Topic
Death Knights - Dominating the Undead
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Edited by Skrauhg on 07/03/12 14:42 (UTC)
This is just a thought of mine and I would like some feedback. Death knights control ghouls, as we know. But over time, it gets boring. So, I thought about giving unholy death knights an ability like the hunters Tame Beast, but it is called Dominate Undead. It works the same way as hunter pets: they are permanent, many types of undead and each type has its own unique spells. I have some ideas for the different undead types.
Ghoul: We already know these. Geist, melee minion: Frenzied Leap (Leaps at an enemy target and causes X Physical damage.), Deformed Claws (Rake an enemy, causing X Physical damage.), Flee (Leap back to the master. Removes all movement impairing effects and stuns.), Swing Spiked Noose (The Geist undoes his noose and swings it around, dealing X Physical damage to the 3 closest targets.) Banshee, ranged minion: Banshee Blast (Blasts the target for X Shadow Damage.), Intangibility (Turns intangible for 5 seconds, preventing any damage being taken but halving all damage dealt and slowing casting speed by 50%.), Anti-Magic Shield (Absorbs X amount of spell damage. Lasts 6 seconds.), Shadow Nova (The Banshee causes an explosion of shadow, causing X Shadow damage to all targets within 10 yards, at the cost of her Anti-Magic Shield.) Abomination, melee minion: Flatulate (Causes X Nature damage around the abomination for 10 yards and knocks them back 5 yards.), Chained Hook (Causes X amount of Physical damage and pulls the target towards the abomination.), Acidic Bile (Channeled. Sprays acid in a cone, causing X Plague damage.), Meat Cleaver (Swings the Abomination's meat cleaver, causing X Physical damage.) Ghost, ranged minion: Ghostly Bolt (Launches a bolt that strikes an enemy for X Shadowfrost damage damage.), Spectral Rage (Increases damage by 30% for 6 seconds.), Spirit (Passive spell. Chance to avoid melee and ranged attacks increased by 5%.), Spectral Chill (The Ghosts blasts a target with cold, increasing critical strike chance from Frost spells by 5%.) Wight, melee minion: Electric Shock (Electricity bursts from the bolts of the Wight, causing X Nature damage and causes all magical damage taken increased by 10%.), Fist Slam (Punches an enemy, knocking them back 5 yards and causes X Physical damage.), Smash (The Wight smashes an enemy, causing X Physical damage.), Ground Pound (Channeled. The Wight begins slamming the ground, causing X Physical damage to all targets within 5 yards each second for 10 seconds.) Skeletal Mage, ranged minion: Frostbolt (Causes X Frost damage and slows enemy movement speed by 50% for 4 seconds.), Arcane Blast (Causes X Arcane damage.), Focused Mind (Reduces knockback of spellcasting time when damaged by 30% for 10 seconds.), Unholy Speed (Increased the melee and spell haste of the Skeletal Mage by 50% for 8 seconds.) Skeletal Warrior, melee minion: Unholy Strike (Causes X Shadowstrike damage.), Bone Flurry (Increases attack speed by 40% for 6 seconds.), Skeletal Avoidance (The Skeletal Warrior focuses on defending himself, causing all attacks to be parried or dodged, but cannot fight back for 6 seconds.), Mimic (The Skeletal Warrior watches his melee foe and repeats the next Physical spell used by its target while the ability is active.) Plague-Dog, melee minion: Mangled Gnash (Causes X Physical damage, critical strikes have a chance to activate Diseased Bite.), Diseased Bite (Debuff. Causes target to take an additional 10% damage from Physical attacks for 10 seconds.), Petrifying Howl (The Plague-Dog howls, causing enemies within 10 yards to be petrified in fear for 2 seconds. When it expires, the affected targets inflict 10% less Physical damage for 6 seconds.), Frenzied Charge (The Plague-Dog charges, stunning the target for 2 seconds.) Shade, melee minion: Invisibility (Enters an Improved Invisibility state. Lasts until canceled. First strike while Invisible has damage increased by 10%.), Shadow Cleave (Causes X Shadow damage to a target and causes half of primary target damage to 1 nearby target.), True Sight (The Shade looks around for invisble targets. The Shade's critical strike chance is increased by 5% for 5 seconds if a target is detected. The detected unit can be seen by the Death Knight for 8 seconds and is marked on the minimap.), Shadow-Walk (Increases movement speed by 60% for 8 seconds while Invisible.) Crypt Fiend, ranged minion: Crypt Scarabs (Spawns crypt insects, causing X amount of Shadow damage to a target within 20 yards, critical strikes have a chance to activate Infecting Scarabs.), Infecting Scarabs (Scarabs attack the target's skin, causing X Shadow damage for 4 seconds.), Web Shot (Sprays an enemy with webs, immobilizing them for 3 seconds.), Tunnel (The Crypt Fiend crawls underground, preventing any action but heals it for 5% of max health every second for 10 seconds.) |
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Edited by Skrauhg on 08/05/12 16:57 (UTC)
Crypt Lord, melee minion: Mummified Rake (The Crypt Lord swings its front appendages, causing X Physical damage.), Spiked Carapace (The Crypt Lord spawns spikes on its carapace, dealing additional damage for 10 seconds.), Blinding Swarm (Surrounds the target with locusts, increasing their chance to miss by 20% for 4 seconds.), Rearing Stomp (The Crypt Lord stomps the ground, causing X Physical damage and slowing the attack speed of targets within 5 yards by 10%.)
