Shattered Kingdoms

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PostPosted: Thu Apr 02, 2009 3:44 pm 
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The only class I know of that cannot directly kill a necro pvp is a barb. Two Competent players can easily take a necro - add tribunal/cabal buffs makes it easier. A veteran playing a necro should know of the buffs to add and make evasion part of their strategy. It's difficult to see necros get hit again, as I seen this trend happen through the years.


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PostPosted: Thu Apr 02, 2009 3:57 pm 
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give them sanc and protection..


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PostPosted: Thu Apr 02, 2009 3:59 pm 
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BoG4u wrote:
The only class I know of that cannot directly kill a necro pvp is a barb. Two Competent players can easily take a necro - add tribunal/cabal buffs makes it easier. A veteran playing a necro should know of the buffs to add and make evasion part of their strategy. It's difficult to see necros get hit again, as I seen this trend happen through the years.


A veteran playing any class loses to a veteran of equivalent skill playing a necromancer.

Five average players lose to a necro. Four average players and a veteran probably lose to a necro :P.


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PostPosted: Thu Apr 02, 2009 4:06 pm 
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5 v 1 with a priest or paladin should most likely wipe the floor with the necro i would think. As long as you can pump a few HW's off, no worries.


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PostPosted: Thu Apr 02, 2009 4:14 pm 
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josephusmaximus3 wrote:
5 v 1 with a priest or paladin should most likely wipe the floor with the necro i would think. As long as you can pump a few HW's off, no worries.


They would if they were all veterans, yes, but in most scenarios it is a veteran necro versus a large group of average players, or average players with one veteran leader. In those situations..the necro slaughters.


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PostPosted: Thu Apr 02, 2009 4:40 pm 
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Gilgon wrote:
sleeper wrote:
Konrin wrote:
Side note, yes I have seen logs of one person beating 6 decently armed wraiths although I'm not sure there were any on [REDACTED].


My last swash single-handedly (almost) dropped a necro (without landing a taunt) by clearing through two undead, and his uber CoN tank. If one of the worst melee classes in the game can do fairly well against a necro, then I wonder what a merc could do...

I have my own thoughts to this, but since I don't have the time for a long reply now, I'll write more later.

sleeper


Then you were fighting a huge newb.

A necro who can only animate within their own group will _still_ be able to beat any class in the game 1v1.


The problem with this statement is 1 v 1 PVP isn't that common when fighting a necro. Everyone knows that if you're fighting a necro, you expect multiple NPCs, so most people that know what they're doing or actually INTEND to kill a necro hunt with groups. Necros are loners for the most part as even some darkies don't want any part of them. They have to have adequate firepower to be able to survive, not just enough to survive 1 v 1. That's ludicrous. It was as Konrin said.


Konrin wrote:
It has been clearly stated by D before that a necromancer is supposed to be able to fight/win against multiple people.


With 90%of the mud, literally damn near 90% of th Pbase being a necros enemy, most of their fights are vs gank groups, not 1 v 1.


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PostPosted: Thu Apr 02, 2009 7:53 pm 
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I'm adamantly against undead, animated ones at least, being able to use ranged weaponry. As it stands, the reason the mud fears necromancers is because everyone is stupid and tries to run into the room with them to fight. Anyone that uses ranged combat has no reason to fear a necromancer. That's why I've never considered them overpowered. Our player base is just underskilled in general when it comes to fighting necromancers. If you get into the same room as a necromancer, then you deserve to be mowed down.

I do like Konrin's suggestions with the control undead system. I think it far more reasonable. The animates are fun, but limiting them to 8-12 would be perfectly fine. That allows for necromancers to be more than viable in pk and still not be able to run relics solo. I also miss the days of runing around with 3-4 controls and beating face. As a paladin, I'd rather face 3 uber controls than an army of 24 wraiths. That's 3 bogs instead of 24 that I have to cast.

Just know that the day that wraiths or even wights can use ranged weapons effectively, I will be running around with max allowable undead with nothing but bows and killing entire cities without anyone even being able to enter the room with me. There just isn't a real counter to that.
Eight of anything using bows and crossbows can drop pretty much any class in this game in 1-3 rounds of combat. The difference between that and melee weapons is that at least with melee I have to run them down first.


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PostPosted: Thu Apr 02, 2009 9:18 pm 
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Oh, well I had not myself seen a log as I mentioned earlier. Also, are we factoring in the possibility of opening with a backstab from a myrvaeln ghoul, and the necro casting/reciting/zapping/brandishing for the duration of the fight?

:edit: Not trying to say I am in favor of nerfing necro's, haven't played one in ages, just trying to add my own observations.


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PostPosted: Thu Apr 02, 2009 9:22 pm 
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As I said before, it's simply not worth the loss of a good tank to pick up a rogue or hellion undead if you're going the control route.


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PostPosted: Thu Apr 02, 2009 9:26 pm 
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Ranged combat for animates from my testing allows no skirmishing from animates. Also they must be ordered to shoot outside of the room at a target and they stop when the target enters the room. I prayed about this several times many months ago and got no response.


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