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Did the concentration change made necros more enjoyable?
Yes 21%  21%  [ 7 ]
No 56%  56%  [ 19 ]
No clue 24%  24%  [ 8 ]
Total votes : 34
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 Post subject: Necromancers
PostPosted: Wed Mar 05, 2008 9:54 pm 
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Mortal

Joined: Wed Sep 10, 2003 3:57 am
Posts: 140
The change that made 'animate dead' to require concentration was supposed to be a test according to D and to what I remember.

Does anyone think it was a success, at least I don't.

Can we have that change reversed or maybe let necros keep their concentration on the animated undead until released or destroyed?
I'm pretty sure that would revive the class quite a bit, even I would give it a shot.

Cheers.-

EDIT: Added poll


Last edited by XeRo13g on Wed Mar 05, 2008 10:09 pm, edited 1 time in total.

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 Post subject:
PostPosted: Wed Mar 05, 2008 10:08 pm 
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Mortal

Joined: Sun Jul 18, 2004 3:09 am
Posts: 2174
I agree.

Take the timer off the spell. Just make the restriction concentration based.

Hundreds of wight is broken.

A group of six wraiths that you can keep for as long as you want to hold the spell...thats pretty nicely balanced for as weak as the class is without undead at all.


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PostPosted: Wed Mar 05, 2008 11:43 pm 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
I am sure you are both aware, other than miscellaneous changes with control undead concentration + raise dead concentration, cancellation now has a great difficulty in canceling charms and controls, and that the spell itself cannot be scribed.

What does that mean? Necromancers can now walk around with two extremely powerful controls with very minimal risk at all. They have so much hitpoints, and can be mended by the necromancer at any time. After the changes I took a ghoul to Varloch and it dropped him in three rounds. Now please picture two of those + unlimited time wraiths.

Necromancer class isn't being played right now because a certain cabal is being rebuilt (and we look forward to its return some day) and players in general lean towards the 'good' side. The class itself is extremely powerful with several unique spells such as finger of death, energy drain and fear.


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PostPosted: Thu Mar 06, 2008 12:19 am 
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Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
Once controlled, undead NPCs get uber wimped.

The sick controls stopped existing in SK since Thran had Malias and could destroy Exile with 2 controls. Now they are not that great.


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 Post subject:
PostPosted: Thu Mar 06, 2008 1:54 am 
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Mortal

Joined: Wed Sep 10, 2003 3:57 am
Posts: 140
I feel inclined to make a comment at this point....

My suggestion was based on letting a necro be more travel/explore friendly and had nothing to do with PK.


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PostPosted: Thu Mar 06, 2008 9:10 am 
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Mortal

Joined: Thu Sep 26, 2002 8:13 am
Posts: 1155
Location: Newton, MA
Make controlled undead immune to BoG instakill. Two "powerful" undead are great and all, but not when they both get 1shotted by a single pally with less total casting time then one finger of death.


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PostPosted: Thu Mar 06, 2008 9:32 am 
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Mortal

Joined: Sat Nov 20, 2004 11:38 am
Posts: 803
Location: Milton Ontario Canada
SK Character: Umdon
Ya but then it be fair :P


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PostPosted: Thu Mar 06, 2008 11:14 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Dark-Avenger wrote:
Once controlled, undead NPCs get uber wimped.

I don't believe this has been true for a long time. There was a period where controls would get their HP lowered once controlled. But then we revised the HP of all NPCs in the game (including undead) downward to meet the same standard. So there should be no effective change in HP for controlled versus non-controlled undead.


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PostPosted: Thu Mar 06, 2008 11:48 am 
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Joined: Thu Sep 26, 2002 8:13 am
Posts: 1155
Location: Newton, MA
HP isn't all that can be nerfed. Undead lose all of their scripts when they are controlled.


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PostPosted: Thu Mar 06, 2008 12:02 pm 
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Mortal

Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
Then they are nothing that great either D.

Considering that control makes them lose their scripts as well though, they are considerably weaker than what they are uncharmed.

PS: For scouts taming rapes pets though. Especially damage output. Unless something has changed in the past 2 years or something.


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