I'd like to bring this up again with some revisions:
To discourage players from relying on shock to continue offensive PK, and for it to only be used in emergencies as intended, I suggest that shock causes zombies/pets to disappear, like a loss in a challenge.
I feel that shock is designed to give illithids a little extra chance to run away after hitting zero hps. However, I have seen illithids waiting to enter shock before running away. “Once I hit zero hp that is my cue to go leave.” I also see some illithids pking (through melee) with zombies after hitting shock. This is not the purpose of shock. The purpose of shock is to run away when you mess up and should have normally died (any other race would have). This change would only affect post-shock offense power. It may even make them slightly MORE defensive because they would be running instead of gathering zombies.
I feel this change is necessary because shock, as it stands now, is something that is counted on to save your life/extra hp…it is not necessarily –avoided-. If zombies leave at shock state, the illithid will still have the escape perk, but at significant cost for messing up.
The idea IS to have a nasty side effect to shock. Something to be avoided. Yes, it can spell doom for a necromancer. Zero hps can do that. The illithid would now be forced to flee the battle once entering shock.
As for psis, which do not have the straight melee power of necros, shock causes fleeing as it is.
Illithids have awesome stats, TONS of hp/mana, innate parry, telepath, easy food, lightning AND mental resistance, leech, cone of force, and shock. They have a fairly hard to hit light vuln. This is more than most quest races. This is certainly more than the other base necro races. This change will definitely not “gimp” them.
