Viper wrote:
Debuff: They have a WIDE arrange of debuffs, more so than a shaman, and they all work quite well. I've never had much luck with them, but that may be due to lack of luck or terrible timing or what have you. As far as my general conversation goes on the matter, I'd say it's one of their strongest suits at the moment, save maybe the casting time.
Agreed.
Viper wrote:
Control: This is really the spell that lets a necro wander around and explore, as well as what gives them any kind of longevity in a fight. A well equipped GM control performs reasonably well PvE and the Necro has the ability to heal it. What is limiting about it is them being aggro'd on sight, or perhaps being instantly zorched by a runaway paladin. It's an inherent weakness of the undead, I'm just stating the obvious at this point. I suppose the limitation is that sorcs have a good dozen choices of really good undead to have as tanks while the Necro doesn't have as many. At least, not by my findings and I could very well be wrong here.
Can necros still reliably control 2 undead? That used to be one of the other good benefits of control over charm. Another helpful benefit over charm is ability to heal their undead with cause spells. But definitely weak to a paladin or a holy-wording priest.
Viper wrote:
Animate: Is the place where I think the necro runs a ground a bit. Yes, their ability to exist in a no-magic room is really nice, but if their overall performance is underwhelming, then it only addresses half the problem. I do believe that the stats of the animate are largely based on the stats of the necro themselves which might in fact be part of the problem. Basing them off of their mental stats, level, art or perhaps leaning more heavily on the type of undead they animate as opposed to all that, might be a better way to approach it. Maybe even being able to equip all types of animate might help as well?
I don't remember all the specifics, but you're probably right about necro stats affecting animate stats, as well as corpse level. Stats vary between undead types also.
Zombies have the highest HP of the animates and I've seen well-built necros with some pretty beefy zombie meat shields; but maybe they should be higher. They're also still easy prey to dispels/holy/bolts/spears. They do jack for damage output. Have never tested a zombie animate with an outfit full of MR/MP, that may have an effect.
Skeletons have the best attacks of the animates; wielding shields and fast weapons, a high level animated skeleton can dish out a lot of attacks, especially wielding enchanted weapons. But same holy weakness as above, crummy HP, and when wielding weapons they can't do their special attack (I think they chill touch?).
Ghouls/
Wights/
Wraiths have good special attacks, especially when animated from high level corpses. Better HP than skeletons, worse HP than zombies. Worse with weapons than skeletons. But again, the same holy weakness as above.
And I know it's not ideal for everybody, but from a general playability perspective, it is a pretty nice perk for a necro to be able to heal his animates with the cause spells. Maybe more of quality of life benefit than a sheer power PvP benefit, but it's helpful nonetheless.
One of the weaknesses I've noticed about animate for the leveling necromancer, is that you can't ever animate the same corpses that you're leveling on. That can be frustrating. It would be nice if there was a way to "debuff" the corpses of your targets, in effect dropping the level down to the point that you can animate them. I know this isn't the kind of improvement that most people would want to see as far as changes go to this spell, but I think it could still prove some benefit for the lone necromancer on a leveling spree.
The challenge with animate has long been making it useful without overpowering. What buffs 1 animate can make an army of animates a nightmare. What wimps the army can over-wimp the 1. Personally, I always preferred to see animate as the necromancer's bread & butter (moreso than control). From my first day on SK, necros were described as being able to have an army of undead, and that vision has always stuck with me. The original animate spell was beyond useless. We buffed it and it became such that necros really could animate an army to wreak havoc. Limits were added to include the nominal concentration required. I don't remember where the time limit currently stands, but I'd love to kill the timer on it completely. I think it would be cool if a necromancer could build up the power of his/her animates over time. The necro who has made their way to GM, and who spends a substantial amount of time creating and equipping his army of undead really should be one of the most terrifying forces in all the realms. I think they should always have a particular weakness to paladins specifically, but they deserve a great, terrifying power in return for their innate fragility/weaknesses. Personally, I hate to see them played as a sorcerer-lite, hence my disdain for the control spell as their primary power. Maybe the opportunity to sacrifice some of their numbers for the alternative of buffing existing undead. So one necro might be able to animate 8 skeletons into his party, but another necro might use 4 corpses to buff his first 4 animates into uber animates for the same concentration cost? I think in the case of necros, you play with ideas and opportunities that are not readily available to the other classes; you make them MORE unique, rather than less, when tweaking their powerset. They will of course go through variations of power highs and lows as they compare to other classes within the game, but they are a special class with a lot of limitations, so they deserve the opportunity IMO.
Fear: Somebody mentioned this, which is probably one of their best/most useful PvP group affect spells. I've seen that single spell completely wreck invading forces in group PvP.
Edrain: Unfortunately, much of the wimping of this spell resulted from player complaints. For some reason, EXP is the one accumulated score that no player ever likes to risk losing, for any reason, be it edrain or returning to life, what have you. It does more damage than it used to, and I think it has secondary effects now, but the exp drain is a joke with the healer option as it is now. It's definitely not the source of terror that it once was.
Vamp touch: Always been one of my favorite necro spells. But has never inflicted as much damage, nor healed the necro's wounds, as much as I've always wanted it to.
Cause light/serious/critical: These are useful, especially for leveling.
Teleport/Rift: These are useful for travel and getting out of various jams a necro might get himself into.
Enchant weapon: I originally argued for them to get enchant item too. But considering they never had enchants before, I accepted this happily. And being able to equip an army of skeletons with buffed weapons has potential in the right hands.
Chill touch: Damage + debuff, it's useful. Is it useful enough?
Finger of Death: Generally best when cast as an early/opening attack. One might hope that the target is wearing a bunch of reflex runes to avoid bashes, making him more vulnerable to the FoD landing for full effect. Hopefully the necro stacked his ART.
Feeblemind: For some reason, I've never seen this used as frequently in PvP as I would assume it should be. Maybe the combat moves too fast or the casting time is too long or the resist is too easy, but a feeblemind leading an army of undead can often be enough to stop a caster from being able to concentrate on the spells that put the necro at risk.
The caveat on all my comments is that I've never been a player who GM's in a week to focus 95% on PvP. When I look at a class's skills & spells for balance, I'm generally thinking about utility along the way while leveling, various quality of life skills/spells to assist with various tasks and play time outside of PvP. And I'm always more interested in differentiating the classes more from each other, and increasing options for different kinds of play-styles, than I am in trying to streamline all character types for the commonly ascribed best practices. Personally I think there should be a cost and benefit for all things, trade-offs between strengths and weaknesses. This does, of course, make it much harder for true "balance" to ever be achieved, but I also question if 'balance' should really be as important as achieving variety and opportunity to cater to different playstyles.
Viper wrote:
Also, thanks for changing the help file on wights Algorab!
Ditto that!