Plague Eruptor, melee minion: Plague Spray (Channeled. One of the giant lumps on the Eruptor's back explodes, causing X Nature damage to enemies within 10 yards over 6 seconds. Can perform no other action while this is channeled.), Putrid Strike (Strikes an enemy for X Physical damage, criticals have a chance to activate Plague.), Plague (Causes X Nature damage over 10 seconds.), Thundering Bellow (The Plague Eruptor bellows, dazing targets within 5 yards for 1 second.) Val'kyr, melee minion: Touch of the Val'kyr (Channeled. Causes X Shadow damage very second for 10 seconds and reduces movement speed by 10%.), Horn of the Cold North (The Val'kyr blows her battle horn, increasing party member's critical stike chance by 5%.), Wing Blast (The Val'kyr flaps her wings, interrupting spellcasting and preventing any spell of that school being cast for 3 seconds.), Darkened Light (Blasts a target for X Twilight damage.) Vargul Warrior, melee minion: Festering Cleave (Causes X Shadowstrike damage to a target and half of damage to primary target to be infliched to 2 nearby enemies.), Call of the Vargul (The Vargul Warrior bellows, increasing Strength and Agility by X.), Thunderclap (Slams the ground, causing nearby enemies attack speed to be reduced by 10%.), Whirlwind (The Vargul Warrior spins on the spot, performing a single Whirlwind that causes X Physical damage within 5 yards.) Vargul Sorcerer, ranged minion: Shadow Bolt (Causes X Shadow damage.), Void Barrage (Sends three consecutive bolts of shadow at the target, causing X Shadow damage.), Curse of the Vargul (The Vargul Sorcerer inflicts a curse on the target, increasing magical damage taken by 10% and increases critical strike chance from Shadow spells by 5%.), Detonate Curse (Detonates Curse of the Vargul, dealing X Shadow damage.) Zombie, melee minion: Rotting Claws (The Zombie rakes at the target, causing X Physical damage.), Foul Breath (The Zombie breathes putrid breath onto a target, slowing casting speed by 20% for 6 seconds.), Devour (The zombie begins eating the flesh off a target, healing it for 5% total health and dealing X Physical damage every second for 10 seconds, but cannot perform any other action.), Explode (The Zombie partially explodes, causing X Nature damage to all targets within 5 yards at the cost of 50% total health. Damage depends on current health.) Gargoyle, ranged minion: Gargoyle Strike (The Gargoyle fires a bolt of energy, inflicting X Plague damage.), Stoneform (The Gargoyle enters a stone-like form, preventing all actions but heals it for 10% of max health every second for 10 seconds and reduces damage taken by 50%.), Wing Surge (The Gargoyle flaps its wings, flying back a distance.), Scourged Sever (The Gargoyle sends a slicing bolt through the air to a target location, getting wider and damaging targets on the way for X Shadow damage until it reaches the location, dealing X Shadow damage to all targets within 5 yards of the target location.) Bone Golem, melee minion: Scythe Slash (The Bone Golem swipes, causing X Physical Damage.), Ichor of Undeath (The Bone Golem releases disgusting ichor, inflicting Nature damage.), Bloodly Strikes (After a successful critical hit, the Bone Golem's appendages are soaked in blood, healing it for 5% of total health with every hit for 12 seconds.) Bone Toss (The Bone Golem throws a sharpened bone, causing X Physical damage.) Nerubian Flyer, melee minion: Mandible Slash (The Nerubian Flyer bites with its mandibles, causing X Physical damage.), Envenomed Bite (The Nerubian Flyer injects poison into the target, dealing X Nature damage instantly and slows attack and casting speed by 10% and dealing X Plague damage very second for 4 seconds.), Piercing Screech (The Nerubian