Necromancer Support Thread
#201
Posté 22 octobre 2014 - 01:52
#202
Posté 22 octobre 2014 - 02:09
A thought on animate dead. Okay so we know that necromancers can bind spirits that interested in death to say a corpse. Do you think that the spirits would grow to resent the mage for doing so?
Nothing more annoying in GW1 than having the party Necro dying with all his minions turning hostiles on the party...
I think the necromancer will have at least one entropy spell in it.
I was reading The Masked Empire and found it interesting that Felassan said that the hexes were a form of creation magic.
I found it interesting as we would know it as entropy magic.
Entropy and Creation magics are both considering School of Matter (in the Circles, the magic codex are not Elven based). It's possible Elves (Felassan) didn't do a distinction between the two and Matter = Creation for them.
#203
Posté 22 octobre 2014 - 02:26
Nothing more annoying in GW1 than having the party Necro dying with all his minions turning hostiles on the party...
Entropy and Creation magics are both considering School of Matter (in the Circles, the magic codex are not Elven based). It's possible Elves (Felassan) didn't do a distinction between the two and Matter = Creation for them.
I agree with you.
#204
Posté 22 octobre 2014 - 02:49
So stoked for necro, I wonder given Iron Bull's "issue" with demons will lead to some dialogue specific to being a necro!
#205
Posté 22 octobre 2014 - 02:53
@Tevinter Soldier: I think the kind of spirits the necromancer uses are more like sprites and spirits that haven't really become "demons" or "spirits" in the sense we often encounter them.
I also think - given the skull lore - the necro may actually concentrate more on mortal souls (which is my hope).
The Mortalitasi are essential immortals if the lore is to be believed. The skull is meant to attract a dead necromancer - not just some random spirit.
- Tevinter Soldier aime ceci
#206
Posté 22 octobre 2014 - 02:57
While I am not playing a necromancer first, I do want there to be some Nevarran decore as an option. Nevarra btw is the nation that has the Mortalitasi. I am rping that my human rogue has family in Nevarra, her mother is a noblewoman from nevarra till I learn otherwise.
So having some Nevarran decor would be cool, besides who doesn't like crowned skulls?
Though my second character will be a dalish mage, while I am not sure on what specialization atm. I am curious how would the dalish regard necromancers and their magic?
#207
Posté 22 octobre 2014 - 02:58
puts a whole new spin on necromancy. your actually summoning dead necromancers. thus achieving immortality by others practicing necromancy!
#208
Posté 22 octobre 2014 - 03:06
According to the Wiki (not the end all of info of course) two other interesting tidbits:
- Mortalitasi are second only to Tevinter Magisters in their magical knowledge.
- They use mummies as hosts for spirits.
Okay - sign me up for one fully modifiable mummy companion please!
- Todd23 aime ceci
#209
Posté 22 octobre 2014 - 03:36
While I am not playing a necromancer first, I do want there to be some Nevarran decore as an option. Nevarra btw is the nation that has the Mortalitasi. I am rping that my human rogue has family in Nevarra, her mother is a noblewoman from nevarra till I learn otherwise.
So having some Nevarran decor would be cool, besides who doesn't like crowned skulls?
Spoiler
Though my second character will be a dalish mage, while I am not sure on what specialization atm. I am curious how would the dalish regard necromancers and their magic?
Well according to World of thedas, the dalish don't use magic involving spirits, as they do not trust them.
However, we have seen Dalish using spirit binding magic.
examples - Zathrian binding spirit to a wolf, Velanna summoning sylvans, The dalish clan binding a demon in the masked empire, in the comics the dalish are said to be able to graft spirit on to flesh to make it whole again.....which all contradicts what was written in WOT.
However, as the dalish clans live separate from one another, this has lead to each clan developing their own ways of interpreting what little knowledge they possess of the old ways.
I hope that helped a little
#210
Posté 27 octobre 2014 - 03:01
#211
Posté 27 octobre 2014 - 03:04
Necromancers are a fantastic subclass to go with. Some of my favourite RPG characters have been necromancers, and now that can continue in DA:I.
Neat. ![]()
- hellbiter88 aime ceci
#212
Posté 27 octobre 2014 - 03:25
Entropy was always my favorite category in the past DA games so I am really looking forward to playing a Necromancer. Plus I'm going the stereotypical route and playing a dark and mysterious character so this is perfect. I do wish we would have gotten the mass-heal spell, however. I am curious to see what our focus-based spell is, haste?
#213
Posté 27 octobre 2014 - 03:34
I think necromancer is going to be rather interesting from a plot point I mean we can't exactly go running around that we are a necromancer I assume npcs might say they heard rumours that we mess around with spirits and the dead and they would be all like its not true right?
Then we can respond from there.
"Well, if you missed the sword through the head of my horse, which itself is an extremely emaciated corpse that's galloping about... then no, I'm proud to say that I'm absolutely, completely, one hundred percent, not a Necromancer?"
![]()
- Bigdoser aime ceci
#214
Posté 27 octobre 2014 - 09:59
"Well, if you missed the sword through the head of my horse, which itself is an extremely emaciated corpse that's galloping about... then no, I'm proud to say that I'm absolutely, completely, one hundred percent, not a Necromancer?"
Nah the sword is fake and the horse simply is a picky eater.
#215
Posté 27 octobre 2014 - 10:44
Nothing more annoying in GW1 than having the party Necro dying with all his minions turning hostiles on the party...
I still remember in GW Factions when triggering a cutscene would cause necromancers to lose control of their minions, and they would kill you while you stood there watching. ![]()
- Klystron aime ceci
#216
Posté 27 octobre 2014 - 12:38
Nothing more annoying in GW1 than having the party Necro dying with all his minions turning hostiles on the party...
I'll agree that it was slightly annoying, but not unmanageable, and it didn't take away from the game in any manner - if anything it added to the game, and reinforced the fact that there was a system of rules you had to play by and bow to (but also learn to exploit for your own benefit). In contrast look at GW2 where the implementation of Necromancer minion is far 'safer' but also less interesting, and massively less effective.





Retour en haut







