I have a idea that I feel will greatly improve gameplay. A Necromancer!
They spawn in light level 7 or less, and they rarely spawn. Unlike most mobs, they cannot spawn by mob spawners. They have 10 HEARTS, the same amount as a player. They can place monster spawners. When killed they drop monster spawn eggs (creeper spawn egg, zombie egg, etc.)
Spells:
Feel my Wrath spell - Does three and a half hearts on easy, five hearts on normal, and seven and a half hearts on hard
Knockback spell - Knocks you backwards five blocks at the most. Does two hearts of damage as well
Rise of the Dead - When he is low in health, he will summon a couple of zombies.
Suffer Spell - Slowly decreases your hearts. Lasts for 30 seconds. Decreases one heart every 3 seconds
Fire Spell - Sets you on fire.
Ice Spell - Decreases movement speed
Regeneration - This does nothing to the player, but instead give the Necromancer three hearts when he has one heart left. He can only do this once
This mob would be useful because it would give survival players a way to obtain spawn eggs. It would also give variety in the game.
You might think, "why?" But I will just reply, "why not?"
I have a idea that I feel will greatly improve gameplay. Oh boy....
A Necromancer! Oh boy......
They spawn in light level 7 or less, and they rarely spawn. Rare in comparison to what?
Unlike most mobs, they cannot spawn by mob spawners. Anything can be spawned from spawners...anything.
They have 10 HEARTS, the same amount as a player. They can place monster spawners. Overpowered right there. These things could be abused to no end for fast exp.
When killed they drop monster spawn eggs (creeper spawn egg, zombie egg, etc.) Even more overpowered for exp.
This mob would be useful because it would give survival players a way to obtain spawn eggs. And why do we need them to begin with?
It would also give variety in the game. So would a lot of other things that aren't OP.
You might think, "why?" But I will just reply, "why not?" Very, very weak reasoning right there.
This is basically an unlimited supply of spawners, which makes gaining vast amounts of exp. very easy once you learn how to work the mob.
No support.
I have a idea that I feel will greatly improve gameplay. A Necromancer!
They spawn in light level 7 or less, and they rarely spawn. Unlike most mobs, they cannot spawn by mob spawners. They have 10 HEARTS, the same amount as a player. They can place monster spawners. When killed they drop monster spawn eggs (creeper spawn egg, zombie egg, etc.)
This mob would be useful because it would give survival players a way to obtain spawn eggs. It would also give variety in the game.
You might think, "why?" But I will just reply, "why not?"
Wait so the spawners would spawn mobs?
NO SUPPORT
There is currently no way for anything to spawn in mob spawners that spawn hostile mobs and whats the use of pig spawner?
They spawn in light level 7 or less, and they rarely spawn. Unlike most mobs, they cannot spawn by mob spawners. They have 10 HEARTS, the same amount as a player.
So... normal low light conditions to spawn as other hostile MOB, check. As stated above, everything can spawn from a MOB spawner, but only certain MOB spawners will appear in Survival on the console, and we don't currently have access to MOB Spawners in Creative, so effectively, there are no pig spawners, cow spawners, ocelot spawners, creeper spawners, zombie pigman spawners, etc. so the statement has merit, despite what others have said above.
10 hearts (20 health) same as the player... check.
As to rare spawning, this usually only happens when the rare MOB is part of another subset (ie Sheep : Pink Sheep / Zombie : Zombie Villager / Spider : Spider Jockey). In this example, your necromancer 'could' be a rare spawn of the Skeleton subset, but this would make them technically spawnable (rarely) from skeleton MOB spawners.
As pointed out above... broken, however, maybe they can act as a personal mobile spawner for skeleton's and zombies (as was proposed in the thread about a Lich), that way they don't leave anything in their wake when they are defeated.
This mobile spawner ability may be a bit OP'd as well for a spawned MOB as opposed to a Boss MOB... But what about casting (a weaker version of) Wither Skulls as their attack instead (maybe similar in strength to Blaze Fireballs)?
