Hello! i recently came back to this server only to find out that my favorite class has become broken with no fix in sight. the main problem is that the mob AI has been messed with and it broke. the solution? remove mobs! so the idea for a necro rework will keep the idea of an area control mage while removing the need for mobs. however it will change him into a support based "siege mage". his items would be a diamond pick, golden sword, mob beacon, and a wand. the pick would be his main combat tool, also used to break his mob beacon if needed. the mob beacon would instead create a large aura around it, visible to ally and enemy players (using minimal particle effects to reduce lag). whenever an ally that isnt the necro dies within this range, they are instead "revived". their hp is set to half, they are given a powerful wither, they are slowed, and they gain a strength buff (and a zombie head on their head). this is to imply that the ally was reincarnated as a short living zombie. as the players score kills in this state the ob beacon upgrades, allowing higher hp caps, reduced slows (eventually speed buffs), and stronger strength buffs.(this is to keep the feel of the necro's power ramping up) this is where i came up with the term "siege mage". its a mage like support class that aids your team in prolonged assaults. the golden sword would be the reason for the necro to stay on the battlefield. it would be able to prolong the life of his fallen allies, giving the more time to live as a zombie (which can help them secure a kill) the wand would be the necro's main way of supporting his team beyond revival. it would shoot a projectile that creates a medium radius aoe that slows and withers enemies caught in it, putting them on an even playing field as your zombies. (while staying weak enough to not completely decide a fight). this would have a fairly long cooldown. now.. the problems with this type of approach? there are many ways you can look at this approach. you can say that it would be he would be healthy to a team based game such as this, offering loads of utility to a well coordinated team, and rewarding good team play by snowballing out of control off of coordinated teamwork. you can also say that he would be a weak class since he is too reliant on his team for power, since he lack the real tools to defend himself on the frontlines. the contrary can be claimed that he would become the anchor of the team too quickly and become such a high priority target that if he doesnt die you lose. this idea is in no way perfect but i would love to see it slightly refined and created into a playable class that would shake up the game's flow. that is all i have to say.. suggestions and criticism are more than welcome PS: i know that buildings are clunky, so instead, maybe making his necromantic aura a toggle that surrounds him. this would also be a good way to encourage aggressive frontline-y play with him.