Algorab wrote:
So, just to put this out there. Thuban and I agree Necromancers could use a few tweaks to improve them. I warn Dulrik's time is limited, but we're working on trying to put together a small package of balance tweaks to help them out in some easy to address ways.
As part of that, some minor buffs were made to some of the signature controls recently, nothing huge, but definitely brought more in-line with modern values in some cases.
On that note, two big 'nerfs' that happened after my last necromancer (And correct me if I'm out of date on this) were that the tower of necromancy was removed (or otherwise gutted) which granted access to purchaseable gate scrolls and high level scrolls, and also the path to kol's moot had the vendors removed from it.
I'm not necessarily of the opinion that the tower of necromancy should be brought back to the state which it was, but I will say that having there definitely made my necro a lot scarier even when he didn't have friends to gate him around places. Rift can only get you so far.
Also, the guards in Kol's Moot had one extremely important (and unsung) benefit for necros: They provided easy access to cheap, massive, non-iron based weapons. In particular the bronze claymores. They were cheap, weren't limited, and they gave you a very strong baseline of damage in PvE and PvP without having to break the bank every time you logged in.
Since it's technically impossible to log out with enough enchanted high-level weapons on your person to equip an undead army as a necro, that's actually one of the other critical things that is solely within builder control that directly affects the scariness of a necro, the only other option being removing the ubiquitous null-magic/teleport keyword rooms in end-game areas.