Dralan wrote:
It's easy to nuke necromancers if you have enough HW bombs. The issue is having enough tanks to withstand 8+ undead with halberds for enough HWs to go off.
So, it's easy to take down one necromancer with a big enough group full of tanks and holy worders? Yes, that's true, but that's kind of my entire point. It shouldn't take a monumental effort from multiple PCs to be able to face off with a necromancer.
I don't understand people who think that animated dead should not be looked at. Do you think necromancers should be able to solo virtually any NPC in the game, and cruise through almost any area solo with little risk? Should a necromancer be able to out-melee all other classes? Do they really need to be able to muster over 50 attacks/round plus interdiction with their army of NPCs? How is this even remotely balanced? All of this is before you even consider that they have access to other very powerful spells, staves, wands, and scrolls. Animate dead is an
initiate level spell. Should it really be so devastating? Just because animate dead was previously wimped from ludicrous down to ridiculous doesn't mean it can't use some more attention. This thread wouldn't even exist if undead armies from one necromancer could not take down groups of GM PCs while the necromancer sits around ethereally to watch. If that didn't happen with such regularity, then the etherealform escape hatch wouldn't even be worth mentioning.
Nerfing word of recall or etherealform to wimp necromancers seems to be missing the mark. Necromancers can make use of these things to more devastating effect than other classes because necromancers are overpowered, not because these spells are themselves are problematic. Why meddle with the ancillary stuff when the actual problem is so glaringly obvious? Necromancers put out an unbalanced amount of damage. There is no need for them to have 10 GM barbarian NPCs at their disposal. No other class comes anywhere close to that. If the animates topped out at 35th level, as per my previous suggestion, that would temper their damage output, perhaps to the point that they're actually a balanced class (50/50 shot that would be sufficient).
In theory, necromancers are supposed to be an advanced class that is difficult to play. In practice, necromancers are simple to play. Being diabolic gives them tremendous leeway in using the most dastardly (effective) tactics, they're incredibly easy to level, they have access to every resource they will need by way of recite, zap, and brandish, they are highly mobile with teleport, rifts, and flight, and they can overcome 99% of the PvP and PvE challenges SK has to offer with "order all kill" and "order all bash." And that's before you even consider the rest of their spell list, which has a lot of utility and some potent PK winners.
TL;DR: Let's address the real problem, not get head-faked by etherealform and word of recall. And, yes, a few etherealform potions in the game in tough areas would be fine.