Hero Idea: Necromancer Lawyer

Violenza

New member
Pointers for motivation/Lore - Dislikes the way spirits are currently used, doesn't like the idea of death being an escape from justice, defending innocent spirits and persecuting unjust spirits wanting to do their job even if the clients or accused are dead.
I think a more lawful or "justifiable" necromancer is an extremely underdone theme that still fits into what their powers are capable of. (i.e. speaking to dead spirits to solve crimes or summon as a eye witness to help with difficult cases)

Weapon - Potentially engraved pistol look, I enjoy the idea of something like a Smith & Wesson 659 it feels fitting for a lawyer to have a small handgun that looks maybe costly

Ability 1; Objection - jump to allied unit and knock enemies away, maybe low scaling damage if any damage (Can be used on minions for outplay potential)
(Possible upgrades / levels) -
1.
The knock-away slows enemy fire rate & movement speed
2. Range (Aoe size and cast distance)
3. Aoe Burst Heal, or Gun Reload (potentially for ally & yourself, or to ally under the effect of ability 2 Prosecution & Defense)

Ability 2; Prosecution & Defense - Siphon enemy stats buffing yourself, or give ally your stats weakening yourself (ie damage, defenses, or firing/movement speed)
(Possible upgrades / levels) -
1.
Range of tether or Cooldown
2. Extra Charge
3. Ability to tether allies and enemies simultaneously (can simultaneously drain 1 singular enemy and buff 1 singular ally)

Ability 3; Jury Duty - Passive component that delays nearby allied hero death for a small duration on cooldown, active component that lets you summon minions based on stacks from dying minions up to a cap, this ability would work similarly to wraith king Aghanim's buff & skeletons (The delay only delays death does not prevent it, can still be cc'd as Jury Member, this ability is designed to be both components because an ability that only works when allies are dying potentially feels bad to use)
(Possible upgrades / levels) -
1.
20% Minion attack speed to summoned minions, +1 second to passive component
2. Higher max minions potentially up to 50% more, +1 second to passive component
3. Minions have .3 health scaling with spirit, +1 second to passive component 20% additional attack speed to allies under effect

Ability 4; Blind Justice - similar to WoW Spirit Link Totem, this affects enemies and allies in aoe setting all heroes to the same average hp within the zone and pulsing multiple times to set to current average in zone again.
(Possible upgrades / levels) -
1.
Cooldown reduction
2. Aoe size & Duration
3. Spirit shield to allies on initial activation


Gameplay general concept - The idea of this character is to be a hybrid of a support but can still solo similar to how Ivy tether currently works, they are meant to be able to dash into and or out of combat to support sticky situations and give outplay potential. Tether(Prosecution & Defense) would need to be heavily looked at so the character doesn't become too oppressive in 1 on 1's I'm hoping for the character to be more support focused while sticking to the necromancer theme of debuffing. The thought behind the summoning I feel fits because it gives them something to dash to that they can create themself and gives into the necromancer summoner concept. The idea of using Objection into Blind Justice would give a good player high as a way to save allies or stop an enemy initiation things of that sort, it may need to be looked into as being too high impact similar to the tether(Prosecution & Defense) potentially being an oppressive one on one tool. They would have a weaker gun or something similar like low scaling to compensate for the higher impact abilities. The Jury Duty upgrades are also potentially too strong the idea of the character is NOT to swarm structures but could be used that way depending on numbers.
 
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