Maybe instead of spawning Zombies and Skeletons, any Skeletons/Zombies/Spider Jockeys that spawn within a 50 block radius are attracted to congregate toward the Necromancer if they do not catch aggro to any other players in the vicinity (ie. if they have nothing else to do, they cluster together to form an undead hoard).
PSN:
Junokaii (although I'd recommend not adding me because I'm on literally like... once every month or two)
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I like the idea of a necromancer.. But it would need to be changed drastically from what you're suggesting....
I would say... sure why not add it.
But.. it doesn't drop mob spawners.. because that would be just stupid... All you'd have to do is trap one... Let him place a bunch of spawners then kill him... And there you go a 5-way exp farm.
Perhaps... limit them to what they can spawn. Since necromancers are magical beings who raise the dead on their command... then it would of course more than likely be limited to just Skeletons and Zombies.
If this were to be a Nether monster.. then it would be limited to spawning only Pigmen (if the argument that every other mob in there isn't in fact 'dead' or 'alive') because pigmen are the only ones that are 'dead' in there. (Maybe ghasts are too but I don't think so).
So.. limit this mob heavily.. and you could make this workable. Because at this point.. it's really just an unneeded overpowered mob that would make doing 50% of the game needed to go out somewhere to get something useless because it'd be too easy to get.
Perhaps... Just make it so he can only:
-Spawn up to 4 mobs at a time (perhaps randomly being zombies/skeletons and the occasional pigmen [because they're nothing special.. just a zombie with a different look])
-No spawners
-Make the Necro actually be relatively weak in itself (perhaps give it the ability to only spawn dead things as opposed to actually attacking you)
And... What would the spawn rate be? The second you kill one of his minions they instantly come back? Or is there say a 10 second cooldown before one comes back up? Would he be the type of mob that would actually kind of RUN AWAY from you? (so it's harder to kill him since I suggested that he be actually weak) Because he's a necro.. he doesn't attack you his minions do.
What items would he drop? Perhaps a few sticks as a normal drop (to represent his 'wand') as he's the only magical one really, or other magic items such as brewing items. And perhaps his rare drop would be... a magical wand (I know that would go against the anti-magic idea of him being the only one to wield magic but...) that can shoot 10 firechargers.
Perhaps... limit them to what they can spawn. Since necromancers are magical beings who raise the dead on their command... then it would of course more than likely be limited to just Skeletons and Zombies.
If this were to be a Nether monster.. then it would be limited to spawning only Pigmen (if the argument that every other mob in there isn't in fact 'dead' or 'alive') because pigmen are the only ones that are 'dead' in there. (Maybe ghasts are too but I don't think so).
...
-Spawn up to 4 mobs at a time (perhaps randomly being zombies/skeletons and the occasional pigmen [because they're nothing special.. just a zombie with a different look])
-No spawners
...
And... What would the spawn rate be? The second you kill one of his minions they instantly come back? Or is there say a 10 second cooldown before one comes back up?
If wither skeleton were added, I could see 2 versions an Overworld Necromancer (as a rare spawn from the Skeleton line as I proposed above) and a Nether Necromancer (as a rare spawn from the wither skeleton line).
The Overworld variety would have an affinity with Zombies and Skeletons (maybe Spider Jockeys too)
The Nether variety would have an affinity with Zombie Pigmen and Wither Skeletons. (having an affinity with Ghasts would be too OP regardless as to whether they count as undead or not).
Suggest that (if no other melee or ranged attacks allowed for this MOB):
Spawn cycle execute
every 300-999 ticks (15-49.95 seconds) on easy
every 200-799 ticks (10-39.95 seconds) on normal (same rate as a normal MOB spawner)
every 100-399 ticks (5-19.95 seconds) on hard
if > 2 undead MOBs in a 10 block radius from the Necromancer, then abort spawn attempt
- else (if < 3 undead MOBs in a 10 block radius from the Necromancer)
place within a 5 block radius (semicircle) in front of it:
0-2 undead on easy
1-3 undead on normal
2-4 undead on hard
** Any Necromanceers that would have spawned in this way should be aborted/not allowed.
-Make the Necro actually be relatively weak in itself (perhaps give it the ability to only spawn dead things as opposed to actually attacking you)
...
