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Suggestion A compliment of suggestions to help balance Herocraft

What should be done with necromancers despair?

  • Move it to another class

    Votes: 0 0.0%
  • Other (please say in post)

    Votes: 0 0.0%

  • Total voters
    8

cschris54321

Soulsand
Joined
Jul 8, 2012
So basically, I have a slight problem with necromancers kit. Their tricky move, despair, has a 7 second cool down and last for 7 seconds. That mean they you will constantly have a 5 block range of sight. This is interesting, considering the fact that all of their moves have over a 5 block range. You know what this means right? It means that necromancers can kill you without you ever seeing them. This, combined with their mass aoe damage, seems to be a problem. Move it to beguiler? Bloodmage? Delete it entirely? Discuss.



Dragoons. With the recent updates, They can do everything a disciple can do but better except they are more tanky but cant heal. They have a root almost the duration of a wizards that flips your screen while they pound on you instead of a silence that is only useful against some classes, as well as a disarm. They have the most mobility of all classes. Tremor knocks back players farther at half the cooldown. Spear has 2 more block range then forecepull

Smiths. Why do they get a free forcepush with no mana cost and no cooldown? Yes, I am talking about knockback 2. combined with bash, kick, smite, or anything like that it can easily surpass forcepush distances. How is this still here?
 

judgedread540

Legacy Supporter 3
Joined
May 13, 2012
Im pretty sure they could keep it and raise the cooldown. And maybe lower the lenth of time it lasts. Maybe 4 second skill and 15 second cooldown??
 

mikehk

Legacy Supporter 6
Joined
Aug 17, 2012
Location
Idaho
ok... first off: they have to be lv 45 to get it
second: they have to be within 6 blocks to use it on you
third: ill bet anything since its AOE it has large mana cost
 

mikehk

Legacy Supporter 6
Joined
Aug 17, 2012
Location
Idaho
Edit--- I also see a very similar problem with druid's Camouflage exept you don't know that you can't see them.... yeah...
hmm... they cant move or it breaks, also if u come within 1 block of them... rogues have smoke if wanna keep complaining, which makes them invisible for a set time. jus quit the gripin
 

cschris54321

Soulsand
Joined
Jul 8, 2012
ok... first off: they have to be lv 45 to get it
second: they have to be within 6 blocks to use it on you
third: ill bet anything since its AOE it has large mana cost

So your saying if you get level 45 you should be able to rule the server and 10v1 everyone?

http://www.herocraftonline.com/wiki/index.php/Necromancer

45 20 7 sec 1
You deal (70 + 0.1-per-level) damage and blind all enemies within 6 blocks of your target (within 15 blocks) for 7 seconds.


20 mana. Same as smite.
 

mikehk

Legacy Supporter 6
Joined
Aug 17, 2012
Location
Idaho
no they cannot, 10 vs 1 obviously the 10 going to win, and as said ingame, u can use optifine to remove void fog, then, its just a simple 70 damage every 7 seconds.
if the attacking group was smart, they'd spread out to cover all sides.
ok, mana could be upped a bit, a bit low of a cost[DOUBLEPOST=1347875943,1347871045][/DOUBLEPOST]
Optifine can totally disregard the best effect of necromancer's best spell. Further adding to the fact that this toxic spell should be removed from this game. A mod puts you even at an otherwise incredibly disadvantagous state.

Dragoons. With the recent updates, They can do everything a disciple can do but better except they are more tanky but cant heal. They have a root almost the duration of a wizards that flips your screen while they pound on you instead of a silence that is only useful against some classes, as well as a disarm. They have the most mobility of all classes. Tremor knocks back players farther at half the cooldown. Spear has 2 more block range then forecepull

Smiths. Why do they get a free forcepush with no mana cost and no cooldown? Yes, I am talking about knockback 2. combined with bash, kick, smite, or anything like that it can easily surpass forcepush distances. How is this still here?


ok, u attack, then attack a mod, then attack a spell again? why do u want this spell removed so badly? its not that bad, simply cannot see very far, unless u have optifine. all u have done for the past hour is criticize necromancer and now are spreading to other classes.

whats wrong with 2 classes being similiar? you're right, the warrior one is less tanky and the healer one can heal more, OMG that is genius! who would have ever thought that a warrior spec would be tanky, and a healer spec would be more geared to healer? the flippy thing might sound OP, but have you seen it? it lasts only 3 seconds anyways. they are meant to be mobile... thats the entire point of their class. 2 blocks isnt going to make much of a difference, disciples have more skills anyways. tremor has more of a cooldown than forcepush, push has 5 seconds cooldown, tremor has 7.

ok... smith... anything can get a free forcepush if they get an enchanter to do it for them, all classes can use wood swords and i do believe stone swords. smiths dont get too many skills anyways, so they would naturally get all tool use as well.

now, please stop complaining, make it sound more suggestionlike as well instead of a 5-year-old just got killed by one of the above and want it nerfed so they can win next time.
 
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