ninja_ardith wrote:
Your entire post is irrelevant. It's indicative of the problem on SK that the only way to land a PvP gank is through melee damage. That your caster wins through melee damage is simply mind boggling. Necromancers are a caster class and should not be worried about the finer points of wielding a greatsword versus a rapier.
The broader problem is that the game is too far skewed in favor of warriors (mercenary and barbarian), and other classes are not competitive. Why is warlock the least effective caster class? The answer is obvious in that sorcerer and necromancer are hybrid warriors by proxy. Charm person, control undead, and animate dead are far superior to conjure elemental for this reason alone; those things can wield weapons.
I'm not in favor of reverting animate dead or anything back to it's old style. If anything, casters need to become more caster centric, and damage on Shattered Kingdoms needs to be slowed down. Especially melee damage.
I'm not surprised that you don't possess the ability to accept anyone else's point of view, but thanks for reminding everyone else about that. I'm also not particularly clear on why its mind boggling to you that a master of the undead could possess the ability to win fights with his undead. Why does that seem counter-intuitive to you?
I will agree, however, that necromancers are in many ways a hybrid class. Necromancers provide aspects of three other classes primarily: The utility of sorcerers, the maledictions of shamans, and the melee damage of warrior classes. However, before the animate dead nerf, they provided less utility than sorcerers, given that they don't get enchant or gate, and less usefulness in maledicting than shamans, given that necros are by far the most vulnerable class in the entire game whereas shaman are arguably one of the sturdiest, especially in the second or third row. Their only other outlet to shine was in regard to melee damage with animates, and maybe controls in specific circumstances.
Despite this, the animate spell got weakened to at -most- 1/2 its original effectiveness, with no concession made in any other arena. That effectively means that now, necros are a class that does a crappy job at a bunch of things, with the added bonus of requiring more work to prep for PvP and being BoGable. If you want to have utility, roll a sorc/priest. If you want to maledict, roll a shaman or hellion. If you want to deal spell damage, roll a warlock. If you want to do melee damage, roll a barb/merc. If you want to be crappy at all these things and good at none of them, roll a necro.
Your contribution to this thread is to whine and moan about the state of the game and offer nothing useful. My suggested change actually allows necros to utilize an iconic part of their hybrid skillset without suffering for it. I think you're the irrelevant one here.