Would he be the type of mob that would actually kind of RUN AWAY from you? (so it's harder to kill him since I suggested that he be actually weak) Because he's a necro.. he doesn't attack you his minions do.
10 hearts (20 health) is the same as a skeleton or zombie...seems reasonable to me. But yeah, the necromancer could try and stay 5 blocks away from the player, slowly backing away, and pausing while summoning (that way a player can still rush in for melee attacks), this would attempt to keep his summons between himself and the player.
What items would he drop? Perhaps a few sticks as a normal drop (to represent his 'wand') as he's the only magical one really, or other magic items such as brewing items. And perhaps his rare drop would be... a magical wand (I know that would go against the anti-magic idea of him being the only one to wield magic but...) that can shoot 10 firechargers.
I think the wand that can shoot 10 fire-charges is a bit much (unless wands in general were introduced... which I'm not opposed to), but I suggested some drops up above.
If wands were introduced, perhaps it could be an item he can come 'equipped' with and will use between summons?
If wither skeleton were added, I could see 2 versions an Overworld Necromancer (as a rare spawn from the Skeleton line as I proposed above) and a Nether Necromancer (as a rare spawn from the wither skeleton line).
The Overworld variety would have an affinity with Zombies and Skeletons (maybe Spider Jockeys too)
The Nether variety would have an affinity with Zombie Pigmen and Wither Skeletons. (having an affinity with Ghasts would be too OP regardless as to whether they count as undead or not).
Suggest that (if no other melee or ranged attacks allowed for this MOB):
Spawn cycle execute
every 300-999 ticks (15-49.95 seconds) on easy
every 200-799 ticks (10-39.95 seconds) on normal (same rate as a normal MOB spawner)
every 100-399 ticks (5-19.95 seconds) on hard
if > 2 undead MOBs in a 10 block radius from the Necromancer, then abort spawn attempt
- else (if < 3 undead MOBs in a 10 block radius from the Necromancer)
place within a 5 block radius (semicircle) in front of it:
0-2 undead on easy
1-3 undead on normal
2-4 undead on hard
** Any Necromanceers that would have spawned in this way should be aborted/not allowed.
10 hearts (20 health) is the same as a skeleton or zombie...seems reasonable to me. But yeah, the necromancer could try and stay 5 blocks away from the player, slowly backing away, and pausing while summoning (that way a player can still rush in for melee attacks), this would attempt to keep his summons between himself and the player.
I think the wand that can shoot 10 fire-charges is a bit much (unless wands in general were introduced... which I'm not opposed to), but I suggested some drops up above.
If wands were introduced, perhaps it could be an item he can come 'equipped' with and will use between summons?
Well... I did initially say 15 before I posted then thought that was too OP. So I dumbed it down to ten. Ten really wouldn't last THAT long if you think about it.. you could use those up in a matter of seconds.
And keeping the summons between him and the player.. exactly what I was thinking... because if you've ever played Diablo 3 (I can't remember about Diablo 2), the things that Witch Doctors summon.. (which ARE mostly dead and are pretty much a necro), they actually do stay in front of you as they walk. no matter what.
OH... I know.. it could be similar to... say.. how an ocelot walks with you.. it's always in front of you where you walk so maybe the ocelot would be a better example.
I like your spawn rates... But that just makes it seem UNDERpowered haha. I mean... you could easily kill one or two zombies no problem with even an iron sword and have 4 months to sit around before you decide to kill him before he spawns another mob. So I'd say.. a mix between the minimums of what you said for hard and medium... or a little less than a spawner would be better IMO.
For your part where you said different grades of one (wither/non-wither) Is reasonable.. But in that case... yeah seems reasonable.
But what's the difference between normal skeletons and wither skeletons?
