User blog comment:ClayHuang158/Necrius/@comment-3391671-20161016201508/@comment-27859592-20161019134052

Hmm... I can understand that Necrius's kit has a slightly more support feel to it than a mage kit. When I was creating Necrius, I wanted to create a support, because (if you look at my other custom champion kits) I had never created one before. The alternate mage playstyle just sort of came in after a while. I dunno, I guess I just can't create custom champions that I wouldn't want to play myself. :)

Looking at Necrius's Spirit Essence usage, he currently uses 3 Spirit Essence when using Rejuvenation. Then, if he engages, his E, Imbued Ground, uses up a maximum of 4 Spirit Essences. His Q does grant a Spirit Essence, however. I might change that to grant a Spirit Fragment instead.

The idea of a heal over time gives me some ideas. Maybe I could make it so Necrius would grant an effect to the targeted ally at the end of the heal (maybe a movement speed buff? Dunno), increased when self cast.

As for Imbued Ground, technically, I imagined a rather long animation (which would more or less be a channel, but, if interrupted, would not cost mana or Spirit Essence). Also, for the damage reduction, I think that it would be slightly different from simply buffing the shield. From what I know (I may be wrong), the damage the shield absorbs goes through your armor and magi resistance. However, armor cleave or armor penetration effects might make it less useful, whereas damage reduction is not affected by those, and works against all types of damage: physical, magical, or true.

Psyche Attack: description is probably gonna get edited. When I put that there, I wanted to make it clear that there was technically no maximum to the amount of times Necrius could cast Psyche Attack within the time period (unlike another concept I made, in which the ultimate could only be cast up to 3 times). I guess that part of the description was kind of redundant though.... As for the movement speed, I'll see if I can find a way to put it in.