I understand where you are coming from Reaper and I do agree. That being said, I think sap should be baseline anyways for both casters. I agree that Necromancers do need something though, but definitely not in the form of an upgraded pet. The blind just for -2 agi might be nice if it could last as long as sap maybe? I've always been under the idea that necromancer or death type mages are damgae over time classes. Would there be a way to put in a decent dmg fast DoT spell? Like X dmg over 2 rounds total? Maybe you could change blind to have a 50% miss chance instead? I do agree the heal is much too low though, half would be an increase.
However, it could perhaps be that other classes need nerfed to be brought in line. I still don't understand why Monks get super high MR, an extra attack, extra natural armor, extra base dmg, an extra +2 agi effectivenss(I think I read that?), AND they can pretty much always get a +1 stat with no penalty. I guess it seems like the check for characters viability is "Can it beat a monk? If not, then what CAN?" Probably why most ppl are playing monk ^_^.
What kind of ideas for spells did you have in mind, NiteHawk?
Necromancer/Death Mage
Re: Necromancer/Death Mage
Reaper wrote:I have a few suggestions to make the necro a little better.
Overall- I think the heal needs to be increased. I'm not suggesting it be OP or anything, but right now it is very marginal. It's ok for mobs but for pvp its not very good. I think it should be around 50% of the damage.
Utility- we really don't have much
Rot - this is an ok skill
Blind- this is almost worthless for pvp as it is completely negated by simply moving. If this spell was changed to last a finite amount of time it would make the necro useful. For instance you would be blind and have -agi for like 5 seconds.
Its really the lack of utility that kills us. I get that we are a slightly tougher but less damage sorc, I'm good with that. Yet, we need something. I think adjusting blind would do wonders for our viability.
Another idea I had is removing sap from the sorcs and giving it to necros. Right now sorcs have airwalk, invis, Ming, enchant, sap. If sap were changed to the necro class it would make sorcs the buffers and the necros the debuffer. This gives us more party viability, also it makes sense.
Anyways just my opinion/ suggestions and ideas.
Blind does give you negative AGI. It can't really make misses without modifying the game hugely. If it gave more AGI loss it would have to be for a 'very' short period.
There is an issue because everyone is running around though with monks. Monks vs spell casters is the weakness in all honesty (every class has its strength and weak classes to fight against, though monks need some work.). Pre-crash when people were actually testing, necros were a bit of a worry because they were actually really good at staying alive. We had the heal higher, but it ended up making the class not killable when they healed. I can see about raising it a little though in the near future. 50% would be too high though.
I can't give you spell listings just yet for nercos though. But defo don't base it off fighting monks.

Re: Necromancer/Death Mage
Yeah I understand wanting their spells to be different. I was just thinking about it more like a "All healers get Curel and Ray" type of deal XD but I guess the same could be said for stoneskin and beam.
What about this as an idea? Instead of Stoneskin give them BONE ARMOR which is similar but can deal dmg when attacked? Think "Thorns" concept. So for instance for every attack or spell they land they could take like 50 dmg? Would that be too crazy? XD. Guess that doesn't really up their survivability much though. Don't Necros have a DoT spell right now? Or better yet...why not give them a DOT LEECH on top of leech? Even if it was small. Like leeching 50 hp -once- per round and deal 50 dmg(obviously), one time cast, but only lasts X rounds? That way you could up their survivability and be able to tune the numbers to keep them in line. It'd give them a little boost of heal/dmg/survivability without changing LEECH to do more dmg or heal. Sorcs are supposed to be more dmg, less survivability right? And necros leech is the middle of the pack dmg, between beam and blast right? 


Re: Necromancer/Death Mage
I'm fine with what blind does. The problem is that way that it works makes it borderline useless. If I cast blind on someone they get their agi back instantly just by moving one square and back. I think it should last for a certain amount of time and not disappear by moving.
Re: Necromancer/Death Mage
I think their survivability would be fine with a small boost to leech healing. I'm not upset about their damage or even their survivability. The problem is they have no useful utility with the way blind currently works.
To put it bluntly why would anyone want a necro in their party? They just need something to give them some type of usefulness in the game other than just to themselves. For a party there is nothing a sorc with a health pot can't do better.
If they fixed blind though, that gives them something at least.
To put it bluntly why would anyone want a necro in their party? They just need something to give them some type of usefulness in the game other than just to themselves. For a party there is nothing a sorc with a health pot can't do better.
If they fixed blind though, that gives them something at least.
Re: Necromancer/Death Mage
Reaper wrote:I'm fine with what blind does. The problem is that way that it works makes it borderline useless. If I cast blind on someone they get their agi back instantly just by moving one square and back. I think it should last for a certain amount of time and not disappear by moving.
Huh? The agi loss or blind doesn't vanish when moving. It can also last longer depending on the class it's shot on. I believe on high wisdom it could be a few rounds before it removes. It's -2 agi already too.
The idea for BLIND on top of the AGI LOSS is also if the people rely on their map as well, (which honestly 90% of people use the minimap like mad) they will get really confused, and it's often easier to PK them since they don't know directions or where they are at. People will generally panic, and they don't know if you are on the square or not with them. So they'll have to either attempt to run by memory, or spam attack hoping things land.
More WIS means harder changes to penetrate, but when it does, it lasts longer. This goes for any negative spell, sort of like how ROK was, but only negative spells.
Re: Necromancer/Death Mage
I modified the heal amount to be a different leech percentage now. Instead of /4. It is between /3 and /4. So the min is the same, but the max can be higher. I'm not sure how this will play out yet.
Re: Necromancer/Death Mage
Interesting. So it sounds like blind does or is supposed to do exactly what I'm asking for. I tested it with someone last night and he said when he moved a square and back his agi instantly returned to normal, even when I cast it less than a second before. Either something is wrong or i was being trolled...haha If blind actually works like you said then necros are fine and I retract my previous posts lol.
Re: Necromancer/Death Mage
Reaper wrote:Interesting. So it sounds like blind does or is supposed to do exactly what I'm asking for. I tested it with someone last night and he said when he moved a square and back his agi instantly returned to normal, even when I cast it less than a second before. Either something is wrong or i was being trolled...haha If blind actually works like you said then necros are fine and I retract my previous posts lol.
Cast it on yourself and test?

If they are half orcs and you are a lower level, the actual round rate won't be so much though, for example.
Re: Necromancer/Death Mage
LMFAO. I didn't know Blind blacked out the map. That is hysterical. I love you NiteHawk. *presents ring*
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