Necros of THF

Got some?
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Sian
Posts: 1369

Re: Necros of THF

Post#11 » Wed Jul 11, 2012 6:49 pm

I'm really happy with my necro. I have got a nice dot line (usually 1 magic, 3-4 fire, 1 poison and group lifetaps) running on my targets. Of course, depending on the mob you are trying to kill, our dots become useless and we have to rely on our DD *coughs* (let's say 2 direct lifetaps and cry for blood which is nice) and our pet (which rocks, depending on the class you are summoning).
If I had to suggest something here are my thoughts :
- a new disease dot, so at least t8 bracer (dark malady), for instance, become useful. Our best disease dot is, as far as I remember, way behind other dots (fire, magic and even poison). If our class isn't the best at bringing disease to this world... Talking about the t8 bracer, I don't think that in the 4 caster class there are any that has got a good disease spell (and I would dare say that we are the only one that got some).
Point here is not really to increase so much dps, since it's already hard to be able to cast all possible dots, especially for multiboxer (and necro is a nice class to box), but more to stick to roleplay, and give sense to some item you created.

- something to do with pets. It's true that the only pet I see being used is the monk one, so either create specific class pet spell (one day I honestly summoned 27 pets before getting my monk one, going oom and clicking gathering mana to keep casting) so our life becomes easier and we stop loosing time for nothing. Don't know if the same goes for mage.
So maybe we got 4 different t8 spells for example, depending on the pet class you want.
OR change something to make others more attractive....but do not tune down Monk one please *g*
OR/AND a buff for pet that makes them better in any situation. Maybe monk one would still be better than others, but at least it wouldn't be that horrible to have one of the other class with the buffs (dps/hp wise). It would that way increase really the interest of zerk/war/rogue pet and increase a bit monk one.

- new DD would of course be so good, especially with low hp mobs (like in HOH) since there we only rely on pet + clickies, but I am not sure that it would not change the way necromancer are made (and I love the way we are).

Besides that, I am really happy with my class and I don't see anything else right now...I will think about it and will post again when I am back from London in a week :p

P.S: I love Mummy's illu !!!!

ConfirmationFail
Posts: 7

Re: Necros of THF

Post#12 » Wed Jul 11, 2012 11:31 pm

Regarding a disease based dot, I think something that incorporates some of the aspects of our previous disease dots would be interesting. Something like doing damage initially or incorporating a strength & armor class debuff.

As far as pets are concerned, if it ain't broke don't fix it. Summoning can be a bit annoying at times but I'm pretty content with how they are now. Although..... I'm not opposed to the idea of pet illusions =)

User avatar
Tyler
Posts: 4365

Re: Necros of THF

Post#13 » Thu Jul 12, 2012 6:20 am

I read in another thread that the biggest problem with higher end necros was the problem with resists and the lack of an upgrade to the Scent line.

No one mentioned this so far so i guess this is not an issue really?
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

User avatar
mukkel
Posts: 236

Re: Necros of THF

Post#14 » Thu Jul 12, 2012 1:13 pm

I wouldn't be opposed to an upgrade to Scent and it would definitely be used.. I personally haven't has an issue with landing my dots. Once the mob is debuffed, the spells land just as well as a wizards.

One idea that may be useful and allow for a bit more utilization would be for a debuff or spell to land on the mob and it would automatically refresh the duration of a DoT(s) on the mob. Necros are one of the more difficult casting classes by far since you not only have to track DoT timings but to maximize DPS, cast your DD's & have pet management.

The pets die a ridiculous amount, but I think this is consistent across the board for all pet classes. Rampage = dead pet, extremely quick.

goopka
Posts: 22

Re: Necros of THF

Post#15 » Fri Jul 13, 2012 11:47 pm

I really like what you guys did with the necro class, thus far. The only things I would add would be this:

1) A tier upgrade to the Stalker series with reasonable resist checks.
2) A combo group lifetap/mana tap spell, similar to what SK's have but beefier.
3) An aoe or contagious dot like the donor offers, but less powerful, of course.
4) For mana flare to trigger on initial dot cast, instead of just DD spells.

That's my lofty wish list =)

Thanks for the good necro class!

User avatar
mukkel
Posts: 236

Re: Necros of THF

Post#16 » Sat Jul 14, 2012 12:03 am

Going through the T8 DoT's, I found some inconsistencies:

Desolate Pyre
Rk.I - 72 seconds
Rk.II - 78 seconds
Rk.III - 78 seconds

Curse of Undeath
Rk.I - 48 seconds
Rk.II - 54 seconds
Rk.III - 54 seconds

The other DoT's increase Rk. III duration by 6 seconds.

User avatar
Grey
Posts: 1101

Re: Necros of THF

Post#17 » Sat Jul 14, 2012 3:55 am

Tyler wrote:I read in another thread that the biggest problem with higher end necros was the problem with resists and the lack of an upgrade to the Scent line.

No one mentioned this so far so i guess this is not an issue really?


Well the scent was so pointless I think I deleted it out of my book and on top of it I dont think it stacks with all the other debuffs cast by the other classes.
If you were to add a upgrade that is balanced and useful (ie not a magic based debuff with -50 resist since everything past DSK has like 50zillion MR) I'm sure necromancers would rejoice.
Dang I totally wouldnt of thought about that spell line since my play style includes enc/mage/shm/dru all landing debuffs.

User avatar
Blique
Posts: 60

Re: Necros of THF

Post#18 » Mon Jul 16, 2012 12:50 am

Tyler wrote:Trick question -

If there was one single spell that you feel is missing between hitting lev70 and T8, what would that be?

I mean you have pets - you have dots - what else are you guys doing? :)

p.s. this is no thread for all other classes and how much Necros are better than you to begin with. The OOC Enforcer is a friend of mine, you have been warned!



Without a doubt, another disease based DOT. Nothing else even comes close in terms of "missing". The whole disease line needs a rework IMO, to bring it in line with the other lines. The disease line ends at level 67 with grip of mori, which ticks for a whopping 197 per tick - which, candidly - wasn't really even viable at level 67.

Rework the line, IMO, and add a t8 upgrade:

Make it 66 second base duration at rk. 1 (assuming it would be a t8 added spell), 3200 a tick base damage.

Something to also consider, is making it do say 5k DD initially, then 3200 a tick base damage after, like the effect on the dripping shield of toxicity, but disease based.

webtools/spell.php?id=7013

As far as what necros are missing, that, long before anything else, is it.

And either way, we still wouldn't be threatening wizards in the parses.

And that is as it should be, IMO.
Blique - 70 necro

Leader of Nibelung Valesti

User avatar
Tyler
Posts: 4365

Re: Necros of THF

Post#19 » Mon Jul 16, 2012 10:09 am

Thanks for the feedback guys - much appreciated.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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