For your part where you said different grades of one (wither/non-wither) Is reasonable.. But in that case... yeah seems reasonable.
But what's the difference between normal skeletons and wither skeletons?
One is black instead of white, spawns in the nether instead of the overworld, and has a chance to drop a whither skeleton skull as a rare drop.... they're taller (like 2.5 blocks tall / almost enderman height)... they move as fast as the players and do reasonably high damage with their sword (melee instead of ranged)... they are immune to fire.
But they usually only spawn near blazes in the Nether Fortress..so they might not naturally spawn.
...oh, attacking the Nether Necromancer with cause the Zombie Pigmen to Aggro...or maybe the ZP should just enrage and turn from neutral to hostile immediately when around (within 10 blocks of) a Necromancer.
this is an interesting side note:
If a wither skeleton is able to acquire a bow, it will use it to shoot at you. Any arrows it shoots will be on fire, and will cause you to catch fire, regardless of the bow's enchantments. If a Wither Skeleton picks up a sword enchanted with Fire Aspect, it becomes a considerable threat as the combination of the fire damage and the Wither effect can quickly prove fatal, especially if the sword is made of iron or diamond.
As to rare spawning, this usually only happens when the rare MOB is part of another subset (ie Sheep : Pink Sheep / Zombie : Zombie Villager / Spider : Spider Jockey). In this example, your necromancer 'could' be a rare spawn of the Skeleton subset, but this would make them technically spawnable (rarely) from skeleton MOB spawners. Perhaps yes, that they could be a rare mob of another mob, I agree it should be skeletons. But Enderman are a rare spawn and do not com from another mob.
Maybe instead of spawning Zombies and Skeletons, any Skeletons/Zombies/Spider Jockeys that spawn within a 50 block radius are attracted to congregate toward the Necromancer if they do not catch aggro to any other players in the vicinity (ie. if they have nothing else to do, they cluster together to form an undead hoard). I like this idea
Why Creeper Eggs? What does that have to do with Necromancy? In fact, egg drops in general are probably not a good idea for reasons as stated above. Not just creeper eggs, they also can drop zombie, skeleton, and Creepers. Maybe they can rarely drop creeper eggs.
Here are some ideas for common drops:
feather, ink sack, and paper
rotten flesh or bone
spider eye
glass bottle
brown mushroom I agree
For rare drops:
Wither Skeleton Skull I agree, this would currently be the only way to get Wither heads in survival.
One is black instead of white, spawns in the nether instead of the overworld, and has a chance to drop a whither skeleton skull as a rare drop.... they're taller (like 2.5 blocks tall / almost enderman height)... they move as fast as the players and do reasonably high damage with their sword (melee instead of ranged)... they are immune to fire.
I know the question I am about to ask is off-topic, but what kind of sword do Wither Skeletons have?
I like the idea of a necromancer.. But it would need to be changed drastically from what you're suggesting....
I would say... sure why not add it.
But.. it doesn't drop mob spawners.. because that would be just stupid... All you'd have to do is trap one... Let him place a bunch of spawners then kill him... And there you go a 5-way exp farm. You misread. He drops SPAWN EGGS
Perhaps... limit them to what they can spawn. Since necromancers are magical beings who raise the dead on their command... then it would of course more than likely be limited to just Skeletons and Zombies. I said they spawned rarely, unless you mean the light level
If this were to be a Nether monster.. then it would be limited to spawning only Pigmen (if the argument that every other mob in there isn't in fact 'dead' or 'alive') because pigmen are the only ones that are 'dead' in there. (Maybe ghasts are too but I don't think so). I never said they spawned in the Nether, but why would it limit the spawning to Pigmen? I don't get why.
So.. limit this mob heavily.. and you could make this workable. Because at this point.. it's really just an unneeded overpowered mob that would make doing 50% of the game needed to go out somewhere to get something useless because it'd be too easy to get. Why would it be overpowered? Rather than stating it's overpowered, you should say why and say how I can improve it so that you can enjoy the idea.
