I can't help but feel a bit sarcastic when I notice that A) I'm the only person playing a succesful necro and B) the only animates previously worth using were turned to warlocks, and all animates had all their active skills removed. These changes were made at the behest of someone who provided zero examples of people being unable to beat necros as they currently were, and despite the plethora of examples that I supplied of myself soloing necromancers on multiple characters, and the examples that Baldric supplied of him absolutely trouncing necros.
Does this not sound like a joke to you?
Fine though, I'll give my constructive criticism. As things now stand, necros are totally shafted when going against anyone with access to holy word, or even against anyone who has built a melee character well. I've already said that if a necro were made comparable to a sorcerer in combat viability, the class would become useless, and that is what has happened. The RP of a necro is that he has forsaken his sanity and also instantly earned revilement and hatred from half the world, and distrust from everyone. The idea is that for these innate vulnerabilities and revilement he is getting some sort of unmatched power in return. However, now that necros can only use active skills with controls, anyone with access to sanctuary, dispel, cancellation, remove compulsion, holy word, or BoG can repel him or defeat him even in enemy territory with ease, and there's nothing the necro can do about it. In a group fight, the only thing that a necro contributes that any other class cannot contribute better is fear, and even other wand/scroll classes can access a lesser version of fear that still works quite well.
"Buffing" the secondary attacks of animates is useless, because unarmed animates do absolute crap for damage, and in the time that it takes to o all bash and o all hit someone, it's time to bash again and your control is probably dead, but it won't matter because all of your undead will have bounced off sanctuary anyway.
If you want my advice to make the class useful in PvP at all anymore, I'd say (besides just reversing this entire ridiculous change) that the saves of their undead should reflect the saves of a necromancer like how warlock elementals supposedly do. They'll still be lousy compared to sorcerers but at least animates won't just make the necro look like an idiot.
Really though, my question is "Why?" Why remove all active abilities from animate undead? Did you want the necro to be even more simplistic? Was there a need to completely remove every single active skill while giving absolutely nothing in return? What prompted this? Did someone sneak up and roll a necromancer that rolled the mud and that everyone complained about while I wasn't looking?
Last edited by Edoras on Mon Dec 10, 2012 12:35 pm, edited 1 time in total.
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