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PostPosted: Tue Jul 15, 2008 7:22 pm 
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Gilgon wrote:
Sypher wrote:
A large problem is wands of certain spells such as animate dead. Those were nerfed, which is a step in the right direction, but as it stands any class able to use wands has the ability to solo an outer guardian still. I could do it with my sorceror with a bit of preperation.


I wouldn't even need much preparation to solo a cabal guardian with a warlock. Buy a couple of the 6 charge moderate charm wands and get Bill, Derk, Losquaty, Beth, Derek, Tromarr, Forlan, Thuldor, the entire Teron crew. Give them all pitchforks and let your elemental tank. Freaking cake and only would take about 15 minutes to do and then rebuy 2 charm wands.


Exactly, that's what I was referring to. Amassing a huge army isn't something limited to only necromancers. For future reference though, Beth and Derek aren't charmable. ;)


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PostPosted: Tue Jul 15, 2008 7:25 pm 
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Sypher wrote:
Lakir wrote:
TheCannibal wrote:
I sense a curse coming your way Lakir.


They max at what? 1 level? Well worth it to know where I can buy charm person wands


No, they don't max at all. Chacorin got cursed 10 levels once. A friend of mine also got slapped with a 4 level curse.


Oh well. I don't really play Eljon... I mean uhm, Cerrilius, yeah I don't really play Cerrilius that often anymore anyway.


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PostPosted: Tue Jul 15, 2008 7:26 pm 
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I see what you did there. :-?

:lol:


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PostPosted: Thu Jul 17, 2008 2:24 pm 
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Thanks for pointing out the charm items. A fix so that they work the same way as animate dead items will be going in soon. Also control undead and domination will be part of the same package. You'll be able to have one animate and one NPC from any one of the three new spells using items. That's two NPCs from items. After that you will need to cast the spell yourself to get more.


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PostPosted: Thu Jul 17, 2008 2:41 pm 
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Dulrik wrote:
Thanks for pointing out the charm items. A fix so that they work the same way as animate dead items will be going in soon. Also control undead and domination will be part of the same package. You'll be able to have one animate and one NPC from any one of the three new spells using items. That's two NPCs from items. After that you will need to cast the spell yourself to get more.


Does this change prevent the use of multiple charm/control scrolls being used?


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PostPosted: Thu Jul 17, 2008 2:54 pm 
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Yes, that is exactly the point. No matter what combination of wands and/or scrolls you use, you should not be able to get more than one animated dead and one charm/control/dominate per player character.


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PostPosted: Thu Jul 17, 2008 3:38 pm 
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Dulrik wrote:
Yes, that is exactly the point. No matter what combination of wands and/or scrolls you use, you should not be able to get more than one animated dead and one charm/control/dominate per player character.


Honestly, Dulrik - charm wands should be extremely difficult to get. As is, one of your builders (Algorab) put them with a very high limit on an easily accessible NPC. Atleast the (4) animate dead wands require a group or a competent necro to grab solo, the charm wands are just absurd.


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PostPosted: Thu Jul 17, 2008 4:33 pm 
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SK Character: Amorette
What the hell did Chacorin do?


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PostPosted: Thu Jul 17, 2008 9:25 pm 
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Don't say these Gilgon, this thread will get locked from Alshain.

PS: Those totally stupid orb necklaces are still not wimped.
PPS: Did Algorab add the restore scripted store bought rings yet or not? :P


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PostPosted: Sat Jul 19, 2008 6:06 am 
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As one of the mid to lower grade necros around i'm going to throw in my hat back into this arena finally. I find there are more than enough ways to counter a necro in this game. One of them is a time factor. I in fact was bitched at by a player the other day because he wanted my help to do some things with an army. And in the amount of time to properly prep he was astounded to find a good necromancer actually doing what needs to be done to have a real army is in the +1hr stage. I'm sure some of the better ones can do it quicker buy it will in fact take me an hour or more to get a proper force raised. Which btw is longer than the most powerful undead's timer.

Speaking of wraith. Who's idea was it to take butcher away from them?

Most of the charm able undead are below standard with all the nerfs that have happened in the past. Varloch is nearly useless as anything more than a mediocre tank. He loses all the scripts that make him anything other than that. My necro can personally hold two controls while resting and with food and water never really feel that good of a pinch. But once I leave an inn or stop resting i will drop ~10% a tic give or take.

If you think necros just roll over people think again. They take quite a bit of preparation and can easily be stopped in most cities. God forbid they get caught up in Exile without being prepared. Holy word is the bane of all necromancer. I mean at GM with really good MP I still will die to a Master lvl paladin. It's been done and I've qqed about it before. BOG owns necromancers because you can't get away. It deals substantial damage and means an almost I win for a 1v1 with a paladin. I've been rolled plenty of times by "defenders of light" priests and anyone with Hammer of Light or any aforementioned spells. Half of the strategy of SK is surprise, if you're alone and caught with your pants down stuff happens. It's how people get the good multiple quick kills.

What I would love to see is either the concentration on undead gone. Or the timer gone, but not having both. If I'm actively giving up spells of higher level I want to be able to not worry about a 40-50 minute timer. And If i'm not concentrating on them then I would expect there to be no dark conduit of power flowing into them.

Give necros enchants like was previously suggested. Or even the catch 22 of mass invis. Mostly because mass invis would act like a double edged sword and not work on out of group undead and would limit the number of undead in group for the drain on mana for the spell.

You want to nerf a class that is suppose to be solo by design. Remember necromancers make few friends. And those are only as good as their use is. Mechanics and RP should not collide and that is the problem we face. People are complaining about the few necromancers that are of note because they are playing the solo card with a little help from their friends.

To note I think there are less than 10 necromancers even midly active. I can only think of 5 off the top of my head.


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