Perhaps... Just make it so he can only:
-Spawn up to 4 mobs at a time (perhaps randomly being zombies/skeletons and the occasional pigmen [because they're nothing special.. just a zombie with a different look])
-No spawners
-Make the Necro actually be relatively weak in itself (perhaps give it the ability to only spawn dead things as opposed to actually attacking you) -Again, you misread. They don't spawn mobs, they only place mob spawners -Why no spawners? -If it didn't attack, it would be useless (basically)
And... What would the spawn rate be? The second you kill one of his minions they instantly come back? Or is there say a 10 second cooldown before one comes back up? Would he be the type of mob that would actually kind of RUN AWAY from you? (so it's harder to kill him since I suggested that he be actually weak) Because he's a necro.. he doesn't attack you his minions do. They don't instantly come back. There probably is a 10 second cooldown, like you said. Necromancers wont run away. Necromancers will keep there distance from you and probably attack from range
What items would he drop? Perhaps a few sticks as a normal drop (to represent his 'wand') as he's the only magical one really, or other magic items such as brewing items. And perhaps his rare drop would be... a magical wand (I know that would go against the anti-magic idea of him being the only one to wield magic but...) that can shoot 10 firechargers. I already stated drops, but they don't seem good. Perhaps he would drop a enchanted book or a wand, that is a stick renamed and with enchantments.
But.. it doesn't drop mob spawners.. because that would be just stupid... All you'd have to do is trap one... Let him place a bunch of spawners then kill him... And there you go a 5-way exp farm.
You misread. He drops SPAWN EGGS
Actually... he said that right...you just mis-interpreted what he meant. While it is alive, it DOES place MOB spawners in your original suggestion. that would be grossly overpowered in a Survival Game and easily abused.
-Spawn up to 4 mobs at a time (perhaps randomly being zombies/skeletons and the occasional pigmen [because they're nothing special.. just a zombie with a different look])
-No spawners
-Make the Necro actually be relatively weak in itself (perhaps give it the ability to only spawn dead things as opposed to actually attacking you)
-Again, you misread. They don't spawn mobs, they only place mob spawners
-Why no spawners?
-If it didn't attack, it would be useless (basically)
Again, he did not mis-read, you had originally stated that the Necromancer should drop/place spawners while it is alive... I have made alternative, less overpowered suggestions to accomplish a similar overall goal without being too abusive in design.
Dropping Spawn Eggs at all is considered to be a bit overpowered as well and will likely not occur...you should probably stick to more conventional drops.
Actually... he said that right...you just mis-interpreted what he meant. While it is alive, it DOES place MOB spawners in your original suggestion. that would be grossly overpowered in a Survival Game and easily abused.
Again, he did not mis-read, you had originally stated that the Necromancer should drop/place spawners while it is alive... I have made alternative, less overpowered suggestions to accomplish a similar overall goal without being too abusive in design.
Dropping Spawn Eggs at all is considered to be a bit overpowered as well and will likely not occur...you should probably stick to more conventional drops.
Well... like I said and everyone else here said... the spawner idea would be very OP.
Unless..... it was say..... In a sense like land mines maybe????
Just kind of places them whereever... say up to a max of 4 and they either:
-last until the player breaks them
-or for a certain time (lets say for the sake of argument 10 seconds)
But even then...
It has potential to be abused because all we'd have to do is capture one... put it in a pen or something and let him do his thing with all the mobs and you still have almost an equally as abused exp farm as the general consensus was way before this comment here.
So.. thinking about it.. I think there's ways to sort of 'make it work', but it wouldn't work in the sense of having it be just a typical mob that gives challenge to the game because, it could either be.. a normal mob that gives challenge to the game... or a mob that would be heavily abused and used to the players complete advantage, and take away any sort of challenge the game would have in the aspects of attacking mobs for items, exp, and other things.
It has potential to be abused because all we'd have to do is capture one... put it in a pen or something and let him do his thing with all the mobs and you still have almost an equally as abused exp farm as the general consensus was way before this comment here.
