Board Thread:Suggestions/@comment-26960607-20170112064123

If you guys were expecting this Class to be a Necromancer, it's definitely not a Necromancer.

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 Class Name:  Necro

 Role:  Fighter

 Subrole:  Rusher

 Weapon:  ???

 Description:  Necro is someone brought back from the dead… although it kind of failed. Necro is as undead as a Zombie but sometimes is Human. Nonetheless, in a fight, Necro has very powerful Offensive Capability. As a Zombie, he’s dangerous at Close Quarters. As a Human, he somewhat has the option of attacking from a distance. Necro’s Defensive Capability doesn’t match the Force of his Offense however.

 (Passive) Bleeding Strikes:  Necro’s Attacks tend to cause “bleeding”. This basically has them take constant damage (Do I even need to explain on how to tell someone is “bleeding”?). The amount of damage dealt varies. The Bleeding Effects can stack but their Damage & Duration remain separate. By the way, their Bleeding leaves Blood Stains on the Floor that disappear after 5 Seconds.

 Undead Necro’s Default Attack Combo only causes 3 Seconds of Bleeding (Bleed Damage: 1-5. Human Necro’s Default Attack Combo can’t cause Bleeding Effects).

 (V) Liveliness:  A Magical Force turns Necro into Human COMPLETELY… at least for an Entire Minute (because after that, he’s back to being a Brain-Dead Zombie). During that time, Necro’s Attack Combo has changed including some of his Abilities. (Doesn’t Consume Mana. 90 Second Cooldown)



 [Undead] 

 Weapon:  ???

 Attack Combo: 

 Scratch Attack (with Right Hand going to the Left),

 Left Punch,

 Right Kick,

 Bashes head forward.

<p class="MsoNormal"> (Damage: 35-45)

<p class="MsoNormal"> (E) Pick-Up:  Necro picks up a Random Weapon from the Ground. Whatever Weapon he finds will change his Attack Combo (at least for a while) which’ll deal better damage but won’t have any Bleeding Effects.

<p class="MsoNormal"> Club: Melee Weapon. Deals slightly better damage than Melee Attacks (37-55) & has Stun (2-5). This Weapon will break after 20 Successful Hits. (Attack Combo: Right Swing, Left Swing, Overhead, another Overhead)

<p class="MsoNormal"> Rock: Throwing Weapon. Deals the same Damage & Stun as the Club. Wherever it’s thrown is determined by wherever the Cursor is pointing at. Necro only has 20 Rocks to throw at enemies (they’re thrown at a slight arc).

<p class="MsoNormal"> (Consumes 20 Mana. Discarding a Weapon DOESN’T consume Mana)

<p class="MsoNormal"> (Z) Rise from the Dead:  A Zombie or Skeleton comes out of the ground in front of Necro. They only have 500 Health along with the Default Stats. What they usually do is head towards the nearest enemy and attack that enemy, dealing damage (13-33) and making them Bleed for 3 Seconds (Bleed Damage: 4-8). (Consumes 20 Mana. 20 Second Cooldown)

<p class="MsoNormal"> (X) Bite:  Necro bites, dealing damage (40-88) and lowering their Attack by 10% for 5 Seconds. If the Attack lands, Necro can heal from this (amount is based on damage dealt). This doesn’t cause any Bleeding however and if the Bite misses, the Cooldown is doubled. (Consumes 10 Mana. 5 Second Cooldown)

<p class="MsoNormal"> (C) Zombie Lunge:  Necro lunges forward. This lunge only hits 1 enemy. That enemy has his/her Speed lowered by 30% for 10 Seconds but will also be “bleeding” during that time to (Bleed Damage: 4-10). If the Lunge doesn’t hit anyone, Necro will try to get back up which’ll take a bit. He’s very vulrenable during that short time. (Consumes 20 Mana. 15 Second Cooldown)

<p class="MsoNormal">

<p class="MsoNormal"> [Human] 

<p class="MsoNormal"> Weapon:  Baseball Bat

<p class="MsoNormal"> Attack Combo: 

<p class="MsoNormal"> Right Swing,

<p class="MsoNormal"> Left Swing,

<p class="MsoNormal"> Overhead,

<p class="MsoNormal"> Hits a Baseball with a Bat which sends it forward a decent distance.

<p class="MsoNormal"> (Damage: 35-45. Stun: 1-5)

<p class="MsoNormal"> (E) Pickup:  Necro picks up a Random Weapon from the Ground. Whatever Weapon he finds will change his Attack Combo (at least for a while) which’ll somewhat deal better damage and can make enemies bleed for 3 Seconds although they have the worst stun rates.

<p class="MsoNormal"> Sword: Melee Weapon. Deals Decent Damage (45-55) & Bleed Damage (3-6). This Weapon will break after 20 Successful Hits. (Attack Combo: Right Swing, Left Swing, Stab, Overhead)

<p class="MsoNormal"> Gun: Ranged Weapon. Somewhat deals decent damage (15-25) & Bleed Damage (1-3). Necro shoots at wherever the Cursor is pointing at. The Gun only has a Clip Size of 20 however (The Pistol can rapid fire but it’s Range is just like Frigost’s Icicle).

<p class="MsoNormal"> (Consumes 30 Mana)

<p class="MsoNormal"> (Z is still “Rise From the Dead”) 

<p class="MsoNormal"> (X) Head Toss:  Necro pulls out a Living Skeleton Skull or Zombie Head from the Ground and throws it at wherever the Cursor is pointing at (is thrown in an Arc). It latches onto an enemy and proceeds chewing on him/her for 10 Seconds, dealing constant damage (4-11). While the head is chewing on the enemy, their Attack is lowered by 10%. (Consumes 10 Mana. 15 Second Cooldown)

<p class="MsoNormal"> (C) Zombie Lunge:  Still the same only this time, a Zombie appears in front of Necro and does it for him instead of Necro doing it himself. <ac_metadata title="Class Concept: Necro"> </ac_metadata>