerted and hunt down an enemy over long distances. The amount of wolves depends on charisma. Minimum of 4.