I wanted to know what you think about Necromancer in DIII (to be or not to be?) and his possible abilities. Also I would like to share my ideas with you.
Because WD uses posion damage and daggers, I think that the concept of the necromancer will be changed. In contrast to the previous games DIII's magic damage is divided into two types - divine and arcane. I think that Blizzard also add a new type of damage - dark/shadow/unholy (by the analogy with WoW). In this case, necro could use more dark damage than poison. This will make him more like a dark priest or death knight, but preserve his individuality. Also a ritual sickle or kama could be necro's special weapon.
Please, if you really like this topic and if you want to return the necromancer - click on "request sticky" at the top of this page. :)
Here are some thoughts about the possible skills of such hero:
Vampiric Weapon/Reaper/Black Nova.
Enchants a weapon with life drain ability.
Attempts to immediately slay a single weakened creature by stripping its soul from its body.
A ring of dark energy explodes from the Necromancer.
Teeth/Bone Spear/Unholy Breath.
Summons multiple projectiles that damage enemies.
Summons a bone missile that can damage and pass through multiple enemies.
Exhales a dark cloud forward that target a single monster and damages all nearby creatures.
Dread Armor/Bone Wall/Death grip/Blood Rain.
Creates a protective shield of bone that absorbs damage from physical attacks and scares the enemies.
Creates a barrier of bone.
Summons the rings of bones to surround the targets.
In the specified place pours a healing rain.
Raise Skeleton/Shadow Invasion/Bone Spirit/Pestilence.
Raise an undead from a corpse to fight for you.
Crowds of weak shadows attack the enemies.
Summons a spirit to track and damage a target.
Corrupts the ground by cloud of plague that infects all nearby enemies that turns into friendly ghouls after death.
Iron Maiden/Life Tap/Attract/Dark Containment.
Reflects damage back at attackers.
Curses an enemy causing them to grant life to their attackers.
Causes other monsters to target your enemy.
Decreases target's Speed, Damage and Physical Resistance.
Pact of Devotion/Pact of Undeath/Pact of Purge.
Raises a Golem to fight for you.
Resurrects a monster to fight for you.
Fills a corpse with energy causing it to explode violently.
Increases the attack speed.
Increases life drain effect.
You hit the enemy, after that he continued for some time to lose its health.
Your target temporarily falls asleep.
It is very difficult to hit you.
Also restores necrotic energy.
Allows using the ability twice before cooldown.
The ability can be used when the enemy has 50% of its hp.
Target explodes after the death.
The ability can be used against an enemy with any health, but it reduces the available health only by half.
Increases the damage radius.
Necromancer creates a black hole, which attracts and causes damage to all who stepped on it.
Teeth fly in all directions from the necromancer.
The enemy is temporarily loses control of his actions.
Necromancer shoots big and slow missiles.
The target is temporarily loses health.
Necromancer lays a trap on the ground that captures the target and dealing damage until it is destroyed.
Increases the range of attack.
Increases attack speed.
Temporarily stops the target.
Poisons the targets.
Necromancer attacks by uninterrupted beam of bones.
Reduces casting cost.
Necromancer exhales three clouds in a row.
Necromancer exhales a big cloud, causing more damage and having larger radius.
Increases attack speed.
Poisons the enemies.
Increases the hit points and damage dealt by Skeletons.
Necromancer raises Skeleton Warriors (with shields).
Necromancer raises more Skeletons.
Necromancer raises Skeleton Archers.
Necromancer raises Skeleton Mages.
Increases health of raised ghouls.
Ghouls gain poison aura.
Ghouls can infect the enemies by plague.
Increases attack speed of ghouls.
Increases number of raised minions.
Increases health and damage of Golem.
Necromancer creates two weaker Clay Golems.
Bone Golems have an inherent thorns property, reflecting damage back to attackers.
Blood Golems are linked to the Necromancer who casts them. As the Blood Golem damages the target it leeches life, and shares this with the Necromancer.
Dark Golems are beings of dark flame. They deal dark and fire damage, heal from dark and fire damage, and have a Unholy Fire Aura.