Strength / Dexterity
Werewolf
Mechanics
• Duration based
• Small cast time that can be interrupted unless otherwise stated by a skill / passive.
The idea behind duration based is in line with how a person turns into a Werewolf. Since we do not have day / night cycles or moon cycles I figured duration would be best. The full moon is not always there so a Werewolf should not be an definitive form.
• While under the Werewolf transformation, you gain increased attack speed, physical damage, and move speed.
• When the duration ends you suffer from reduced attack speed, physical damage, and move speed for x amount of time
I chose these buffs / de-buffs because when I think of Werewolf I think of a fast moving, strong, swift creature. The transformation would give a character these benefits, but the de-buff to this would be the reduced ASPD, PDMG, MSD after the transformation ends. I think of it like this. Transforming into the Werewolf, while painful, gives you a new found strength and swiftness. However, the pain you get when transforming out of the form would leave you weakened as you are back into your ''human'' form.
Strength / Dexterity gems
• Blood Scent
Aura : You gain increased movement speed and attack speed for each enemy bleeding around you
• Blood Thirst
Support : When you kill an enemy who was bleeding you gain a frenzy charge. The amount of charges you can store is based on the level of Blood Thirst.
• Frenzied Leap
Skill : You leap to a target enemy gaining one frenzy charge. If the enemy is bleeding they take additional damage, and upon killing them you will instantly leap to another bleeding enemy further gaining a frenzy charge.
• Howl
De-Buff : Let's out a howl, reducing the armor of enemies in an AOE around the caster.
• Wolfs Blood
Buff : Once used, it cannot be removed. You gain x amount of life leech but the duration of de-buffs after Werewolf transformation ends is doubled.
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Strength / Intelligence
Necromancer
Mechanics
• Toggle based
• No cast time
My thoughts for toggle based and no cast time tie in with what will be covered next. Necromancers to me are focused on quick casts of curses and minions, so you should be able to swap to that form fast and get up what is needed.
• While under the Necromancer transformation your minions gain additional HP and Damage.
• While under the Necromancer transformation your curses and totems have increased duration and AOE.
• While in the Necromancer transformation your HP decays for x amount per second.
• HP regen is disabled
The Necromancer, while buffing his minions and curses, should also suffer from decaying health in my opinion. When I think of a Necromancer I picture and old decrepit man whose extended use of dark magics has taken a toll on his human body, and continue to do so. This being said, I did not want a cast time on the transformation because you should be able to switch to it when needed. The HP regen disabled carries over to flasks as well, you cannot heal while in the Necromancer form so people cannot stay in necromancer form for an infinite time. If you reach 1 HP you will revert back to your human form. My biggest concern with this is how much health should decay over time, should it be based on your max health, current health, or a flat amount.
Strength / Intelligence gems
• Neurotoxin
Aura : Casts an aura that causes enemy to decay x% of their hp per second.
• Poison Touch
Support : Your minions will deal chaos damage when attacking
• Necromancers Touch
Curse / Buff : You cast a curse that reduces the elemental resistance of enemies by a small amount as well as reducing their armor by a small amount. If allies are in the area, they become buffed receiving HP and Mana regen.
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Intelligence / Dexterity
Wraith
♦TBA♦





