Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 10:58 pm 
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Mortal

Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
Tragonis wrote:
I would wish I could pk using more then order all bash, and use maledictions, but the fact is it works. Better then me sitting around lagging myself to death. If necromancers and not their dead become more survivable and their undead less rape machines, it can open a lot of interesting doors. Give necromancers a new defensive skill or spell in line with intimidation, sanctuary, or mirror image, and let that cost them by limiting the use of only one control. That way their enemy is forced to last longer in combat since one round of o all bash will not kill them, the necromancer lives long enough to use their entire spell set, and we can see a new angle in their use.

Or delete Irition and prevent vets from playing anything but giant bards and Halfling hellions.

They don't need a buff to offset a limitation on controls. They'll be perfectly fine without it.


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 Post subject: Re: Shadowy wights
PostPosted: Wed Jul 17, 2013 1:30 am 
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Joined: Mon Mar 04, 2002 10:42 am
Posts: 1053
I think there was a time where concentration needed for controling undead was determined by the level of the undead. So if you had one GM undead you could only control another which was less than Master. Something like that.. it was a long time ago and maybe I just remember it wrong. Anyway, that might be a good fix for todays problem? Oh, and retweak the animates.


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