StylesP wrote:
Wraiths are not "gm barbarian NPCs", unless I haven't been paying attention and GM barbarian NPCs now die in 5 melee hits.
The issue is one of damage output, not damage absorption. Why should a necromancer get 50+ melee attacks/round?
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Judging from the logs, I don't think most of the necro races can even do 2 controls like you just stated. I don't think Surrit ever has 2 controls.
You can do two controls. It's not always the strategically optimal choice.
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The problem is honestly controls, I think. Since controls are what enable a necro to PvP/PvE solo. If controls weren't all basically Lathron with a weakness to BoG, it would require necros to group up with others for suitable tanks, because you are not going to do anything with wraiths and a horse.
Controls generally have the same damage output as animated wraiths, but with more HP. Solo PvE is a function of the necro's ability to take NPCs out so fast with amazing damage output. If they lose a wraith in the fray, they can now make a new one with the NPC they just killed. The issue with controls is primarily a builder issue. Imms need to not stick powerful controls in easy spots (the same can be said of charms; it would be cool if the best charms were actually more challenging to acquire). The issue with wraiths is a coding issue. They allow necromancers to put out too much damage too fast. Seriously, there is no reason for them to be two-rounding the entire world with their NPCs.
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I think the reason necromancers have (and need) such an ability to overwhelm things is because if they don't, there are countless ways to demolish them. 2-3 bogs, which takes about 2 rounds, will kill a necro. 2 holywords, which have a cast time of little more than a round will kill all wraiths, and possibly dispel controls. Anyone in a tribunal can manage either of those. Anyone with access to ranged combat can scare off a necro, rogues too, etcetc. Necros do not have access to the defenses that a sorc/warlock/priest does without intense prep.
By that logic all deep-elves, hellions and evil priests should be able to overwhelm things with massive damage output since BoG is a threat to them. Needless to say, that logic is flawed. Much of this is countered by necromancers being diabolic. The diabolic alignment gives players huge leeway to exploit tactics that other alignments cannot. To a lesser extent, this is true for other evil alignments. You have more tactical options than light aura characters. The price you pay for this in some cases is being susceptible to holy magic. You are right that an unprepared necromancer can get taken down by certain abilities, but so can any unprepared character. That's not relevant to the discussion, and 2-3 BoGs would not take down a necromancer who is actually trying to win.. While it is true that necromancers also have an easier time ganking unprepared people since they can run them over in a couple of rounds, it is also true that a prepared necromancer going up against a prepared opponent is going to have the advantage every time. Even if the opponent is a paladin.