So.. thinking about it.. I think there's ways to sort of 'make it work', but it wouldn't work in the sense of having it be just a typical mob that gives challenge to the game because, it could either be.. a normal mob that gives challenge to the game... or a mob that would be heavily abused and used to the players complete advantage, and take away any sort of challenge the game would have in the aspects of attacking mobs for items, exp, and other things.
As long as the Necromancer MOB 'was' the spawner (and didn't place spawners), this would be less abusive, because (at least until name tags are introduced), Hostile MOB's will despawn if you wander too far away (even if you pen them up). It is only passive MOB's that you can pen up and wander away that won't despawn.
Once the name tag is introduced...maybe remove the spawning ability if the Necromancer is 'Named', and resort to ranged (death) spells only?
Maybe reduce the initial damage of the ranged spell, but add the whither effect (the effect you would get when hit by a whither skeleton).
I don't know how to do those 'quotes inside quotes' so... you basically did it for me so thanks.
I copy and paste the BBCode for the quotes into the right places (nested inside each other) from the original text, it's a pain, but it makes the conversation easier for others to follow what I'm referring to.
Example (see the BBCode in the Square Brackets):
[quote=XxXLichaXxX;/comments/30989016]
===========================================================
[quote=Junokaii;/comments/30989011]
But.. it doesn't drop mob spawners.. because that would be just stupid... All you'd have to do is trap one... Let him place a bunch of spawners then kill him... And there you go a 5-way exp farm.
[/quote]
===========================================================
You misread. He drops SPAWN EGGS
[/quote]
They spawn in light level 7 or less, and they rarely spawn. Unlike most mobs, they cannot spawn by mob spawners. They have 10 HEARTS, the same amount as a player. They can place monster spawners. When killed they drop monster spawn eggs (creeper spawn egg, zombie egg, etc.)
Spells:
Feel my Wrath spell - Does three and a half hearts on easy, five hearts on normal, and seven and a half hearts on hard
Knockback spell - Knocks you backwards five blocks at the most. Does two hearts of damage as well
Rise of the Dead - When he is low in health, he will summon a couple of zombies.
Suffer Spell - Slowly decreases your hearts. Lasts for 30 seconds. Decreases one heart every 3 seconds
Fire Spell - Sets you on fire.
Ice Spell - Decreases movement speed
Regeneration - This does nothing to the player, but instead give the Necromancer three hearts when he has one heart left. He can only do this once
This mob would be useful because it would give survival players a way to obtain spawn eggs. It would also give variety in the game.
You might think, "why?" But I will just reply, "why not?"
This is basically an unlimited supply of spawners, which makes gaining vast amounts of exp. very easy once you learn how to work the mob.
No support.
Stay fluffy~
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Curse PremiumWait so the spawners would spawn mobs?
NO SUPPORT
There is currently no way for anything to spawn in mob spawners that spawn hostile mobs and whats the use of pig spawner?
NO SUPPORT
Ebola
^^^^ Click it! You know you want to...
Intriguing...
So... normal low light conditions to spawn as other hostile MOB, check. As stated above, everything can spawn from a MOB spawner, but only certain MOB spawners will appear in Survival on the console, and we don't currently have access to MOB Spawners in Creative, so effectively, there are no pig spawners, cow spawners, ocelot spawners, creeper spawners, zombie pigman spawners, etc. so the statement has merit, despite what others have said above.
10 hearts (20 health) same as the player... check.
As to rare spawning, this usually only happens when the rare MOB is part of another subset (ie Sheep : Pink Sheep / Zombie : Zombie Villager / Spider : Spider Jockey). In this example, your necromancer 'could' be a rare spawn of the Skeleton subset, but this would make them technically spawnable (rarely) from skeleton MOB spawners.
As pointed out above... broken, however, maybe they can act as a personal mobile spawner for skeleton's and zombies (as was proposed in the thread about a Lich), that way they don't leave anything in their wake when they are defeated.
