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Raise the Undead cap higher?
Yes. 21%  21%  [ 5 ]
No. 79%  79%  [ 19 ]
Total votes : 24
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 Post subject: the Undead hoards.
PostPosted: Sun Dec 11, 2011 2:19 am 
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Mortal

Joined: Sat Jul 07, 2007 7:09 am
Posts: 391
SK Character: Gorvik, Kriltor, Viliatrou
While I believe the Necromancer class is still very useful and fun, I would really like to see the Undead cap raised to atleast the teens? There just has not been any real fun Necromancers since this change, and I enjoyed the feel they added to the game. Please give some rage free thoughtful opinions?


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 Post subject: Re: the Undead hoards.
PostPosted: Sun Dec 11, 2011 4:23 am 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Necromancers just need a little more time to prepare now. They used to be able to walk around naked with naked undead and own faces. Spend the time to give your undead enchanted durable weapons and you will rock the socks off of anyone. I think they are fine the way they are. Not to mention walking around with 40 wraiths was super hard with all the movement spam.


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 Post subject: Re: the Undead hoards.
PostPosted: Sun Dec 11, 2011 5:47 am 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
I think selectable undead would be much cooler. c 'animate dead' corpse <type>. Leave it so that the undead are the same class and obtained at the same level, just make it so people can select what they want. Give them the spells an abilities of their class to a point. :rant:


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 Post subject: Re: the Undead hoards.
PostPosted: Sun Dec 11, 2011 8:37 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
They should require less prep time now instead of more, since their entire platoon of undead will save on logout.


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 Post subject: Re: the Undead hoards.
PostPosted: Sun Dec 11, 2011 8:52 am 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Did you fix the issue with animates losing their abilities after you log out? Last I recall, my wraiths could not berserk or bash once I logged out with them and back in.


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 Post subject: Re: the Undead hoards.
PostPosted: Sun Dec 11, 2011 8:53 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Yes, that was fixed and noted in the bug forum and announcement thread some months ago.


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 Post subject: Re: the Undead hoards.
PostPosted: Sun Dec 11, 2011 9:50 am 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Awesome, thanks.


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 Post subject: Re: the Undead hoards.
PostPosted: Mon Dec 12, 2011 7:14 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Dulrik wrote:
They should require less prep time now instead of more, since their entire platoon of undead will save on logout.

This. Necros got nerfed at the higher end, and buffed in that they don't require as much prep time -upon logging in.- IMO a good paladin can completely rock even the most prepped necro now though, whereas before they usually needed help.


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 Post subject: Re: the Undead hoards.
PostPosted: Mon Dec 12, 2011 11:37 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
I resent this thread, Kythroghalas was very fun, and I guess Xunux was..okay..


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 Post subject: Re: the Undead hoards.
PostPosted: Mon Dec 12, 2011 1:34 pm 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Yeah, necromancers are fun and fine now.


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