Shattered Kingdoms

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 Post subject: Necromancers
PostPosted: Sun Mar 04, 2007 1:40 am 
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Joined: Sat Feb 28, 2004 5:14 pm
Posts: 819
They are unbalanced.
Reason no other class can get over 80 attacks in a single combat round no matter how much prep time they invest.
Fix lengthen animate time. Then limit Animated undead to necromancers group only with damage done to the animated undead that are outside the group at a rate similar to drowning. After doing this the holy wording guard NPCs would need to have their holy word frequency turned down a little. This would inspire other dark auras to be more active in those areas as well.

This leaves extra potential in the form control undead an under used spell. Still leaves the necromancer with the power to rock any non holy wording class. It would hopefully reduce the o all bash necromancer kills and actually reintroduce some originality back to the class. It would also give a group of warriors a chance against a hoard of undead. In closeing Ive heard it said a group of 9 is an army in SK so what is a pack of 30 ? This is the idea I have had to bring the class back to being powerful but still in the same playing field as all the other classes.


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PostPosted: Sun Mar 04, 2007 1:42 am 
He posted it first but, yeah what he said


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PostPosted: Sun Mar 04, 2007 2:01 am 
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Joined: Wed Dec 10, 2003 9:11 am
Posts: 905
Location: Germany
Just limit the number of animates they can get. Running around with an unlimited number of NPCs is sort of ridiculous.


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PostPosted: Sun Mar 04, 2007 2:24 am 
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Joined: Wed May 25, 2005 10:47 pm
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Location: Climbing the Hills (Level 20)
Having never played a necromancer before, I'm running blind about the coding, but as I have a keyboard and a modem, I still meet all the qualifications to voice my opinion.

I'm strongly against anything that forces necros to a certain cap of undead. The idea of raising a huge army for an epic battle is pretty cool, I think. However, some sort of negative effect for having a bunch of undead, such as having a mana drain akin to concentration, or an off chance that an undead will simply walk away, or even worse, a chance that the undead will get pissed and attack you, (Not a fan of option 3,) might be worth looking into.

But I just ended a late-night RP arc, and am amazingly tired. Therefore, bedtime.


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PostPosted: Sun Mar 04, 2007 2:39 am 
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Joined: Fri Nov 26, 2004 1:03 pm
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Location: pyrathia
If mana drain coded in expect to see all necros go adept...


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PostPosted: Sun Mar 04, 2007 2:43 am 
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Joined: Sun Dec 07, 2003 1:51 am
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Location: Denmark!
Make them unable to wield weapons...


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PostPosted: Sun Mar 04, 2007 2:50 am 
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Joined: Sat Aug 24, 2002 6:56 am
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Necromancers are not the end all be all of the PK machines that run around SK.

I remember a priest and swashbuckler taking out a necromancer and 30 wights.

It's actually a tougher class to play than most of you think, and limiting the number of undead they get doesn't make them any more or less powerful than they already are. So in short, the wimp you are looking for won't even affect the PvP arena.

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

If we can deduce that things that have to do with CRS and winning and losing in that arena will not change, we can assume that necromancers will never lose their ability to animate unlimited amounts of undead, since they are linked together.


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PostPosted: Sun Mar 04, 2007 2:52 am 
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Joined: Sun Jul 18, 2004 3:09 am
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I say put the cap at seven.

That way they can still have a full group by themselves with a control.

Four wraiths with enchanted weapons, two wraiths ethereal to protect the ethereal necro, and a zombie then control infront of them still deals more damage and offers more protection than any class solo.

Lets also not forget the buyable pet.


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PostPosted: Sun Mar 04, 2007 2:55 am 
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I say we ignore OVT's opinion entirely.


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PostPosted: Sun Mar 04, 2007 3:03 am 
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Joined: Sat Feb 28, 2004 5:14 pm
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The reason I went with animates in a group is because animates provide a necromancer with some XP from damage they do because of their close link. This link means if they are not in the same group they start to return to being dead. So it has some RP merit not just some number out of the blue.


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