This mobile spawner ability may be a bit OP'd as well for a spawned MOB as opposed to a Boss MOB... But what about casting (a weaker version of) Wither Skulls as their attack instead (maybe similar in strength to Blaze Fireballs)?
Maybe instead of spawning Zombies and Skeletons, any Skeletons/Zombies/Spider Jockeys that spawn within a 50 block radius are attracted to congregate toward the Necromancer if they do not catch aggro to any other players in the vicinity (ie. if they have nothing else to do, they cluster together to form an undead hoard).
Why Creeper Eggs? What does that have to do with Necromancy? In fact, egg drops in general are probably not a good idea for reasons as stated above.
Here are some ideas for common drops:
feather, ink sack, and paper
rotten flesh or bone
spider eye
glass bottle
brown mushroom
For rare drops:
Wither Skeleton Skull
I would say... sure why not add it.
But.. it doesn't drop mob spawners.. because that would be just stupid... All you'd have to do is trap one... Let him place a bunch of spawners then kill him... And there you go a 5-way exp farm.
Perhaps... limit them to what they can spawn. Since necromancers are magical beings who raise the dead on their command... then it would of course more than likely be limited to just Skeletons and Zombies.
If this were to be a Nether monster.. then it would be limited to spawning only Pigmen (if the argument that every other mob in there isn't in fact 'dead' or 'alive') because pigmen are the only ones that are 'dead' in there. (Maybe ghasts are too but I don't think so).
So.. limit this mob heavily.. and you could make this workable. Because at this point.. it's really just an unneeded overpowered mob that would make doing 50% of the game needed to go out somewhere to get something useless because it'd be too easy to get.
Perhaps... Just make it so he can only:
-Spawn up to 4 mobs at a time (perhaps randomly being zombies/skeletons and the occasional pigmen [because they're nothing special.. just a zombie with a different look])
-No spawners
-Make the Necro actually be relatively weak in itself (perhaps give it the ability to only spawn dead things as opposed to actually attacking you)
And... What would the spawn rate be? The second you kill one of his minions they instantly come back? Or is there say a 10 second cooldown before one comes back up? Would he be the type of mob that would actually kind of RUN AWAY from you? (so it's harder to kill him since I suggested that he be actually weak) Because he's a necro.. he doesn't attack you his minions do.
What items would he drop? Perhaps a few sticks as a normal drop (to represent his 'wand') as he's the only magical one really, or other magic items such as brewing items. And perhaps his rare drop would be... a magical wand (I know that would go against the anti-magic idea of him being the only one to wield magic but...) that can shoot 10 firechargers.
If wither skeleton were added, I could see 2 versions an Overworld Necromancer (as a rare spawn from the Skeleton line as I proposed above) and a Nether Necromancer (as a rare spawn from the wither skeleton line).
Suggest that (if no other melee or ranged attacks allowed for this MOB):
Spawn cycle execute
- else (if < 3 undead MOBs in a 10 block radius from the Necromancer)
place within a 5 block radius (semicircle) in front of it:
** Any Necromanceers that would have spawned in this way should be aborted/not allowed.
10 hearts (20 health) is the same as a skeleton or zombie...seems reasonable to me. But yeah, the necromancer could try and stay 5 blocks away from the player, slowly backing away, and pausing while summoning (that way a player can still rush in for melee attacks), this would attempt to keep his summons between himself and the player.
I think the wand that can shoot 10 fire-charges is a bit much (unless wands in general were introduced... which I'm not opposed to), but I suggested some drops up above.
If wands were introduced, perhaps it could be an item he can come 'equipped' with and will use between summons?
Well... I did initially say 15 before I posted then thought that was too OP. So I dumbed it down to ten. Ten really wouldn't last THAT long if you think about it.. you could use those up in a matter of seconds.
And keeping the summons between him and the player.. exactly what I was thinking... because if you've ever played Diablo 3 (I can't remember about Diablo 2), the things that Witch Doctors summon.. (which ARE mostly dead and are pretty much a necro), they actually do stay in front of you as they walk. no matter what.
