Shattered Kingdoms

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PostPosted: Sun Mar 04, 2007 1:48 pm 
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Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
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The newest change to necromancers completely destroys non-human/deep-elf necros.


Frankly, I'm glad that this lends some credence to a race which has been completely shot down with weakness lately. The deep-elf gains more power for those who still intend to have over 10 undead.

Also, it takes away some focus from the obviously superior build of the halfling necromancer.


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PostPosted: Sun Mar 04, 2007 2:12 pm 
Cyra wrote:
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.

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


I meant their saves are too high for them to take affect, [REDACTED].

And, thanks for your biased, obvious digs at me. But, sadly you are mistaken.

The reason necros require so many undead is because of the fact undead are so weak and have so many weaknesses.

Though I like part D. Considering your tactics and the way you play the game. *chuckles*


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PostPosted: Sun Mar 04, 2007 2:53 pm 
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Joined: Mon May 02, 2005 3:49 pm
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Location: Florida Atlantic University, Jupiter
Cyra wrote:
It's actually a tougher class to play than most of you think...

The only place where having 30+ undead minions swings the balance in your favor is the crappy CRS system.


Both very true.
Necros are very easily dealt with, especially now that law NPCs can come ethereal. Look, a lucky scout can off one before he can successfully go ethereal, a bard can easily destroy one, eth or otherwise, mercs with range and luck can, sorcs can easy, pallys can practically one shot kill them, same goes for warlocks and lightie priests. If you think they are too tough to beat, then you need to learn to play this game better.

[ps I just read the first page... dont even tell me any change like this actually went in!]


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PostPosted: Sun Mar 04, 2007 2:57 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Yes, necros got wimped.


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PostPosted: Sun Mar 04, 2007 3:05 pm 
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If you have not noticed, your undead do not crumble - I would consider this a boost, at least the way I would play a necromancer.


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PostPosted: Sun Mar 04, 2007 3:15 pm 
I think cannible has a good idea for the soulution.

Since animates are so closely linked to their animater, allow animates that are INSIDE the necros group share a percentage of the necromancers save pool based on the necromancers level. Remove their ability to wear armor, but allow them to carry weapons. On the inverse side put a penalty on the animates OUTSIDE the necromancers group, this would be based upon a percentage based on the number of animates placed outside the group.

This would give the necro a reason to raise 7 good animates and also allow them to make a zerg army. The zerg army would become progressivly weaker as the number raised. Sort of as the Naruto shadow clone jutsu, his energy becomes divided as he creates more and more clones.(yes I used that as an anology.)

So then it allows the necromancer to pick and choose how to build his animates and what kind of suit he will be worried about.


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PostPosted: Sun Mar 04, 2007 3:18 pm 
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I was wrong, undeads do crumble :(


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PostPosted: Sun Mar 04, 2007 3:37 pm 
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I have only skimmed this thread - and granted I am a relitive unknown as a character - But I have been around for a while as a player, so I thought I would throw out a suggestion on this topic:

Dont "nerf" animate dead entirely. Recode it so that spell has a set "power" based on the Necromancer's stats. It still requires no additional concentration or mana useage after the spell is initally case and the animated corpse(s) will eventually fall over dead. The necromancer can then decide how s/he wishes to allocate thier power. Should it be one animated corpse at "full power", two animated corpses at "half power" each, fifty animated corpses at "1/50 power" each and so on. Their power is equally divided between all their controls.

If the necromancer only has the one animated corpse, it is going to only have a few normal attacks which would be very hard hitting each round. This would be akin to a charmie of the same level as the animated corpse.

If the necromancer had 10 animated corpses, each of them is going to have a few normal attacks per round, however all of them attacking together will be 30+ attacks per round. But - the hits would not be nearly as strong as a single animated corpse.

By doing this it shows the strain that controling several undead would put on the necromancer - he is no longer able to mantain the full power on every creature he controls - but does not force them to join a specific cabal for mana regen / stats / etc.

2Cents?


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PostPosted: Sun Mar 04, 2007 4:10 pm 
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Joined: Thu Jan 15, 2004 1:21 am
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SK Character: Delear - Maridosen
Yet another QQ thread.


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PostPosted: Sun Mar 04, 2007 4:39 pm 
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Joined: Thu May 11, 2006 11:00 pm
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Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I think this change should be fiddled with a few weeks before we can critique it. I like the benifits it gives deep-elves over other races though.

*considers this for a next character concept*


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