sevensandwiches
Coal
- Joined
- Oct 25, 2011
After getting some levels in Necromancer I cant help but feeling a bit underpowered. Granted some of this is due to my own poor PVP skills, but there are too many abilities that are very limited in usefulness. Some tweaks would go a long way in changing the typical Necromancer tactics of web/fireball repeat.
Web: As it stands web is powerful in the right application, but is hindered by two major factors. The first is that it is a reagent skill and the second is its limited range, these are most likely here for balancing reasons but if both are to remain in effect it might be worthwhile to change its AOE. Right now it spawns in a " + " pattern of two four tile chains, personally I believe it would not be unbalanced to make it more of a " * " shape. I would suggest this due to the fact web is rather easy to outrun (sprinting players are rarely hampered by it) and though it would not change that fact it would make it easier to apply and make up for this.
Battery: I have never used battery once in the entire time I have been a necro. Rarely, since I have no consume or replenish, do I have enough mana for myself, let alone for me to give it to another player. It could be made viable if lets say Necro's regained a small amount of mana after every kill. If that was the case then it would be useful to be able to serve as a battery and help the healer/other players. What about Unholy Ritual you might ask, well that brings me to my next point.
Unholy Ritual: In PVE applications it has its uses, but tends to not function right and sometimes does not kill the undead that it targets, leaving them to often burn to death instead or whack you another couple times. In PVP it has no use, right now with the limited use and duration of Skeleton there is rarely ever a time when it can be used to regain mana during a duel. Though it may have been originally useful when multiple skeletons were able to be summoned, that single skeleton leaves it as not terrribly useful.
Skeleton: The skeleton has its strengths (such as grinding music disks, or its efficiency when lag is low) but it does not last very long at all, around 30-45 seconds (I could be wrong). Unfortunately it eats up about 40% of your mana and has a 3 minute cool-down meaning that in PVP it is rarely a good idea to spawn it. It has decent damage and health, but it would be significantly more useful if it functioned like the Beastmaster's wolf in that it did not have a set duration. If that was the case he could be your undead buddy until you run low on magic and then you could hearltessly sacrifice him for your own pleasure (something quite befitting of a necromancer). Or perhaps instead of summoning a single powerful skellie you could summon skeletons that did less damage than normal mobs but you could summon multiple (a necromancer does need his undead minions after all.) The latter would increase the utility of Unholy Ritual and Battery in addition.
Hellgate: Waiting on the nether, could be awesome.
Poison: Minimal damage, costs as much as a fireball. Has its uses, but rarely worth casting. Unless its efficiency is raised it is more useful to save your mana for a fireball. If it also slowed the opponent or something (that might be OP though) it would be much better.
Drainsoul: The cost (19% I think) is a little high for 10 damage/healing. Granted that does place a 10 hp difference between you and your opponent but when it comes down to it it is more efficient to save that mana for a fireball. I a pinch that 10hp might save your life, but in reality you just spent 20 mana to be able to take one more swing from an opponent (less than that when fighting the high damage classes).
My final take on the class is that it is mediocre, it has some potential but there may need to be some more synergy between the skills of the class. The cool-downs, costs and usefulness of many of the abilities make it so rarely is it in your favor to use the variety of skills you have leaving you instead to focus on using the same two abilities over and over again. Tweaking some of these skills could make the class not only more entertaining to play as, but more entertaining (and less repetitive) to fight.
Web: As it stands web is powerful in the right application, but is hindered by two major factors. The first is that it is a reagent skill and the second is its limited range, these are most likely here for balancing reasons but if both are to remain in effect it might be worthwhile to change its AOE. Right now it spawns in a " + " pattern of two four tile chains, personally I believe it would not be unbalanced to make it more of a " * " shape. I would suggest this due to the fact web is rather easy to outrun (sprinting players are rarely hampered by it) and though it would not change that fact it would make it easier to apply and make up for this.
Battery: I have never used battery once in the entire time I have been a necro. Rarely, since I have no consume or replenish, do I have enough mana for myself, let alone for me to give it to another player. It could be made viable if lets say Necro's regained a small amount of mana after every kill. If that was the case then it would be useful to be able to serve as a battery and help the healer/other players. What about Unholy Ritual you might ask, well that brings me to my next point.
Unholy Ritual: In PVE applications it has its uses, but tends to not function right and sometimes does not kill the undead that it targets, leaving them to often burn to death instead or whack you another couple times. In PVP it has no use, right now with the limited use and duration of Skeleton there is rarely ever a time when it can be used to regain mana during a duel. Though it may have been originally useful when multiple skeletons were able to be summoned, that single skeleton leaves it as not terrribly useful.
Skeleton: The skeleton has its strengths (such as grinding music disks, or its efficiency when lag is low) but it does not last very long at all, around 30-45 seconds (I could be wrong). Unfortunately it eats up about 40% of your mana and has a 3 minute cool-down meaning that in PVP it is rarely a good idea to spawn it. It has decent damage and health, but it would be significantly more useful if it functioned like the Beastmaster's wolf in that it did not have a set duration. If that was the case he could be your undead buddy until you run low on magic and then you could hearltessly sacrifice him for your own pleasure (something quite befitting of a necromancer). Or perhaps instead of summoning a single powerful skellie you could summon skeletons that did less damage than normal mobs but you could summon multiple (a necromancer does need his undead minions after all.) The latter would increase the utility of Unholy Ritual and Battery in addition.
Hellgate: Waiting on the nether, could be awesome.
Poison: Minimal damage, costs as much as a fireball. Has its uses, but rarely worth casting. Unless its efficiency is raised it is more useful to save your mana for a fireball. If it also slowed the opponent or something (that might be OP though) it would be much better.
Drainsoul: The cost (19% I think) is a little high for 10 damage/healing. Granted that does place a 10 hp difference between you and your opponent but when it comes down to it it is more efficient to save that mana for a fireball. I a pinch that 10hp might save your life, but in reality you just spent 20 mana to be able to take one more swing from an opponent (less than that when fighting the high damage classes).
My final take on the class is that it is mediocre, it has some potential but there may need to be some more synergy between the skills of the class. The cool-downs, costs and usefulness of many of the abilities make it so rarely is it in your favor to use the variety of skills you have leaving you instead to focus on using the same two abilities over and over again. Tweaking some of these skills could make the class not only more entertaining to play as, but more entertaining (and less repetitive) to fight.