Shattered Kingdoms

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PostPosted: Fri Nov 21, 2008 10:09 pm 
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lol I did. I read tangle as "temple" gogo me!


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PostPosted: Sat Nov 22, 2008 12:29 am 
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Joined: Sat Oct 23, 2004 10:55 am
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Location: Coorado
SK Character: Iptrilus
Trexor wrote:
Gilgon wrote:
Redman wrote:
Bolt can be powerful, but it has too many powers.

-fast casting
-wtfowns the crap out of intended target
-stops fleeing


Remove the fleeing or give some reduction to power, all three is quite over the top.


It isn't over the top at all. My character Olian was created to demonstrate that necromancers are, if anything, too strong already. Deep-elves take more damage from bolt of glory than do any other race - it's why you can only play deep-elf as a pk-competitive character if you keep a huge amount of enchantments on your equipment.

Necromancers are OP, take a look at a log instead of watching newbs die 3v1 and claiming it's unfair.


I am so sick of this "Necromancers are to leet argument", they are a teeny tiny shadow of their former power, yet people still complain that they are to strong. Necromancers have limits to undead armies, they can only hold so many till they cannot concentrate on other spells. Control undead is a huge concentration issue, they cannot solo guardians and never could after the "necros need to concentrate to keep their animated dead." If memory severs me it took over 100 undead to kill a guardian. Unless you have a log where it shows ONE necromancer and his or her undead soloing a guardian,

When you water down one class and then beef up the polar opposite of that class, and people still think the watered down one is to strong, then the players of the beefed up class should just delete and play something that suits their skill level, like Reader Rabbit. How fun would a game be if you played for hours and hours, got the best weapons, the best armor, and learnt the best spells; then you fight the final boss and kick his [REDACTED], you’re happy as all hell. The game lets you continue on because there are more missions and the such and you come across an angry bouncing ball level 35 (your 99). You go to fight it and in two rounds it completely destroys you. Would you be like oh well, I beat the final boss but that pesky bouncing ball beat me. No you would scream and stomp about think WTF I could own the most powerful thing in the game but this ball killed me? That is what it is like playing a GM necromancer.


Welcome to the world of Final Fantasy post FF4. 8)


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PostPosted: Sat Nov 22, 2008 1:03 am 
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SK Character: Iptrilus
On topic: BoG is not OPed by any stretch of the imagination. You just got hit as the worse race/class combo to be hit by a BoG. Also, the pally could have had points in art, which is why the nimbus landed right off. MP or better yet, MR would really benefit you. Necros shouldn't be getting any physical damage, so get as much MR on your gear as possible (because you shouldn't have to worry about healing physical damage and ANY casting class' spells will bounce right off).

I may roll out a necro to test them out, since I haven't played one in a while, but they're annoying as [REDACTED] to start out in the beginning.


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PostPosted: Sat Nov 22, 2008 11:32 am 
I have noticed that when I have a large number of undead my mana regen becomes affected on my necro. It slows down and adds and extra 2-3 ticks to regen a full pool, is this just me or is this acctually happening? If that is the case can we get some kind of offset, I mean mass undead suck up concentration, they slow mana regen (from what I observe), and they have a timer on them so they collapse, as long as they are affecting concentration and mana regen can we drop the timer?


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PostPosted: Sat Nov 22, 2008 11:35 am 
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Redman wrote:
I have noticed that when I have a large number of undead my mana regen becomes affected on my necro. It slows down and adds and extra 2-3 ticks to regen a full pool, is this just me or is this acctually happening? If that is the case can we get some kind of offset, I mean mass undead suck up concentration, they slow mana regen (from what I observe), and they have a timer on them so they collapse, as long as they are affecting concentration and mana regen can we drop the timer?


I don't think you realize that necros are outrageously powerful and need nothing to make them any stronger.


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PostPosted: Sat Nov 22, 2008 12:47 pm 
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Man that BoG felt good to caste.


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PostPosted: Sat Nov 22, 2008 1:05 pm 
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Caste = an endogamous and hereditary social group limited to persons of the same rank, occupation, economic position, etc., and having mores distinguishing it from other such groups.

Cast = to cast a spell


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PostPosted: Sat Nov 22, 2008 2:19 pm 
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Redman wrote:
I have noticed that when I have a large number of undead my mana regen becomes affected on my necro. It slows down and adds and extra 2-3 ticks to regen a full pool, is this just me or is this acctually happening? If that is the case can we get some kind of offset, I mean mass undead suck up concentration, they slow mana regen (from what I observe), and they have a timer on them so they collapse, as long as they are affecting concentration and mana regen can we drop the timer?


Every spell in the game that requires concentration drains mana, this is part of the hard code. You should actually feel blessed that you can still regain mana with a large amount of undead, because most classes (especially as a gnome with 25 wis) will start to see their mana regen significantly slow down while holding even just 3-4 spells of slight-moderate concentration. Some race/class combos will even notice their mana slowly drain with the more spells they hold. FYI, because you seem somewhat new at this, deep-elves cap out at 18 wis, which impairs their mana regen as well as overall mana pool. I'm assuming you may have picked deep-elves because of their high int, which allows them more concentration and makes them great for holding large amounts of animates, but your wis will feel the sacrifice. In all likeliness I would guess that you chose deep-elves for RP purposes, which should be the correct answer.

Now, my opinion in the matter would be that if you want stellar mana regen and the ability to hold animates, then human or gnome necromancers would be a better choice. But, I would also say that race/class should be based on your RP desires, not just winning SK.

For everyone's info that may be new as well: deep-elves are innately evil, necromancers have an alignment requirement of diabolic, deep-elves take greater damage from light, (because their history dictates they've lived underground since their inception) so spells like color spray (color spray has nothing to do with alignment, just light) and BoG will do increased damage to them, because they both include a light dynamic in their construct. Also, weapons with the "flaring light" distinction will do increased damage to them (as well as iron, but any elven/helven race will take increased damage from them). Deep-elves and elves are very much RP oriented races and should be treated as such, rather than just power races. The necromancer class as a whole is not underpowered in the least and BoG is not overpowered.

Kevin


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PostPosted: Sat Nov 22, 2008 2:25 pm 
Ok but if you are going to affect my mana and concentraion WHY do I still need to have a timer on my undead? I am getting punished for having too many at this point and stopping every few ticks, dropping all my spells and sleeping is kind of taxing. Yes necromancers are exceptionaly powerful but animate has been gimped, the number you can hold from tools has been gimped, why keep the timer on concentrated undead?


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PostPosted: Sat Nov 22, 2008 5:39 pm 
Why does everyone whine about necromancers so much? Necromancers are sort of like one of those classes or races you'd see on other muds that have a flag next to them at creation saying it's like an "advanced" class, or whatever.

If you put the effort in, Necromancers are the most ridiculous class in the game.

If you don't put the effort in, you're going to be mediocre, or worse.


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