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PostSubject: Necromancers   Mon Jul 23, 2012 12:43 am

As far as I can gather from asking/IDing current necromancers:

Brave 90
Will/int 60
Str/Agi 75

Sword, DW, SH/2?: 105
Res/Imm: 120
Bless: 120
Prot, Enh, MS, Blast, Conc: 75
Heal : ?
Stealth : ?

No curse or stun, 0% racial spell modifier.

Unique class spells of Blind, Undead and Skeletal minions.

I do not know:
All available arch spell choices.
Experience costs. Mercenary or seyan would make sense, but not sure which.

Last edited by Darcon on Mon Jul 23, 2012 1:36 am; edited 1 time in total
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PostSubject: Re: Necromancers   Mon Jul 23, 2012 1:26 am

As I lack any interest in pvp in Aranock, my comments are in no way related to or in consideration of 1v1 or group pvp.

First good impressions:
The idea behind the necromancer is favorable to me. A fun mix of spells and melee, with a few unique trademark skills. Lower base stats on a melee-oriented character are offset a bit by higher base bless, weapon skills, imm, and res. The inability to equip a barb sword is being addressed with an undead sword. They also have an awesome green cape!

Bad first impressions:
Bald. Bald. Bald. Fixed once I find out which sprite #s they are, and turn them into a female black-caped merc. Very Happy
All 3 defining abilities. Blind neither deals damage nor offsets offensive combat skills of enemies. I harbor doubts that the skeleton or undead minions will have high enough combat statistics, spells, mana regen, or resistance to be useful after grolm penting, and have any arguable usefulness before then. I doubt the minions' usefulness in mid to higher rank quest areas with enemies that can stun or curse. Which also, possibly my biggest sad face for necromancers: no inherent curse or stun.

First fix-it impressions:
Rework blind into Plague. A sort of poison and curse combined, though not as powerful in effect as either of the two. Covers an area, and severely hinders the Heal spell. After all, they're necromancers: stuff should be rotting! Undead and skeleton minions are fine as they are: two unique class toys that will receive exp only after useful abilities have been maxed.

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Join date : 2012-05-03

PostSubject: Re: Necromancers   Mon Jul 23, 2012 3:48 pm

and please make necromancers get super health regen since they are undead!
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Join date : 2010-08-17

PostSubject: Re: Necromancers   Tue Jul 24, 2012 9:50 am

I would also like to add the thought that the current necromancers are very similar to the warrior race. In my personal opinion I think they should be much closer to Sorc race since the idea of a necromancer is a caster of the dead. If you think I'm mistaken just look at the facts. They have seyan raising int/will that maxes at 60 with merc raising str/agil that maxes at 75. Also all three of the arch skills they can pick are combat choices, not one spell. I think this race should be more balanced towards spells but have the ability to be both combat and spells. One way to add this is make them able to get any 3 out of all of the arch skills. Make it so every necromancer is unqiue and they all have a tough decision to make. I think that would make it so you could choose to be more of a caster or more of a fighter, either way could prove to be fun to play. But as of right now, we as necromancers have no options, I'm trying to raise Wish like I would a sorc but I'm so much at a disadvantage to my buddies that are going more the warrior route. Enabling all arch-skills as a possiblility can make this race more worth while to play.
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PostSubject: Re: Necromancers   Tue Jul 24, 2012 10:11 am

jessi wrote:
and please make necromancers get super health regen since they are undead!

I believe necromancers are living humans who can communicate with and/or raise the dead.
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