grep wrote:
If only necromancers could have some sort of spell that would create a "Save or Die" situation for characters with weak fortitude saves. If only they could scribe it twice so that in one instant action the percent change of saving for a character is an order of magnitude lower.
You mean petrification? Necromancers don't get that. The damage of Finger of Death is based on your target's current HP, and scrolls do less damage then cast spells. Scribed Finger of death isn't save or die except against naked, unbuffed elves. As for a cast FoD, you can remove all of your gear, eat a sanc herb, and fail a save against a GM necro casting FoD without dying, even if you're an elf. I don't think that it's even possible for a halfling or sprite to ever die to FoD. 7/10 would rather have petrification/depetrification.
grep wrote:
If only necromancers had a spell that implemented the force flee of Bolt of Glory. Maybe it could affect the entire group of the target and use will saves to provide necromancers with a great alternative to spells that target fortitude.
Fear is the one spell that necromancers get which is actually useful, but being able to cast fear is just not good enough to offset necro weaknesses, not to mention there are a few magical devices in the game that grant fear to other casters. Except on the rare occasion where your necro is in group fighting another group, at best casting fear is a way to -maybe- save your butt if you get way outnumbered or BoGed, at worst casting fear is just a way to lose kills you otherwise could have gained. The biggest problem of necros is getting people to stay -in- the room, not to make them flee.
grep wrote:
Geez, if only necromancers had access to pretty much every single debuff in the game and had a large amount of art to pump up the DC of those debuffs.
If only there were two other much more survivable classes with access to maledictions, or one other superior caster class with access to the most important one (dispel magic). Being able to maledict someone to death in a fight is cool and all until you realize that you should have just rolled a shaman or hellion.
grep wrote:
I think you, and maybe some other veterans, are entirely over-reliant on animate dead when formulating necromantic strategies. Necromancers can use any magic device in the game. Think about that. A necromancer without a diverse portfolio is a necromancer asking to be easily overcome.
I'd much rather have a warlock or sorcerer with a huge set of wands and staves than a necro with a huge set of wands and staves. The amount of usefulness that a well-geared warlock or sorc possesses a well-geared necro is staggering.