Flyer screeches, reducing attack power of nearby targets by 10% for 10 seconds.), Frantic Flight (The Nerubian Flyer begins darting around, attacking enemies within 10 yards of starting position for X Physical damage per hit for 10 seconds.) Undead Troll, melee minion: Vile Juju Strike (The Undead Troll strikes, causing X Shadowstrike damage.), Toss Tainted Mojo (The Undead Troll tosses a vial of mojo, causing X Shadow damage along with random Fire, Nature or Frost damage.), Tomb's Wrath (Curses the target, causing Plague damage very second and decreases attack speed by 10% for 10 seconds.), Corrupted Voodoo Doll (The Undead Troll pulls out a corrupted voodoo doll, forming a dark voodoo shield that halves damage taken, but halves damage dealt.) |
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It's a good idea, however i would limit it to 2 pets of each type so 2 melee and 2 ranged. Otherwise it would be too like a hunter :) and you would only be able to carry 1 of each type with you so then you would have to go to someone like the stale master to switch them out.
The move used by the Skeletal Warrior which repeats the next Physical spell used by its target i imagine would be qite op haha :P but it's an awesome idea :D! |
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Edited by Skrauhg on 08/05/12 16:58 (UTC)
And a special NPC like a stable master would be useful to store them away. Perhaps Death-Keeper would be a suitable title. One should be located in each city.
Dominate Undead will be like a battle of wills with the undead. Depending on the undead type, there will be a higher or lower chance of the undead shaking off the effect and so you have to start again. If you do it so many times, the undead will get ab uff called Desensitised or however it is spelt. This grants it immunity from Dominate Undead, so you will have to kill it and find another. Here are the cooldowns I has in mind for each spell that isn't an auto attack: Frenzied Leap: 45 Seconds Flee: 1 Minute Swing Spiked Noose: 45 Seconds Intangibility: 1 Minute, 30 Seconds Anti-Magic Shield: 1 Minute Shadow Nova: 1 Minute Flatulate: 45 Seconds Chained Hook: 35 Seconds (Shares cooldown with Death Grip. Not auto-cast.) Acidic Bile: 30 Seconds Spectral Rage: 3 Minutes Spectral Chill: 45 Seconds Electric Shock: 30 Seconds Fist Slam: 1 Minute, 30 Seconds Ground Pound: 2 Minutes Arcane Blast: 45 Seconds Focused Mind: 2 Minutes Unholy Speed: 5 Minutes Bone Flurry: 3 Minutes Skeletal Avoidance: 1 Minute, 30 Seconds Mimic: 1 Minute, 15 Seconds Diseased Bite: 45 Seconds Petrifying Howl: 2 Minutes Frenzied Charge: 45 Seconds Invisibility: 30 Seconds (Starts when Shade leaves Invisibility) True Sight: 4 Minutes Shadow-Walk: 35 Seconds Infecting Scarabs: 45 Seconds Web Shot: 2 Minutes Tunnel: 3 Minutes Spiked Carapace: 1 Minute Blinding Swarm: 1 Minute, 15 Seconds Rearing Stomp: 45 Seconds Plague Spray: 1 Minute, 45 Seconds Plague: 45 Seconds Thundering Bellow: 1 Minute, 30 Seconds Touch of the Val'kyr: 30 Seconds Horn of the Cold North: 45 Seconds Wing Blast: 1 Minute Darkened Light: 45 Seconds Call of the Vargul: 30 Seconds Thunderclap: 45 Seconds Whirlwind: 30 Seconds Void Barrage: 30 Seconds Curse of the Vargul: 45 Seconds Detonate Curse: 45 Seconds Foul Breath: 45 Seconds Devour: 1 Minute Explode: 1 Minute Stoneform: 2 Minutes Wing Surge: 45 Seconds Scourged Sever: 1 Minute, 30 Seconds Ichor of Undeath: 45 Seconds Bloody Strikes: 45 Seconds Bone Toss: 30 Seconds Envenomed Bite: 1 Minute Piercing Screech: 45 Seconds Frantic Flight: 2 Minutes Toss Tainted Mojo: 1 Minute, 15 Seconds Tomb's Wrath: 45 Seconds Corrupted Voodoo Doll: 1 Minute, 45 Seconds |
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Very good idea!
