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New necromancers


kamikazi

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Well, the common theme with classes getting a rework is that they are going to be incredibly powerful(read overpowered) when launched. Shield warriors and bards were both insanely overpowered when they were launched. Truth be told, I expected them to be overpowered when we were told about them. The style, thus far, has been to make the reworked class WAY too strong, then slowly nerf them down to an arguably balanced state over the course of a few months. This isn't a slight against the Staff, but just what I've noticed to be the way classes are implemented. Personally, I think its better to go the other direction with it. Start out with a little less then as the class develops you can figure out what needs a boost and what doesn't. 

Either way? Feedback is important. 

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I second Tricks opinion. What usually happens, the reworked classes beat everyone whos playing his regular char to the ground, thus discouraging them greatly.  I cant imagine how would i feel if i have worked ages for a malform and a reworked class easily beats the crap out of me, draining so hardly obtained levels on the weapon due to the small pbase. I think the whole testing on new stuff should solely be done on a test server with volunteers and not affect the mud as all these changes are taking place. Just my opinion and i know no one cares about it since you all hate me :)

Joking

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I've fought 4 or 5 of them so far. Sanc and flight are an absolute must(just like with every other fight). Their mobs don't do anything that zombies of mobs did except one of them that I can remember. New charmies bash, trip, dirt, disarm....same as various mob zombies did. One spell I don't like but it fades pretty quick. It's the same tactics as the old class, build an army, sleep/spell up and if that fails attack and flee and return.

 

The lag spell they have is a bit crazy, got hit with that this morning and the only command I had typed in was "flee" and that didn't work as the acid rain fell and put me down.

 

Submit your logs on the prayer forum, you have to know that either the staff is playing necros right now or wizinvis and watching them. I got hit by a spell that killed me 3 times yesterday morning and posted the log of it, it got fixed yesterday. If something is f-ed up or you think it's f-ed up, don't complain without evidence. I complained about the spell that had me going "Whoa, WTF!" and I was shown a nifty chart that explained it.

 

All in all, it's change. Everyone will figure it out sooner or later, it's in a testing phase and if they are too strong they'll get tweaked and vice versa, if they need anything they'll get tweaked. I for one don't mind the ass whippings because it means the staff are working on the mud, means they care and want to keep things fresh and alive, not stagnant and dying/dead. Make one yourself(when they are open for everyone) and see how you do with them. I for one have never liked playing mages so I probably will not make one but who knows.

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I thought there titles at 50 would be different. I never understood 'the King/Queen of Devils' thing. I mean aren't devils like demons? Aren't necros the King/Queens of the undead?

In addition, Crusaders have different titles at 50. Assuming this is because they are a dangerous qclass to some so it helps to know what skills you're dealing with. Since Necros are arguably more dangerous shouldn't they also have path specific titles?

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2 hours ago, Anume said:

I've also watch a new necro got 4 rounded.

As with anything, provide a log (where you got sanc and flight).

What if he's a Gladiator? You guys took away a Gladiator's single source of flight. :P

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To clarify...I had sanctuary...Had ran out of flight though. Not that it mattered anyway. Paralyzed and trip locked by a single pet was more than enough. And I am done with logs. I tried posting a log and I was told I am making things up given the circumstances. I won't even try anymore.

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Would you like me to post your log here? Not once did I say you were making things up.

 

I however did say that you were just standing in front of someone spamming iceball and died, which makes for a really crappy log regarding shield lore. 


As for the necromancer fight - no saves, ghoul touch first try, and the necromancer also dispelled your sanctuary. You didn't have flight from the get go. Let's not try to make them out as 'that overpowered' when so far, the only fights I've snooped have seemed to be against people who've got their pants halfway down their legs.

 

Edit: and going over the log again: you had used a glimmering staff but never removed it. You only had a mace wielded and a glimmering staff held throughout the fight, and the carnage lasted 8 rounds.

Wish I was snooping you instead, to see what commands you had/were entering ;)

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As I told you, I only fought him to show you that shield bash sucks. And I proved my point...shield bashing for mauls is shit if you ask me. I don't want to argue anymore and it really is a shame you weren't snooping me, to see that I had entered twenty commands, only to have them trigger at my temple. Anyway, thanks for your help.

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Having faced shield bash warriors from the beginning, it was WAY too powerful before. More defensive, more offensive + additional proc effects. Shield bash shouldn't be and isn't primarily about damage. Pew is an example of someone who has done very well despite current changes.

Also something to note, Pew has not always used a shield against all my chars. Sometimes it is more beneficial to dual wield. And against a necromancer, my first choice would be to actually deal as much damage as possible with more attacks since their defense is like paper. As Mhorl has stated, not all the zombies bash (in fact very few do depending on path selection). So if you're flying, getting lag locked is much less of a worry. If you weren't flying, a giant getting tripped by multiple mobs does indeed sound painful (which is no fault of the class in it of itself).

As for necromancers, I still believe it's too early to tell. I've been on both sides. Beta testing one now and killed a number of different ones on my main (there are a sea of them >.>). From the 'facing them' end, the damage zombies can deal seems somewhat similar to the necromancers of old (not really all that different). IMO being able to create three zombies before that could all bash was somewhat scarier. However making up for this, some of their new highest level skills seem to add a different kind of flavor of pressure. Like with any new class, until people start learning how they work and what to do to deal with them, their effects will feel more powerful than they actually are.

Will continue to test from both ends and provide updates as I can.

 

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To be fair, shield warriors were quite good when first released as intended. Somewhere along the line they got a massive increase in strength though. But that was after the shield master initial rework. Hope the necro paths work out...but I know they will eventually!

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