Necromancy, a Healbane Upgrade!

Meigasuu

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Necromancy Would be Tier 4 Vitality Item, and also an upgrade to Healbane, i also used it's older icon cuz it was cool as hell.

First Passive is rather obvious, healbane buffed a lil bit, but second passive is a lot more interesting.
Below is the suggestion of how Spiritual Reflections could look like:
(Notice they are mirrored, as an nod to the name Reflections)

They would be basically NPC's of player who died but in your team, they have only 15% of the enemy Max Health, both teams can damage it but friendly Heroes would heal for each damage they deal to it.

It doesn't have a duration. but more of a % health drain over time, staying at 1HP at the end.

So you either let it help you fight enemies, or use it for healing basically.
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To be honest, the item seems to be unusable at all. The idea of summoning/resurrecting is good, but the implementation makes it non-viable.

Firstly, it would use an AI. I don't think that we have some really thinking one. The problem is worsening, if enemy use some unusual build/tactics.

Secondly, the item's stats are nerfed to the ground. That spirit is spawning almost dead, continuously losing health and have all crucial stats decreased. It would be destroyed instantly at the moment of spawn.

I think the best solution for this item is spawning some primitive, but powerful NPC. At least, it would be able to take enemy's attention, making it somehow useful.
 
I think the best solution for this item is spawning some primitive, but powerful NPC. At least, it would be able to take enemy's attention, making it somehow useful.
Like some kind of ward/turret that stands still and shoots healing projectiles into friendly team or an equivalent to the McGinnises 2nd ability for short period of time (like 7 seconds). It would have 60% base health of the killed enemy, may be destroyed and have negative resist to either spirit or weapon damage. Item cooldown would be something like 45-60 seconds so it wouldn't be abused within a single fight.
The effect of heal reduction only procs once anyway so for each team member who has an item it would go on a cooldown for the first kill but should have the cooldown slightly reduced for each hero who has this item and dealt damage to the died enemy.
 
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Necromastery is just lying there jeez. And mechanically, a Lissandra passive is pretty loud for shop (Buying two wouldn’t spawn an extra, no? Or is flipping the extra debuff feelsbad so worth?) accessibility so lemme counter-pitch you:

Your-screen-only (but also uniquely) Unclaimed-Souls-like orb (combining with when those actually drop) that LoS-irrespectively heals allies in a large radius. Healer is granted a stamina but ‘loses’ all other orbs (live enemies stealth-buffed) in that radius
 
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