jreid_1985 wrote:
I simply do not thing a group of these would be reliable to do any real damage. ...
but you would have to forgo their touch attacks. Was it changed to bite recently?
Agreed. Armed skeletons are your best for animated-dead damage output. Bite v touch, it's the same as the default, I think. I just believe that the echo on that one reads as the wraith biting the person.
jreid_1985 wrote:
one could assume that the chance of a single wraith actually landing a touch attack (save or not) is around 0.7%. With 3 wraiths, 2.1%.
I seem to remember that we turned down the power on their paralyzations because they were overpowered before. I suspect that if you used the same corpse to make a wight, their "curse" touch might land more often, and that if you used the same corpse to make a ghoul, their "poison" touch might land even more often still. I'm uncertain if these attacks cause impairment when they're resisted, but they probably should if they don't.
jreid_1985 wrote:
Zombies are definitely the best choice for tanking. Given the very low rate of paralyze and low damage output, one might be better off making solely zombies.
Zombies seem to be a bit under-rated, IMO. You drop a GM NPC and turn him into a zombie, you've got a reasonable meat shield. Drop another and turn it into a skeleton + give him decent EQ, and you've got a reasonable pig-sticker. Not the best, by any measure. But helpful in appropriate circumstances.
jreid_1985 wrote:
I understand that control undead concentration was increased to perhaps funnel necromancers toward animate builds, but I simply do not find them reliable in any fashion.
This has been the general trend of necros for the past ~13 years. In the beginning, they were basically sorcs who ran around with 2 controlled undead. Animate dead was completely useless. In the same way that sorcs skew to "charm" and warlocks skew to "conjure elemental", we opted to skew necros closer to "animate dead" and further from "control undead". Since then, necro balance has tried to walk that general line.
jreid_1985 wrote:
I tested out energy-drain after it had been changed and came to the conclusion that ... it was pointless to use the spell even if it was no-save like harm.
I'll admit, I'm really not a fan of being able to "heal" back your EXP at the healer. The damage output was increased at the time, but I liked that necromancers could drain away experience. It needed more limits than we had in the old Wild West days, but the current healer-solution cripples the spell that once kept the whole MUD in fear.
jreid_1985 wrote:
Finger of death is great if your opponent has no fortitude.
... I think its a good opening spell, but that is about it.
Think you could also make the argument that it's extremely useful in PvE. My necros in the past made pretty extensive use of "c finger <NPC>" followed immediately by "c animate corpse <type>".
jreid_1985 wrote:
Chill/Vampiric touch damage is trivial and not really worth casts when other things such as maledictions could be cast.
I'd like to see the healing component of vampiric touch made more useful. I've tried and tried to play necros who use the spell to help keep their frail selves alive, and it still falls short of how I'd prefer to see it work.
jreid_1985 wrote:
At this point magma is likely the only damage based spell I would consider casting in pk. I think that by ignoring MP, racial MP etc, it has become a viable option. I still don't see any point though in using necromancer damage spells at all.
I haven't played a necromancer in PK for several years, so you may be right. Personally, I never judge a class or a skill/spell based solely on how it operates in the arena of PK. As more of an adventurer-type player, I spend at least as much time in considering how that class/ skill/spell/etc operates in relation to NPCs/ areas/ game environment as I do in studying how it can be used in PK vs other players.
jreid_1985 wrote:
I'd really like to see necros branch away from the pet build.
I love the vision of the necromancer walking through town with an army of undead at his fingertips. But I'm a much bigger fan of animate than I am of control. I like to see the game offering different types of pet-build mechanics: charm v. animate v. conjure v. tame v. intimidate. Necros shifting to more combat-readiness is likely to move them closer to a shaman or hellion. Animate, however, as it works is pretty much unique in how it interacts with the game world. I like to see this as one of the foundations of their theme in-game.
jreid_1985 wrote:
I would personally reduce the concentration cost of control undead or somehow adjust negative energy based spells to increase their effectiveness.
Personally, I don't want to see any improvements made to control undead. It's already pretty buff and I still think that if that's the play experience that is desired, it can be achieved by playing a sorc with charm. I'd rather stick with Animate Dead as the bread & butter to be worked on.
As for adjusting negative energy based spells to increase their effectiveness, in this case I'd point toward making E-drain's experience drain more permanent again, and to increase the effectiveness of Vampric Touch.
I love necro conversations, by the way. Such a cool class.