Zulkiers
2 years agoSeasoned Ace
Necromancer - 2 versions
Version 1: Nanites
Version 2: The Shadows
Class: Support
I honestly prefer shadows over nanites. More balanced, and creepy looking.
Version 2: the shadows
- Ultimate: Can resurrect any fallen player. Allies are reborn in their gear, enemies are reborn as shadows that work for you. The charge is only consumed if they accept the rebirth.
- You can have as many shadows as teammates. If you are in duos, one permanent shadow. Trios, 2. Quads, if that becomes a thing, 3. Extra shadows will not be reborn if they are killed.
- You can use a respawn beacon to turn permanent shadows into teammates replacing teammates that have abandoned the game, or replacing empty slots if you went solo. This is so you don't have to finish the game solo.
- By the final 3, Only 1 shadow is permanent. This is to reduce the outmatching because of extra players.
- Shadows are fast, and only have claws. They cannot use guns or powers. Basically they are silenced at all times. They cannot use gear or carry loot. They will drop a banner on the ground in case you want to try to turn them into a shadow again. Said banner disappears if they leave. They can revive you, but otherwise there's not much they can do.
- V1: single target rebirth
- V2: Area rebirth
- Also, you cannot turn a shadow into your ally while someone on their team lives, or hasn't yet been eliminated. Excluding shadow versions that are also on your team or of another team that isn't their original.
- Shadows place one below you, and ones who merged into your crew might place with you, or one below you.
- If the crew of a shadow respawns them, their shadow dies without dropping a banner, and they are respawned back into their original crew.
- EXTRA:
- Grant on living allies to turn them into shadows instead of being downed. They will repeatedly spawn as shadow for the duration. When the duration ends, they will transform into downed. If all of you turn to shadows or are downed, you are eliminated.
- Tactical Mk 1: Shadow Prowler
- Summon a shadow prowler to aid you in battle.
- They are permanent for each ally deathboxed or abandoned game.
- When gaining new allies, said allies replace the prowlers.
- Shadow Prowlers last up to 1 minute, and after that minute either become permanent or die if they cannot become permanent.
- You may be able to have 2-3 durational prowlers if you time it right.
- You can also get a permanent prowler for each shadow slot not used. That's only really useful when you come across a shadow's own crew and they realize that.
- Tactical Mk2: Summons
- Revive a deathboxed ally, or allow an enemy to be one of your shadows.
- This only if the ultimate is Area ultimate.
- This might even be a passive ability, but then that might be too powerful.
- OR this could be the passive, but with a cooldown, to limit how powerful it can be.
- Imagine finishering someone then reviving them into shadowhood. Actually, that might be the only way to do it, as most people just leave and don't wait for respawning.
- Likelyhood of gathering a shadow army with normal people: NONE.
- Likelyhood of finding a spectator or one who's waiting for respawn: LOW.
- If only everyone would spectate or wait for respawn, then Shadow Lord might actually be overpowered, but how players play now, it's doubtful they'd be useful at all, except to their allies.
- Passive Mk 1: Above
- Passive Mk 2: Shadow Revive
- Revive from distance using shadows. Not another player, but an animation or NPC.
Version 2: Nanites
- Ultimate:
- Respawn allies on their deathboxes with all their gear.
- Use on enemy deathboxes to reborn them, working for you. You lose them if their allies respawn them, but they leave their deathbox behind and clean slate at respawn as normal.
- They place below you.
- If their entire crew is eliminated, you may be able to merge them into your crew, replacing missing members, ones who either were never there to begin with (non-team fill), or those who abandoned you in the match (99%). In this way they may place with you, or still might place just below you. It's also to grant you full party for end of match.
- You are limited to 1 or 2 extra(s), and they may have drawbacks to them since they pretty much are full players. If you can merge them, then they are no longer penalized.
- Grant living allies a sort of death protection: When they take lethal damage, they instead teleport into the sky and are fully restored. They skydive back to you. It also gives enemies some breathing room from them, so that they can fully restore before they land. Be there to prevent that.
- Tactical Mk 1: Armor
- Mk 1.1: Extra armor points
- Mk 1.2: % damage reduction, stacking with similar effects
- Passives:
- Revive allies from extended distance. The farther away you are the longer the revive takes. But it can allow you to revive from cover.