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Entomb

I was just thinking about necromancers and I had to wonder about the usefulness of this skill. I dont think I have ever actually used it. With the recent changes to the pets I was thinking that perhaps entombed pets could be kept once logged off. Once again I am not entirely sure of the usefull ness of this but it seems like it would make the skill a bit more useful.

Advantages:

Keep zombies in a different room when you log off, no other class can do this.

Disadvantages:

You would have to be seperated from your zombies when you log off for this to be effective and I cant see a reason for a necro to seperate from his zombies unless he is fleeing from an enemy.

Upon logging in you would need to make your way back to the zombies to untomb them and you dont (theoretically) know who is on and can kill you on route.

Just a thought, so what did I miss?

I like the idea of entomb allowing a necro to hold onto his zombies when he quits off... it's not unintentional separation such as caused by a PK, but very intentionally him leaving them somewhere for him to use later. As it is, entomb has few uses (not NO uses, few uses).

fighitng a healer? entomb them off in a different zone and fight the healer...

getting an item from in front of an aggro mob you dont wanan fight? entomb them, run in grab your things, flee and you dont have to deal with pets not fleeing.

killing drstam? entomb the zombie you do have so drstam doesnt rip its head off.

getting a standard? entomb them back at your own cabal, get the standard recall and go to them..no waiting for your pets to get out and no using up charges in a recall orb.

fighitng a healer? entomb them off in a different zone and fight the healer...

getting an item from in front of an aggro mob you dont wanan fight? entomb them, run in grab your things, flee and you dont have to deal with pets not fleeing.

killing drstam? entomb the zombie you do have so drstam doesnt rip its head off.

getting a standard? entomb them back at your own cabal, get the standard recall and go to them..no waiting for your pets to get out and no using up charges in a recall orb.

Those would be among the current uses, certainly. I made sure to clarify that I didn't think the skill was entirely useless. ^_~ I still do think it's not a bad idea at all to make it so entombed zombies aren't lost on logoff.

oh no i think thats an awesome idea

that and i would love to see summon fixed..

currently if you go into any place that seperates you from your zombies you cannot summon them all..

summon 1.zombie and 2.zombie gets the same one, 3. and 4. get the other one and 5. gets nothing...seems you can only summon 2 of them

necro should get a summon spell for gathering their pets to them, only works in same zone or something.

just imho

oh no i think thats an awesome idea

that and i would love to see summon fixed..

currently if you go into any place that seperates you from your zombies you cannot summon them all..

summon 1.zombie and 2.zombie gets the same one, 3. and 4. get the other one and 5. gets nothing...seems you can only summon 2 of them

necro should get a summon spell for gathering their pets to them, only works in same zone or something.

just imho

How about... level 44: collect dead 100 mana

Would bring back to the necro all zombies in that area, but cause any NOT in that area to be destroyed as a balancing effect. High mana cost makes it unviable for regular use in a pk if your zombies get dispersed, maybe make it also have a timer on it?

Summoning zombies is a pain, and if that is a bug I would love to see it fixed.

Seeing a skill particularly for summoning a necro's pets to them though I think is a bit much. Not that it is overpowered, but rangers alraedy have a skill like that. It would be kind of like a signature skill for pet holding classes. Necros would get to keep entombed pets (if this is implemented) and rangers would be able to regain their pets.

Beastmasters have a skill for it. Archers/trackers do not.

Like I said, toss on some heavy restrictions to it if you want. I don't feel that necros need futher balancing really, but it would be badass to be able to use your control over the unliving to pull them to you.

Summoning zombies is a pain, and if that is a bug I would love to see it fixed.

Seeing a skill particularly for summoning a necro's pets to them though I think is a bit much. Not that it is overpowered, but rangers alraedy have a skill like that. It would be kind of like a signature skill for pet holding classes. Necros would get to keep entombed pets (if this is implemented) and rangers would be able to regain their pets.

rangers are also not nearly even half as dependent on their pets as necros, rangers use pets as supplemental and for protection from certain things.

necros use pets as primary source of damage.

Summoning zombies is a pain, and if that is a bug I would love to see it fixed.

Seeing a skill particularly for summoning a necro's pets to them though I think is a bit much. Not that it is overpowered, but rangers alraedy have a skill like that. It would be kind of like a signature skill for pet holding classes. Necros would get to keep entombed pets (if this is implemented) and rangers would be able to regain their pets.

I can see this be useful with high mana cost (300-400 per try, 50/50 fail rate) to summon one of their zombies or golems IF the necromancer has no adrenaline running and has the ability to log off.

I can see this be useful with high mana cost (300-400 per try' date=' 50/50 fail rate) to summon one of their zombies or golems IF the necromancer has no adrenaline running and has the ability to log off.[/quote']

That's too much. maybe 300-400 mana w/ 0% fail, or 50-100 mana w/ 50/50 fail, but not 300-400 mana w/ 50/50.

I can see this be useful with high mana cost (300-400 per try' date=' 50/50 fail rate) to summon one of their zombies or golems IF the necromancer has no adrenaline running and has the ability to log off.[/quote']

I still prefer my idea of it only working on zombies in the area, and killing any that aren't. Means a necro still can't be lazy.

I still prefer my idea of it only working on zombies in the area' date=' and killing any that aren't. Means a necro still can't be lazy.[/quote']

I too like that Idea, even though it is still reminisant of the ranger ability. Perhaps make it so they are still governed by the circumstances of summoning, like no combat or nosummon rooms.

Perhaps in 1 area adjacent to them with the high mana cost and higher failure? Lower if in the same area?

this skill would be nice to put in, if the coder(s) had a crazy day of "Coding Every Good Yet Mundane Change In Day"

fix the summon bug instead. If it is a bug.

Necromancers are a very secure class as it is. There are almost no classes (ie. healer) that a necromancer is 'weak' against. At their full potential, they can take down almost every class with no exceptional difficulty when they are played right.

I agree, that is why I proposed a change that would add a bit of flair to an otherwise Almost useless skill, and at the same time preserves some of their individuality as a guild.

Oh, I agree with you Calron, necros are absolutely fine as is. I just think this would be a good change that wouldn't terribly strengthen or weaken them, just add a cool feature. Obviously, it's not too important.

I used entomb a lot when I had only one or two zombies and was going for more. If you're death grasping and trying to pword Drstam, or you have a group trying to take out Traven, it's usually a fight where you'll be fleeing a bit. If you flee and leave your zombies in there they often take a while to flee and can get killed, undoing a lot of hard work. It's easier to just entomb them outside and bring them back once you're done.