Dark-Avenger wrote:
OK, someone asking for a necro buff after only a few weeks since Olian's deletion is at least funny.
Necros can be beastly if played right. They take a lot of skill and knowledge to be effective, but they can be unstoppable if things are done right. Use proper wands/scrolls, use HP mods to get better animates, use enchanted weapons on your animates/controls etc. With these tactics Olian showed how devastating a single necro can be and how he can own CRS, Radi Kenga, wastelands etc etc. Without the need of scripts on the controlled NPCs or anything.
I'm well aware, if you want to take that amount of prep and have access to some of sk's most elite items. But, so can any class. So I'm going to suggest that a master-expert-super-duper-pker shouldn't need to go to this length to become a mediocre necro. We aren't talking fighting the quad all at once, we're talking a few players.
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To give you an example and understand how stupid your post is though, I'll use your own argument. It's well known that I plan to get multivoodoo wimped by spamming it when a few more shamans hit GM. People will cry and consider this a cheap tactic to kill people(as would I anyway - but since D doesn't hear from arguments he has to be shown in action). I could then bring arguments of doing this because voodoo is not in its former glory, when you could use mana battery items to hit 170% mana pools, when you could use Adept skills/spells to hit over 100% mana also, when voodoo was done from any room without paralysing the shaman etc etc etc. Bringing such an argument would be at least idiotic. Just like aggro undead NPCs, voodoo is devastating too.
You're missing the point, the multivoodoo is two people insta-killing someone. Releasing of a few undead before an attack is not tantamount to that and the necromancer must be present with the targets. This is apples and oranges, my friend.
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Unless of course you are trying to prove a point and have the necro class wimped through code changes Zaerth, in which case I support your actions and twinking of the code.
No twinkery here, you can recite scrolls of death shroud, quaff potions that have it, and even wear a few items that grant it. It's not even close to a fool proof tactic, but it does serve to confuse and distract an enemy. After its done, the undead vanish, and no one wanders into an inn filled with massive aggros.
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PS: FYI aggro NPCs can't be summoned. If you find any aggro NPC that is summonable, it's a bug and it should be bug logged. The enormous wight you are talking about the Hand summoning it is not an aggro NPC. And it's no longer summonable anyway.
Yes, but you took advantage of the undead assisting each other, which then makes the undead aggro. You're attempting to play semantics, but this was done.
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PPS: ICly my char likes yours and you know that. Part of my priest's twisted view of things. I'm just making these posts as a player.
This has zero to do with IC, I'm just pointing what has happened in the past in the game to stress the difference between what is being done and what has been said not allowed. I still engage in heavy risk doing what I do, including releasing the wrong undead and/or risking having the undead attack any allies nearby, or even accidentally turning them against me by brandishing a stave on them after someone flees (it'll auto target back to me, death shroud or not).
It's not something that needs changing, it just isn't.
And, as for the magma comment, seriously, let it go.
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Just as syn needs to let this go, these things are here for reasons that defy logic (such as why bolt of glory causes a necro to stand there where he can zap eth and walk away, instead of causing him to flee out of formation by himself, be lagged a round, and die to a guard/bash/etc as it used to) and sometimes you just have to roll with them.
If Dulrik magically decided this was against the game, and he coded it as such or simply said it, then I'd not play a necro anymore and move on to another class.