I think that the "Death Keeper" should be only in our home base, where our trainers are.And that would mean a whole new playstile for UH dk's and would make comparable to frost :) (Sorry for bad english) |
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The english is fine. True, Death Keepers should be in very few camps, such as Acherus, but they may have fewer appearences elsewhere so a Death Knight may be able to switch undead in at least 1 camp per zone, rather than constantly having to travel back to Acherus and returning to the location they were at.
The ability "Raise Dead" which currently summons ghouls should be changed to act like a hunters Revive Pet. The summoning spell to call your minion should be Summon Undead, like a hunter can summon one out of five pets, or warlocks with demons. |
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Agree with this, what you suggested might be too much. Split them up in 4 "classes". Agile undead: Ghouls, geists, skeletal warriors, vargul warriors, zombie. Heavy undead: Abominations, plague dogs, crypt lords, wights, plague eruptor. Spellcaster undead: Banshees, ghosts (I can more easily see ghosts casting spells rather than leaping and slashing fanatically), shade (same here), crypt fiend, vargul caster, gargoyle. Val'kyr is too hard to put in a category, the best thing would probably to put it as a light unit and replace Leap with Dive. |
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Edited by Skrauhg on 25/09/11 19:18 (UTC)
That is a very good idea. I was just listing the minions overall. The further details I can leave to others so they can supply input.
The only thing would challenge is the shade being a spellcaster. They are more rogues than anything else, so I'd put them under agile undead, but if you think they should be spellcasters, I have no reason to complain. Ghosts do occasionally fight in melee, so that is a hard choice. Crypt fiends sometimes fight in melee as well as range, so again a hard choice. A thought could be that shades are the melee variant of ghosts, while normal ghosts are a ranged version. It is more like the Nerubians to casts spells, while crypt fiends usually don't. |
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That is a very good idea. I was just listing the minions overall. The further details I can leave to others so they can supply input. Ghosts can get the same treatment as Val'kyr I guess - instead of leap, just add a "Dash" command or something. As for crypt fiends, they were the primary ranged unit for the undead in Warcraft 3, and the majority of crypt fiends in WoW is ranged as well (don't confuse them with nerubians). |
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Edited by Skrauhg on 25/09/11 19:41 (UTC)
Good point. I'll change the crypt fiend list. Thanks for the WC3 reminder :)
The crypt fiend file has been changed accordingly. |
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I'd swap back to unholy if something like that came out
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Would be a very nice development to the dk :)
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pls put som sugest on lich and frost wyrm gotta love if ever they become a pet for dk.
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Edited by Skrauhg on 26/09/11 19:57 (UTC)
I have avoided putting in minions like liches and frost wyrms to not make dks look too OP. I kept them to a minimum. The same goes for flesh giants, flesh titans, and other powerful undead.
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I really approve this idea! However, wouldn't making the Val'Kyr an healing minion suit better? sure, not mega heals like a healing class, but to encrease our survivability against melee. And just because i miss the long dead unholy talent which made you a ghoul when you died, Give the Val'Kyr that ability with a 15+ min cd so that you become a ghoul to try to take down your opponent again, however you WILL die when the effect expires, in like 1+ min?
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Val'kyr as a whole aren't really healers. I would like a minion with a minor healing spell, but I can't think of any undead that could do so. Also, a minion would disappear when you die, so they cant resurrect you when you die. I would have placed that in, but it would make Death Knights a bit too OP so I avoided it.
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hmmm maiby they shul stey at top of the talent tree like the last to pick to get improved undead pet.
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It is such a good idea and would make DKs a lot more fun to play, that Blizzard will see to it that this will never happen.
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haha you made your point there sir damn i hate that you are right at that point.
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