Opey wrote:
Edoras wrote:
Because the damage of animates got hit so hard, the problem is that they can no longer be a reasonable threat in the time that it takes for them to get downed by holy word, even in a good engagement from a necro. Aside from upping their physical damage, increasing their HP, or in some other way making it so that they don't wasted in one or two holy word bombs, nothing that you do to "add" to animated undead will make them any more useful.
I disagree, Edoras. A necro's enemies need some way to deal with the massive horde of undead. That way is holy word. I feel like it is the necro's job to avoid the holy word. There are ways to do that (leaving out the drive by holy word, for now), obviously, and you know it. Holy word shouldn't be the change here (again, leaving the drive by out).
My point was that arguing for any sort of buff to animates that doesn't involve them not getting instantly smoked by holy words or increasing their maximum damage output is a waste of time. It doesn't matter if your animates can reach across ranks, fly, be mounted, use boulders, or use any other manner of ancillary racial features if they're still going to get dropped in 3 combat rounds. None of those things will make any sort of appreciable difference. Sure, it'd be neat from an RP standpoint, but that doesn't mean that they're going to be any more viable.
Necros are absolutely terrible against their natural enemies. If someone rolls a necro and plans on beating up a bunch of grey auras and dark-auras, then -everyone- comes after him, and things are even worse. Even though a necro will have to put a lot more work into his army prep, and be much more personally vulnerable to BoG, holy word, arrows and voodoo, he is still going to get smoked by a solo paladin who only has to worry about himself and his pet.