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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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PostPosted: Sun Mar 09, 2008 7:01 am 
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d'oh. The only way to deny a paladin his powers is to corrupt him through rp and cause him to fall.

It's too bad that imms do not pay the nessecary attention to paladin RP, as I think the greatest limitation to the class is the fact that they have to go by a certain code.

Since imms don't police paladins, a paladin that becomes F3 can basicly do as he damn pleases.

That does not make the spell 'corrupt' any less lame, however.

'gee i dont want to fight that necromancer he has a spell that makes me think bad things and my god stops giving me spells to fight him' - Wtf.

Energy drain as it is now is fine in terms of powerIMO, but its just a spiteful spell. It forces another player to go back to grinding, which, with area familiarity, may be a serious handful.

As it is now you don't cast Edrain to win pk, but to 'own' the character in a whole different level.

Well. I suppose you could replace energy drain with a damage spell similar to abidalzim's horrid wilting, which was always a useful high level necromantic spell.

Other suggestions: Trap the soul (evil grin) or Magic jar.

Trap the soul would trap someone, body and soul, inside a gem, to be taken out after a few ticks. Alternatively, It could trap someone's ghost to prevent him from being resurrected for an ammount of time.

Magic jar is just the necro's way of using a jar as a temporal container for souls and through switching places with another being. This could make the necro possess a NPC, leaving his body behind somewhere safe. This means he'll have the NPC's strengths, and the ability to cast spells as per usual. A cheat way to cast polymorph maybe? :D

Horrid wilting is pretty simple. AoE or targeted dehydration damage with a fort save for half.


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PostPosted: Sun Mar 09, 2008 7:39 am 
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oops- I kept reading that but reading it as horrible "writing".

I'm like, wtf? It's a super-high level necro spell that induces wretched penmanship.

That'll show those damn paladins.


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PostPosted: Sun Mar 09, 2008 9:30 am 
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I'd just like to second/third the thought process that temp level loss is a really bad idea, it doesn't restore any of the fear to the spell OOCly or ICly, makes the spell worse as 2ish ticks perm is better than 1 level for an hour, or even a day.

What about some sort of combination of some of the ideas, for instance.

Have it give a -1 to all stats with a long timer, lets say 24 irl hours. The timer for casting it again on someone could be like an hour or two. Have it stack up to 3 times.

If it's already stacked three times on a player, and the cast timer is up for the necro, have it start docking permanant XP again, boosted from the current status to half a level.

This gets rid of the complete [REDACTED] you for smart players, or players that simply learn to lay low and not continuously fight losing battles. Basically, has enough of a bite to give them some IC/OOC fear, and enough a penalty bite for continued garbage to make them alot less of a "favored" target.


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PostPosted: Sun Mar 09, 2008 9:56 am 
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24 irl ? that sounds a tad long.

unless irl is not in real life


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PostPosted: Sun Mar 09, 2008 11:22 am 
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I like Sklz's idea.


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PostPosted: Sun Mar 09, 2008 12:45 pm 
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Jardek wrote:
One Valiant Truth wrote:
Plenty of elven paladins in the past have RPed being tainted by the touch of an evil object. Even.

Necromancers specialize in the corruption of the soul.

I approve.


Mehlindi tried to do this to a character of mine through some dodgy "rp" that Nimolgay made me do. So I RPed casting a holy word and getting rid of that [REDACTED].

Corruption is laaaaaaaame RP in a game with 'remove curse'.


Yah I always thought the RP was [REDACTED] aswell.

But you back up my point none the less.

A necromancer can cast 'curse' on someone and deny them the power of their gods.

Your god has forsaken you.

Corruption is just the advanced form of that.


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PostPosted: Sun Mar 09, 2008 3:34 pm 
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All of these spell ideas are cool and all...but in the long run they don't really help necros with their biggest problem of pets and survival. I think they either need Enchant Armor, no timer on animates (I always hated that anyway, it's even worse now with concentration on it) or just get rid of the concentration on animates all together again, it wasn't a great idea to begin with. I also agree that spells that Vamp touch and ED need to be made viable again, but that's not really he priority in my mind to make the class worth playing again. Also...make controlled undead immune to BoG insta kill as I said before, that's just silly when I spend 30min+ to get the Dracolich just to have the first level 31 pally I come across to 1shot my GM dragon.


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PostPosted: Sun Mar 09, 2008 4:14 pm 
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Can't control the Dracolich anyway anymore. :P


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PostPosted: Sun Mar 09, 2008 9:00 pm 
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Kerrien wrote:
24 irl ? that sounds a tad long.

unless irl is not in real life


IRL is In Real Life, which means 24 IRL hours, not 24 hours of in game time, AKA logged out time would count for it. If it's not possible, then make it like 8-12 hours of played time.

And as far as "none of the ideas addressing survivability", I wasn't real big on survivability as a tactic, but you aren't a tank, and I think my idea grants alot of missing survivability to the necro.

Seriously, increased resistance to light/holy + ranged miss chance. What else is there that necros fear more than those two things? A player that wants to go all out can still stack mirror image/shield/etc/etc with those. Sorry, but my idea is as close to survivablity that I want any necro to be given. They shouldn't be as survivable as a warlock.


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PostPosted: Sun Mar 09, 2008 9:27 pm 
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The problem with your idea Sklz is that it already exists.


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