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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 8:48 am 
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SK Character: Baduin
If you can give the animates a fighting chance against the bolt of glory, I wouldn't mind the crappy hp or puny attack, a necro only needs a few seconds to cast a blind/sleep/feeblemind to end the paladin, then edrain him/her to death.

I mean the animates won't help you burn Exile to ground like it used to be 10 years ago, and neither they did back then, the fact they had no concentration, a timer, and abilities was good enough to walk around with your army and focus on casting maledictions left and right, and let them take care of a NPC or pc and give you enough time to cast something, not walk around bump into a pallie and cover your minerals hoping you have enough hp to cast teleport after the first bolt.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 9:19 am 
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You're kidding right Medif? Paladins shouldn't be so effective against necromancers? Ha. Ha. ha.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 9:54 am 
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Im not saying that, Im saying not to be defeated by a snap of fingers by a paladin, to make it interesting enough for skill and wits to make the outcome not a single spell to end it all, I mean a pallie can easily spellsave against FoD with enough fortitude, but a necro has no spellsave against bolt of glory even with spellward, you might be able to resist most of it but still you leave the necro with the arse held high surrounded by blazing hot carcases of undeads around him.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 9:57 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
dalamar wrote:
Let's be real. I think you know as well as I do how overpowered necros + their controls are right now. When a halfling can run around with 4-5 animates and deal the kind of solo damage that they can, it's broken. It is right now a necro's dream, and it needs to be de-buffed for the sake of game balance.
I think that you don't know as well as I do that even your "overpowered 4-5 control necro" can be shut down with very little risk if you have any mercenaries, warlocks, sorcerers, shaman, priests, scouts or paladins on your side.

It's also worth noting that the only way a necro can even dream of holding 4-5 controls is by maxing out his concentration and being in the <adhesive medical strip> because you'll drop 15-20% mana a tick and won't even be able to rest. And while I agree that being a necro in the XXX is strong, so is being a mercenary/barbarian in the Hammer: And I'll gladly take the hammerc any day of the week over a class whose biggest weaknesses are the people who want to kill him most.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 10:10 am 
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I don't have an issue with shadowy wights - no need to nerf them.

The only issue I have is with the nerf to cancellation when remove compulsion was introduced. One of the primary ways to deal with charmed and/or control minions disappeared, since there are very few cloth armor priests and even fewer that have enough of a clue to use remove compulsion.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 10:16 am 
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FinneyOwnzU wrote:
I don't have an issue with shadowy wights - no need to nerf them.

The only issue I have is with the nerf to cancellation when remove compulsion was introduced. One of the primary ways to deal with charmed and/or control minions disappeared, since there are very few cloth armor priests and even fewer that have enough of a clue to use remove compulsion.

You are only considering the PvP aspect. The bigger problem IMO is the PvE element and undoing changes to cancellation won't address that.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 10:23 am 
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Styles wrote:
FinneyOwnzU wrote:
I don't have an issue with shadowy wights - no need to nerf them.

The only issue I have is with the nerf to cancellation when remove compulsion was introduced. One of the primary ways to deal with charmed and/or control minions disappeared, since there are very few cloth armor priests and even fewer that have enough of a clue to use remove compulsion.

You are only considering the PvP aspect. The bigger problem IMO is the PvE element and undoing changes to cancellation won't address that.


You are really stretching now. I don't often agree with Edoras, but your campaign to get shadowy wights nerfed is now relying on them being overpowered in PvE? There is no PvE content in the game that is hard - with or without a necromancer.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 10:30 am 
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SK Character: Pilnor, Surrit, Berr, Rall
Have you done a lot of testing with cancellation against control/charm Finney? I haven't done a lot, and it's been a while, but in my experience cancellation has an appreciable chance to dispel charm, and since it casts 2-3 times as fast as remove compulsion, I always found it to be an extremely viable option for non-cloth priests.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 10:35 am 
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SK Character: Airkli
Quote:
Help cancellation

It has trouble removing compulsions that control the mind.


RC is better.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 10:37 am 
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Edoras wrote:
Have you done a lot of testing with cancellation against control/charm Finney? I haven't done a lot, and it's been a while, but in my experience cancellation has an appreciable chance to dispel charm, and since it casts 2-3 times as fast as remove compulsion, I always found it to be an extremely viable option for non-cloth priests.


It is so-so in my testing. I have had it work on the first attempt and then other times fail five or more times in succession.

It is not useless by any means, but I think it was a bad design decision to change it. Especially since it was one of the balancing mechanisms for charm and control. Moving that balancing mechanism to remove compulsion is part of the reason there is so much unnecessary whining - too few cloth armor priests for a sorcerer or necromancer to fear RC.


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