Shattered Kingdoms

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PostPosted: Sun Mar 04, 2007 12:52 pm 
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Dulrik wrote:
Honestly, before I ever saw this thread, I was thinking about ways to reduce the maximum potential of animate dead. So you can expect to see some experiments, starting... now.

Maximum is the key word. Animate Dead is only a problem with >20 animates which creates terrible spam and undefendable damage, especially in CRS.


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PostPosted: Sun Mar 04, 2007 12:57 pm 
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To be honest, with the absolutely rediculous one-sided advantage for team lighty in CRS for relic taking, I'm completly comfortable with the darkies being able to zerg relics with a necromancer.


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PostPosted: Sun Mar 04, 2007 1:08 pm 
No offense, Konge, I find it absolutely absurd that anyone would debate me on the necromancer class.

Too much fort in game to make a necromancer effective, I can name a hundred pieces of eq that come with greater fort alone. The rest of their 'impressive' skillset is had by a shaman with way more hps and supportive spells.


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PostPosted: Sun Mar 04, 2007 1:10 pm 
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All it takes is one defender, NPC or PC, with holy word to make zerg zero. Holy word completely and totally decimates undead armies. If the damage doesn't do it, the dispel will.

And contrary to what some people would have you believe, holy word is not "geared specifically to counter undead." It is geared specifically against counter-aura enemies, PC or undead NPC alike. It just happens to be particularly powerful against undead, as is spear of faith, as is bolt of glory, as is heal, mass heal, healing rays, or even just a spammed cure light against a single undead type from the back row. Oh yeah, and fire-based attacks like flamestrike and fireball. And the guardians' gas attacks. Not to mention, a bow with a properly used retreat skill will totally own all necromancers, since necromancers get no ranged spells.

The class had more than enough weaknesses, with a very, very few strengths. Now, it seems it just has more than enough weaknesses.

PS. Yes, the rest of the spellset is passably okay, however FoD takes FAR too long to concentrate on, the maledictions are blocked by anyone with even a moderately enchanted kit, feeblemind takes too long to concentrate and hardly lands, and even when it does it won't stop a GM priest/paladin from casting their most potent spells, energy drain is totally nerfed and will be resisted by anyone with a half-decently enchanted kit, and controls are too nerfed by being controlled to make up the lack, not to mention dispel magic and cancellation kills it.


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PostPosted: Sun Mar 04, 2007 1:24 pm 
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Weigh a necromancer against a sorceror and you will find that they are very powerful, it is quite simple.

Maledictations from a 14 art necro are extremely potent. Just look at the sorc tourney, despite the "lol phatness" of most of the suits, maledictations land quite fine...

I can attest to at least once Dimmel decided the fate of a battle by landing a feeblemind on Caerbannog, whose suit was quite above par. In the scenario of six wraiths + necromancer, I'll argue that there is very few classes who can stand up to them and six wraiths do not take long to prepare...


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PostPosted: Sun Mar 04, 2007 1:26 pm 
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I would like to voice that this "solution" (read: animate dead requires upkeep) is the wrong one...

It basically lends extreme power (more of it, nonetheless) to the already overpowered skill of taunt...


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PostPosted: Sun Mar 04, 2007 1:27 pm 
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TheCannibal wrote:
Allow controlled undead to still wear armor and their enchantments stack with the necromancers. This will encourage necromancers to use uber undead like lord varloch, the reason most don't now is they have to take the time to get them for one thing, and it's so easy to just cancel them. With enchantments protecting the undead from cancellation it makes them a viable option again.


The only way for anyone to resist cancellation is to have a suit of magic resistance. Cancellation has no saving throw.

Furthermore, they'd still never be able to deal with the damage that they take from holy word.

I preferred using animates for specific reasons while I played a necromancer. It's just like any other class when it comes down to solo ganking. You need the element of surprise.


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PostPosted: Sun Mar 04, 2007 1:27 pm 
The newest change to necromancers completely destroys non-human/deep-elf necros.

Please test this stuff before you put it on the game port.


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PostPosted: Sun Mar 04, 2007 1:37 pm 
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It doesn't destroy them, a necro/control/pet trio is still a lethal force... Consider four wraiths on each side a bonus which you can live without.

If their duration now is forever (which would make sense, considering you hold them) it is completely balanced. Frankly, I'd almost say (with the exception of the vulnerability to taunt) that this leaves the necromancer better off - at least how I would play one.


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PostPosted: Sun Mar 04, 2007 1:40 pm 
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Grakus, cabal guardians are not golems. A necromancer's magic will still affect them, and the necromancer has some of the best spells in the game, with stuff like slow and weaken. Fear, anyone?

A) Undead controls are permanently hasted, the only thing that changed was haste, and it changed for the better.

B) You show your extraordinary talent for not knowing your subject material.

C) Asking Peso his opinion on paladins is not the definitive answer on whether or not the paladin class is overpowered.

D) It's obvious you have a fanaticsm to being able to unfairly dominate the opposition.

I'm with Tragonis on this, though. One PC shouldn't have the ability to completely dominate the playing field. But conversely limiting the number of undead that a necromancer can animate isn't going to affect anything. In fact, I'd rather it stay that way so that know-it-all players can just go around touting their superior tactics.

Will the average necromancer kill 1 PC? Yeah, because it's one PC. It doesn't mean that a class is overpowered because they're using surprise ninja tactics to put down people.

Grow a brain and take that necromancer out instead of sitting and crying about how you can't be assed to defend yourself.


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