Shattered Kingdoms

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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 4:57 pm 
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Edoras wrote:
Trag hasn't seen a Walthur yet.

I could swear there's a log of you and Tragonis fighting Walthur at the same time.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:04 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Yeah, there's a log of Walthur going 2v2 against Surrit and Irition pre-nerf, and he almost wins. In fact, Walthur neutralizes Surrit completely and Irition has to pick up the kill with his undead that only survive because the priest starts the fight low on PE and can't holy word Irition's undead.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:07 pm 
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So, Edoras and/or Finney my only question is this then. What would you propose to make Necro's more group friendly and not needing to be a solo glass cannon? Would a buff in cast time on FoD? Limit the number of animates but make them beefier, by a lot? The point of this is to stop making them a one man army that can break into hq's and grab relics by themselves and other solo pk.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:13 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
It's not worth making any more changes to necros, as they're never going to be as feared and as impactful as they used to be. At the moment they're subpar to sorcerers save for fear/control undead (and sorcerers can still zap fear wands) and it isn't going to get any better for them. If anything, the problem that you are wanting to fix is CRS: Whine and complain all you want about how necros can solo gank a relic, but that's only possible if defenders are offline, and at that point, any merc/barb + healer can easily solo an outer/inner guardian. You're not pissed at necros, you're pissed at the CRS system.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:16 pm 
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Especially the hammer merc/priest combo.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:19 pm 
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Edoras wrote:
It's not worth making any more changes to necros, as they're never going to be as feared and as impactful as they used to be. At the moment they're subpar to sorcerers save for fear/control undead (and sorcerers can still zap fear wands) and it isn't going to get any better for them. If anything, the problem that you are wanting to fix is CRS: Whine and complain all you want about how necros can solo gank a relic, but that's only possible if defenders are offline, and at that point, any merc/barb + healer can easily solo an outer/inner guardian. You're not pissed at necros, you're pissed at the CRS system.


You missed my point, and the point of what dalamar and Finney are talking about, if you feel that they suck in group PK do you actually have any ideas on how to make that work or do you wish to continue to whine on how much they can't do easy mode anymore?


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:28 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Well then maybe you missed my point.

Necros were fine before the nerf to animate dead. Therefore, I think that animate dead should be reverted.

I don't usually like to waste time asking for things that will never happen though, which is why I have been content to discuss how necros are not "OP" even though no one who plays SK knows how to fight them.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:33 pm 
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Galactus wrote:
You missed my point, and the point of what dalamar and Finney are talking about, if you feel that they suck in group PK do you actually have any ideas on how to make that work or do you wish to continue to whine on how much they can't do easy mode anymore?


Necromancers are already quite powerful in group PK, which is why I find it absurd when people claim they are one-trick ponies or one dimensional. Most necromancers employ a lone wolf, one-many army approach because it works - it works currently with shadowy wights and it worked before with animate dead.

Their skill set is quite powerful in a group setting - at least on par with a shaman and priest (better IMO). That is why I am so dismissive of people that take a sky-is-falling (it will ruin the class, etc.) attitude about changes to control and animate dead. You could remove animate dead/control and necromancers would still be better than several classes on SK.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:36 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
If you removed animate dead and control from necros, then you would very quickly learn that giving up gate, enchant, mirror image and petrification wasn't worth being able to cast FoD/fear.

Finney, I've used every single spell available to necros in plenty of situations. They're great, but sorcerers are better now and don't come with innate BoG weakness or diabolic alignment.


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 Post subject: Re: Shadowy wights
PostPosted: Tue Jul 16, 2013 5:38 pm 
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Edoras wrote:
If you removed animate dead and control from necros, then you would very quickly learn that giving up gate, enchant, mirror image and petrification wasn't worth being able to cast FoD/fear.


They would be weaker than sorcerers, but still better than swashbucklers, rogues, scouts and hellions. I would rank them higher than warlock, too, if it weren't for healing rays.


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