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Necromancer Rework Thread

_Maxo

Legacy Supporter 3
Joined
Oct 15, 2011
As a master Necromancer I feel that it slightly overpowered in the respect that all the spells are selected instead of being skill shots. I do not think they deal to much damage but I think they need a few fixes since at the moment they take much less skill and are more reliable than the other casters. Here are the changes I feel would help the class a lot:

1. Change drainsoul to a higher level skill instead of being the starter skill necromancers receive to do most of their leveling with. Along with this give them fireball at level 1.
2. Remove the skill "Poison"... I feel like its just such an underrated skill and people do not realize how strong this really is. It has a super long range, lands every time you use it, very high damage per tick. Just because in the description it says it only deals like 130 damage over 20 seconds... it matters more about the damage per tick since most of the DOTS you can re-apply. Fireball and poison do about the same damage but poison is 100% chance of landing and fireball most often is used along with a slow/stun etc which will cost double the mana. I feel this would help balance the class significantly because it will force them to use more mana as well.

With the following changes it will significantly fix the class... it makes a whole new gameplay for necromancers and all that dare fight them! I honestly think that poison is the problem with the hero and I understand why everyone says they are super op. Please tell me what you think.

PS: This is not a "nerf" or "buff" thread but a rework that I think needs to be implemented.
 

macura

Diamond
Joined
May 2, 2012
There was talk of making drainsoul a skill shot a little while back and i think that that would work. Not sure necromancer needs fireball, doesn't really fit well with the class.
 

AzenYumCha

Legacy Supporter 6
Joined
Jul 2, 2011
Reliability varies upon every class. Some are more reliable for tanking, some for nuke damage. You can't expect classes to be at the same level of reliability.
Have you been in a group fight as a necro taking on another group with a chakra/healing chorus user? A lot of the necro DoT's are cancelled. So they have a horrible reliability in a team fight. Clearly, they dominate solo fighting or duo fights.

However, I believe necros should have at least one projectile skill to replace a current targeted skill. Just because they are boring and that they cannot use effort to execute skills properly. Poison would be good to turn into a projectile, seeing as it has a long range. Turn the skill from a 100% guarantee hit into a varied hit (all dependent by skill).
 

Kwong050

Holy Shit!
Joined
Nov 6, 2011
As a master Necromancer I feel that it slightly overpowered in the respect that all the spells are selected instead of being skill shots. I do not think they deal to much damage but I think they need a few fixes since at the moment they take much less skill and are more reliable than the other casters. Here are the changes I feel would help the class a lot:

1. Change drainsoul to a higher level skill instead of being the starter skill necromancers receive to do most of their leveling with. Along with this give them fireball at level 1.
2. Remove the skill "Poison"... I feel like its just such an underrated skill and people do not realize how strong this really is. It has a super long range, lands every time you use it, very high damage per tick. Just because in the description it says it only deals like 130 damage over 20 seconds... it matters more about the damage per tick since most of the DOTS you can re-apply. Fireball and poison do about the same damage but poison is 100% chance of landing and fireball most often is used along with a slow/stun etc which will cost double the mana. I feel this would help balance the class significantly because it will force them to use more mana as well.

With the following changes it will significantly fix the class... it makes a whole new gameplay for necromancers and all that dare fight them! I honestly think that poison is the problem with the hero and I understand why everyone says they are super op. Please tell me what you think.

PS: This is not a "nerf" or "buff" thread but a rework that I think needs to be implemented.
You were probably right before, Necromancers are just too easy to play with what they can do.
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
While I agree that Necromancer is a bit overpowered, I do not think they need Fireball, and I do not think they need a "rework".

The problems with Necromancers is that all of their skills can be applied from a very long range, and then continue to do damage for a large period of time.


People underestimate small changes in these kinds of games. Honestly, all Necromancer needs, is for poison to have it's cast range reduced by 4-5 blocks, and Harmshield needs it's warmup to be fixed. (It is supposed to have a warmup, but it doesn't actually have one).

You do both of these changes, and the class will be fine enough.



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w0nd3rb0y

Legacy Supporter 5
Joined
May 4, 2012
Location
Charlotte, North Carolina
necro is too easy to play, webs CD is too short, not to mention there is no way to escape it efficiently, no skill shot, so just point and click, can heal themselves with an 80% dmg reduction. stupid easy
 
F

Falker57

Necro needs to have plague(come back) increased CD to like 15-20 sec. They need Poisons range reduced by like 5 blocks and they need harmshield to have a warmup. Poison or Darkritual also needs to be a higher lvl.
 
Joined
Mar 7, 2012
In my point of view i think that necros need a mobility skill or a "skill shot" i also think necro should get a longer CD on web.
 
F

Falker57

Also the hard thing about Necro is mana management. Wizards and Beguilers dont have to worry about that from Wisdom(still good for mana) and Replenish. Wizards can just spam all their skills then replenish and do it again when they are off cd.
 
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