Shattered Kingdoms

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PostPosted: Tue Jun 12, 2007 3:10 am 
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Dulrik is so the man!

Even not playing a necro currently, I agree fully with what he implies.

The best saved for laste of course...

Half control concentrate immune to cancel and dispel is what necros need.


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PostPosted: Tue Jun 12, 2007 6:24 am 
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Seriously though, can anyone explain to me what is wrong with my reasoning as to why necromancers should be the most powerful solo class against lighties?


They already are.


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PostPosted: Tue Jun 12, 2007 9:07 am 
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Grakus wrote:
Kinda like the class sucking and no one wanting to play it anymore? *coughs*


Or, perhaps, few plays it because they really don't want to be immediately killed just because of their class.


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PostPosted: Tue Jun 12, 2007 11:12 am 
Minette wrote:
Dulrik wrote:
1. Energy Drain - Gets a buff in the ability to drain PE along with what it does currently. I liked the idea that the XP drain goes up a bit but if you don't drain XP, it does the PE drain (or perhaps additional PE drain). I would also add a Restoration ability on NPC Healers (only), that would enable you to pay a fairly large GP cost to recover your XP. You would only have a limited amount of time after the Energy Drain happens to use Restoration before the XP loss becomes permanent.

The way I see it, time = money.

Whether if necromancer energy drains experience, making others fix themselves with gold, or just simply junking their items -- it is pretty much the same deal. Players are then resorting to doing the mundane, repetitive things in SK. Coupled with area familiarity limitations, eventually there will be a time players 'give up'.

I really like the idea of draining PE, however. I think the direction should go towards there more. Draining a chunk of PE from enemies could mean they would need to make more conscious decisions on using their skills, and/or their chance of escaping taken away. This in turn makes necromancer very fearsome.

Instead of players thinking, "Oh god damn it this necro is going to energy drain me and I have to spend so many hours getting my experience back, or gather money AGAIN." They would be more like, "Okay, they might drain all my energy so I can't recall, but I still have shot to fight them. And there is a chance they won't junk my stuff."


Funny, with the whole spending time to do this and that after a set back like energy drain. Sadly that whole argument is moot now as World of Warcraft and other such MMO's have shown regardless of all the time sinks built into that game, people continue to play. Grinding back the money/experience after becoming a victim of e-drain pales in comparison to raiders grinding their repair bills, equipment, materials, potions and other consumables for a raid, and yet these games are played by millions.


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PostPosted: Tue Jun 12, 2007 3:17 pm 
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SK Character: Airkli
I have an idea!

We make it so all necromancers have to be anarchist alignment, instead of diabolic, take away the concentration restriction on animates, give them innate finger of death and energy drain!! Oh yah! Animates are grey aura too! :)


Oh wait, no, I meant to say this is stupid. My bad. :roll:

___
Necros arent the only class in trouble... rogues?


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PostPosted: Tue Jun 12, 2007 5:00 pm 
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Rogues are a powerful class to say they are not is simply not understanding the class and all their skills. Necromancers are simply the most powerful class. To continue to buff them is just going to make more of team evil go necromancers and make more of team lighty have to go priests sorcerors or paladins to have a chance against them. If necromancers get a buff to E drain then I would strongly push for when you lose XP your familiarity drops down in all areas same amount as the XP you lost. Simply because if it doesnt more and more good RPing newbies will just give up. Id also like to see more work done on the Master = complete, higher levels are just a little more. Like changing thieving on enchanted armor and weapons.


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PostPosted: Tue Jun 12, 2007 7:03 pm 
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I'd rather see a master=complete as far as scouts go. But to each, their own priorities.


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PostPosted: Tue Jun 12, 2007 8:41 pm 
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Master should be complete for all classed that was what we have been told is meant to be the case but it is not so most significantly is in armor enchantments but you are right scouts herbs. Their tames do change but not that much. Dont get me wrong a GM Tame is better than a Master tame but a scout full spelled with a pet fully spelled the tame is going to make little difference in a fight.


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PostPosted: Tue Jun 12, 2007 8:59 pm 
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How are other classes getting into this discussion?

Energy drain is fine, necromancers are fine too. They don't need tweaked at all.


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PostPosted: Wed Jun 13, 2007 12:10 am 
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Travorn wrote:
Grakus wrote:
Kinda like the class sucking and no one wanting to play it anymore? *coughs*


Or, perhaps, few plays it because they really don't want to be immediately killed just because of their class.


Necros are a super-powered class, but they need GREAT preperation. I for one don't like playing one, cause I don't like playing any long-time preperation based class.


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