Baldric wrote:
Edoras, necros aren’t as vulnerable as you think. When they’re played right, they can be damn near unkillable. Ranged damage can be limited in a number of ways (see: Baba). Energy suit, a shield, and mood defensive does wonders. Plus, with wands/staves/scrolls, a necro can enjoy all the defensive buffs that you enjoy with your sorc (protection, sanc, MI, RE, armor, IG, SS, shield . . . list goes on). His wraiths can all have shield as well. With an MR suit and SW, the necro himself isn’t vulnerable to any spells. His wraiths and controls can all wear 50MR if he wants, too, almost completely negating any threat of holy word, BoG, or remove compulsion.
If an enemy cloth priest entered the room with me, he’d have dirt in his eyes immediately, or his party would have fled from zapped fear, or his INT would drop from zapped feeblemind, or I’d have petrified him or something. Again, I can also just give my wight some MR.
Well, you can't go MR and also keep stone skin up, not if you plan to refresh those during combat. And again, all it takes is one scout or merc with the brains to stay out of the room with you in it to get rid of all your mirror images and stone skin within 3 combat rounds. Also, no matter what people say, you can't nullify ranged damage with MP and a shield. That's really silly, and whoever was testing that was doing it wrong. You also CANNOT negate the damage from BoG unless you go MR, which makes those ranged damage/circle stabs even more destructive because there's no way to heal you unless you strip naked. You should know that a sorc dies in two circles to a prepared rogue, and necros don't have more HP than sorcs.
Putting 50 MR on your undead (Not possible unless you put a full suit of armor and jewelry with greater MR, which is not something you can just pull out of your butt) is only going to work on half the spells that hit them, and will end up being a big waste of time, since they're still going to get BoG'ed, holy worded, or just get killed from melee damage. Also, when you recall because your eight undead couldn't stand up to the guard NPCs and PCs against you, they aren't coming with you, so all that time goes down the drain.
Necros are only really dangerous against bad people, especially now. Even in the last gameplay thread, experienced players said that sorcs were more scary than necros, because necros are so vulnerable and easy to avoid. If zapped fear, zapped feeblemind, recited petrification, or anything else that involves failing a save on a wand or scroll works on the people you're fighting, then they're bad. All it took to fight a necro before was the intelligence to stay out of the room and use ranged attacks and walk-in holy words, and now that's even more true. Any trib scout, trib paladin, trib warlock, or trib rogue with half a brain in his head could one handedly stop a necromancer from attacking a city, even if that necromancer was at full force: When it comes to fights against more than one smart player, you're going to have lost the battle before the time for order lag from two orders wears off.
For example: If someone rolled a necro now and tried to beat Farine one on one they'd get steamrolled because eight undead that are going to get BoG'ed and holy worded into oblivion is a losing tactic. It would sure be funny to watch though.