OH... I know.. it could be similar to... say.. how an ocelot walks with you.. it's always in front of you where you walk so maybe the ocelot would be a better example.
I like your spawn rates... But that just makes it seem UNDERpowered haha. I mean... you could easily kill one or two zombies no problem with even an iron sword and have 4 months to sit around before you decide to kill him before he spawns another mob. So I'd say.. a mix between the minimums of what you said for hard and medium... or a little less than a spawner would be better IMO.
For your part where you said different grades of one (wither/non-wither) Is reasonable.. But in that case... yeah seems reasonable.
But what's the difference between normal skeletons and wither skeletons?
One is black instead of white, spawns in the nether instead of the overworld, and has a chance to drop a whither skeleton skull as a rare drop.... they're taller (like 2.5 blocks tall / almost enderman height)... they move as fast as the players and do reasonably high damage with their sword (melee instead of ranged)... they are immune to fire.
But they usually only spawn near blazes in the Nether Fortress..so they might not naturally spawn.
...oh, attacking the Nether Necromancer with cause the Zombie Pigmen to Aggro...or maybe the ZP should just enrage and turn from neutral to hostile immediately when around (within 10 blocks of) a Necromancer.
this is an interesting side note:
I know the question I am about to ask is off-topic, but what kind of sword do Wither Skeletons have?
Actually... he said that right...you just mis-interpreted what he meant. While it is alive, it DOES place MOB spawners in your original suggestion. that would be grossly overpowered in a Survival Game and easily abused.
Again, he did not mis-read, you had originally stated that the Necromancer should drop/place spawners while it is alive... I have made alternative, less overpowered suggestions to accomplish a similar overall goal without being too abusive in design.
Dropping Spawn Eggs at all is considered to be a bit overpowered as well and will likely not occur...you should probably stick to more conventional drops.
Stone sword. http://minecraft.gam...Wither_Skeleton
Okay.. thanks for the.. what i was going to say basically. Lol.
I don't know how to do those 'quotes inside quotes' so... you basically did it for me so thanks.
Well... like I said and everyone else here said... the spawner idea would be very OP.
Unless..... it was say..... In a sense like land mines maybe????
Just kind of places them whereever... say up to a max of 4 and they either:
-last until the player breaks them
-or for a certain time (lets say for the sake of argument 10 seconds)
But even then...
It has potential to be abused because all we'd have to do is capture one... put it in a pen or something and let him do his thing with all the mobs and you still have almost an equally as abused exp farm as the general consensus was way before this comment here.
So.. thinking about it.. I think there's ways to sort of 'make it work', but it wouldn't work in the sense of having it be just a typical mob that gives challenge to the game because, it could either be.. a normal mob that gives challenge to the game... or a mob that would be heavily abused and used to the players complete advantage, and take away any sort of challenge the game would have in the aspects of attacking mobs for items, exp, and other things.
As long as the Necromancer MOB 'was' the spawner (and didn't place spawners), this would be less abusive, because (at least until name tags are introduced), Hostile MOB's will despawn if you wander too far away (even if you pen them up). It is only passive MOB's that you can pen up and wander away that won't despawn.
Once the name tag is introduced...maybe remove the spawning ability if the Necromancer is 'Named', and resort to ranged (death) spells only?
Maybe reduce the initial damage of the ranged spell, but add the whither effect (the effect you would get when hit by a whither skeleton).
I copy and paste the BBCode for the quotes into the right places (nested inside each other) from the original text, it's a pain, but it makes the conversation easier for others to follow what I'm referring to.
Example (see the BBCode in the Square Brackets):
Several suggestions were made to try and re-balance it as a viable MOB type... what further would you suggest?
I agree.
Even though people have posted balanced suggestions, look at the first post again. It has overpowered attacks that the Necromancer can do.
^^^^ Click it! You know you want to...
That's why we're asking for suggestions on how to balance it