Basic Skin: Kel'Thuzad resembles a lich from the WCIII and WoW universe.
Master Skin: Kel'Thuzad appears like his final Naxxramas appearance, chains, icy horns, larger collar etc.
Necromancer Kel'Thuzad [Legendary Skin]: Kel'Thuzad appears as his human necromancer form from WCIII. This would be a completely new model with a new voiceover and altered appearances to certain abilities.
Scourge: Skeletal minion would be reskinned to have more basic textures, resembling more closely the WCIII skeletons.
Desecrated Ground: Creates blight, similar to the blight from WCIII.
Death and Decay: Has the appearance of the spell from WCIII.
Abominations: Reskinned to look more basic, a la WCIII.
Master Necromancer: All minions reskinned to resemble more closely their WCIII forms, Val'Kyr are transformed into Obsidian Statues instead.
The idea that Kel simply needs to be on a lane to get undead minions would make him too powerful. Tying the building of a scourge army to active ability use means Kel has to make a concentrated effort to manage and maintain his minions.
Plus it allows more counterplay. If you disturb a Kel who is focusing a lane you'll impair his minion generation (unless he ignores you to focus on the lane, in which case he can easily be killed) whereas if the ability is passive, he loses no minion gains by deciding to focus you instead, aside from the minions on lane may die more slowly. The idea behind this method of scourge generation is that (like the lore plague) if left unchecked it can become quite difficult to deal with, but if managed and culled early it's much more manageable. This is why Kel's minions can seem quite powerful, because he needs to invest quite a bit of effort in keeping their numbers up via generation abilities and maintenance abilities.
So you need to decide with talents, will you go PvE route, picking talents that make generating an army easier, and last longer? This is great for siege and lane dominance, but minions won't path off the lane, so has poor teamfight potential.
Or will you pick talents that make you better at teamfighting? This build has less methods of generating minions and sustaining them for longer, so their ability to make an impact on a lane without your continued presence is weakened greatly.
by Kobold101:
"This sounds like it might be a tad OP, but it does seem rather interesting. I've always liked minion based Heroes."
To make Kel'Thuzzad more minion based, his passive could be "Whenever a minion dies around Kel'Thuzzad, summon a Skeleton. Whenever a Hero dies around Kel'Thuzzad, summon an Abomination. Whenever a building is destroyed around Kel'Thuzzad, summon a Necropolis.
All the Necropolis would do is spawn a Skeleton every 4 seconds.
That COULD work.
"This sounds like it might be a tad OP, but it does seem rather interesting. I've always liked minion based Heroes."
To make Kel'Thuzzad more minion based, his passive could be "Whenever a minion dies around Kel'Thuzzad, summon a Skeleton. Whenever a Hero dies around Kel'Thuzzad, summon an Abomination. Whenever a building is destroyed around Kel'Thuzzad, summon a Necropolis.
All the Necropolis would do is spawn a Skeleton every 4 seconds.