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Thread: New Class : Crocodile Warlock/Necromancer

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    I have a lot of suggestions for the warlock class.

    - Make it a DoT (Damage Over Time) based class.. Lay your DoTs on the opponent, then kite and the DoTs should tick often and high. The more DoTs on an opponent, the more base damage you'll do. (So each DoT will give a slight buff. (DoTs suggestions: Curses, Bains, Jinxes)
    - Make there be life/mana draining. This should count both as a DoT and offensive skill. You drain life/mana (Channeled) slowly over time from the enemy and the numbers should increase until a final small burst of damage.
    - Make the amount of DoTs on a target increase base damage.
    - Make it a good CONTROL class. Not nuking, control! Sacrifice mana for health or vice versa. Lots of snares and knockbacks or other forms of crowd control, but lower base damage than mages or bears or birds or foxes.
    - Make the warlock class look different than a normal Crocodile so it looks unique. Maybe a dark blue/purple/black-ish croc to look like demonic magic.
    - Make the warlock able to sacrifice minions for health.
    - Knockbacks and snares to kite efficiently while DoTs are still ticking.
    - Not only a DoT class but make it be sort of like a set up class. Put your DoTs on the opponent, your base damage is raised, then you use burst-like attacks while the DoTs are still ticking. (Suggestions on Burst-Like Attacks: Shadowflame, Chaos Wave, stuff like that)
    - Offensive buffs shouldn't increase damage dramatically (*cough, cough - pretty much every class except rhinos), but rather increase defense and DoT and damage skills increased duration/lowered cool downs and increased power. (Buffs names suggestions: Roar of Chaos/Destruction)
    - Defensive Buffs should be powerful (Defensive buff names suggestions: Demon Armor, Armor of the Lich)

    Overall, the warlock should be a defensive and control class. They should be good in both group and 1v1 situations. Their armor/defensive skills shouldn't be so low that they would get one shotted or two shotted, rather have high armor and survivability and the longer the fight lasts, the more farther it should tip in the warlock's favor. Warlocks should take a lot of skill to play and good use of roots and knockbacks to kite. For me a basic rotation for a warlock should be... Summon Minion, Defensive Buff, Snare, DoTs, knockback, Offensive buff that increases DoT/Attack Damage, Offensive skills, End with a snare and kite. Sacrifice minion or mana for health (or health for mana) whenever needed. This rotation and class should be made so that the offensive buff comes after all DoTs and pressure are put on the opponent. Warlocks have constant pressure on an enemy - DoTs, minion, your offensive skills, your auto, and your constant snares and knock backs.

    Specs for a warlock:

    Str - Str Warlocks should be OK just because dodge, which means more survivability, but I wouldn't use it because lack of damage.
    Dex - Higher damage, lower survivability. 'Nuff Said.
    Int - Balanced.

    Hope you like these suggestions.
    EDIT: DEVS COME LOOK AT DIS THREAD HERE AND ADD THIS CLASS PLOX!
    Last edited by OverkillED; 01-21-2013 at 08:21 AM.

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    Quote Originally Posted by OverkillED View Post
    I have a lot of suggestions for the warlock class.

    - Make it a DoT (Damage Over Time) based class.. Lay your DoTs on the opponent, then kite and the DoTs should tick often and high. The more DoTs on an opponent, the more base damage you'll do. (So each DoT will give a slight buff. (DoTs suggestions: Curses, Bains, Jinxes)
    - Make there be life/mana draining. This should count both as a DoT and offensive skill. You drain life/mana (Channeled) slowly over time from the enemy and the numbers should increase until a final small burst of damage.
    - Make the amount of DoTs on a target increase base damage.
    - Make it a good CONTROL class. Not nuking, control! Sacrifice mana for health or vice versa. Lots of snares and knockbacks or other forms of crowd control, but lower base damage than mages or bears or birds or foxes.
    - Make the warlock class look different than a normal Crocodile so it looks unique. Maybe a dark blue/purple/black-ish croc to look like demonic magic.
    - Make the warlock able to sacrifice minions for health.
    - Knockbacks and snares to kite efficiently while DoTs are still ticking.
    - Not only a DoT class but make it be sort of like a set up class. Put your DoTs on the opponent, your base damage is raised, then you use burst-like attacks while the DoTs are still ticking. (Suggestions on Burst-Like Attacks: Shadowflame, Chaos Wave, stuff like that)
    - Offensive buffs shouldn't increase damage dramatically (*cough, cough - pretty much every class except rhinos), but rather increase defense and DoT and damage skills increased duration/lowered cool downs and increased power. (Buffs names suggestions: Roar of Chaos/Destruction)
    - Defensive Buffs should be powerful (Defensive buff names suggestions: Demon Armor, Armor of the Lich)

    Overall, the warlock should be a defensive and control class. They should be good in both group and 1v1 situations. Their armor/defensive skills shouldn't be so low that they would get one shotted or two shotted, rather have high armor and survivability and the longer the fight lasts, the more farther it should tip in the warlock's favor. Warlocks should take a lot of skill to play and good use of roots and knockbacks to kite. For me a basic rotation for a warlock should be... Summon Minion, Defensive Buff, Snare, DoTs, knockback, Offensive buff that increases DoT/Attack Damage, Offensive skills, End with a snare and kite. Sacrifice minion or mana for health (or health for mana) whenever needed. This rotation and class should be made so that the offensive buff comes after all DoTs and pressure are put on the opponent. Warlocks have constant pressure on an enemy - DoTs, minion, your offensive skills, your auto, and your constant snares and knock backs.

    Specs for a warlock:

    Str - Str Warlocks should be OK just because dodge, which means more survivability, but I wouldn't use it because lack of damage.
    Dex - Higher damage, lower survivability. 'Nuff Said.
    Int - Balanced.

    Hope you like these suggestions.
    EDIT: DEVS COME LOOK AT DIS THREAD HERE AND ADD THIS CLASS PLOX!
    i have lots of thing to say :
    1.WOAH WOAH WOAH WOAH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! YOU ROCK
    2. You are definatly going to be highly mentioned in the creidts one i finish
    3. thanks a LOT for the suggestions
    4.WOAH
    5. Do you play world of warcraft ? :P
    Last edited by MageMaster; 01-21-2013 at 09:10 AM.
    See my CREATIVE EPIC THREAD , please comment and if you want try to read it all : http://www.spacetimestudios.com/show...ck-Necromancer

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