O tu jeszcze cos nt necro:
Cytuj:
Originally Posted by Majandra View Post
In advance, I'm sorry for my (sometimes) poor and bad english.
Why choose the Necromancer ?
I always preferred wizards to warriors. I like offensive magic, especially if it’s dark oriented. In AoC, the Necro was a good choice : unholy spells and life drain. On the other hand, I’m not very attracted to cold magic and pets. But it’s not a problem, like others classes, the Necromancer has 2 Feat trees : Reanimation, the pet tree, and Nightfall, the nuker tree.
So in the beginning, I chose the nuker way and developed Nightfall feats.
Levelling impressions.
1-20 : I felt very powerful, had great spells, could tank 2 or 3 mobs… And plus, grind wasn't needed, thanks to the quests !
20-40 : Things are getting complicated. I get some new spells, others become useless, and mobs are stronger. But there are bandaging and potions. I felt weak in those times, had to use bandaging and renew mana very often. And this time, I had to grind a few to reach 40, but it wasn’t a problem.
40-60 : Great times ! I saw a real improvement in my DPS (or maybe, I begun to play correctly ). Mobs are easily killed, I didn’t use bandaging as many times as before. On the other hand, there were too few quests (not bugged ones), and I have to grind a lot.
60-80 : Horrible for multiple reasons, like the lack of soloable quests, their xp reward, no 60+ spells for a while and grind grind grind…
I did 1-80 alone (a low level helped me sometimes ), and I never tried to find a group. I wanted to test the solo content of the game, discover the world, and, I know it’s a MMO, but I like to play alone if I can… I did some group quests alone too (with some tricks). In any case, for low levels there aren’t many group/raid instances, and I have a feeling that groups are only useful when you do group quests : solo quests give you enough xp, so you don’t have to grind. Moreover, you can’t share all these quests.
These past weeks, I tested group/raid content with others 75+, there are so many of us now ! I like the worrying atmospheres, and with Onyx Chamber or Scorpion Cave, I’m not disappointed. Enemies are stronger (so do boss), we need some time to kill them, but… the xp sucks ! Why isn’t it in proportion to the mob HPs ?
Like others MMOs, playing a mage is repetitive, but in AoC… Necromancer seems to be a 2 spells class. Apart from buffs, I only use Pestilential Blast and Flesh to Worms. Others spells ? I don’t care. Sometimes I use Parasitic Soul Swarms to kill minions or low level mobs, Draw Forth the Heart to have the Shackled Heart Buff, and Freeze to paralyze mobs. See here to know why I don’t use others spells.
Quests.
The idea of destiny’s quests is cool. But when I was in Tortage, there were too much round trip quests, I hate that. Rewards are cool (scrolls, xp and stuff) and discover the past of our char helps to immerse us in the game. And see the NPC who helped you before, join you for the last fight, that was a great moment !
Otherwise, go there, kill some mobs, loot something… are classic quests like in other MMOs. But others quests who ask to free some prisoners, destroy buildings or objects, find people, interact with the environment, are my favorites. Quest logs give nice informations about the world’s history.
Special Thanks to GMs who helped me to finish some of them.
Zones.
I knew the “old” Tortage Island, good at night, horrible at day. I read that it’s different now, good for newbies or rerollers. I hated and I always hate loading times, but, that’s not what I want to talk about here.
I like the ambiance of this game, graphics are good, and enemies really fit into the surrounding countryside. As a caster, I have to manage my mana AND my health in combat, and sometimes, it’s very difficult due to several enemies crammed into small areas. The best example is Atzel’s Approach : enemies everywhere ! And if you don’t have 5 levels and over than them, they’re all aggressive.
Cities are not finished, but I like the cultural identity of Khemi. Light and sounds… Serpents all over the city, it’s great ! Old Tarantia is so big ! At certain places we could see people listening to priests, but this city is too quiet (inhabitants are agoraphobic ?) and need so much NPC, like Conarch’s Village, which is a beautiful place.
With patches, I saw changes in zones, especially Khopshef : they’re new buildings, new water… and new sand color which is horrible. But like Conall’s Valley and Wild Lands, they’re big and it’s a pleasure to explore them. After these ones, I went to Field of the Dead, then Eiglophian Moutains, big and beautiful zones too. The bestiary is varied, and fight zombies, wolfs, cannibals or ice worms is pretty cool.
And then we have Kheshatta. The sky and weather effects have been greatly improved with patches, but there’s one thing I hate here : the purple grass. It’s horrible, and I can disable it. This zone is small, but thanks god, there are multiple instances in it.
On the other hand, travel could be improved with stagecoach. I know, it’s not very realistic or whatever, but the other day, I was in Kheshatta. To go to the raid in Atzel’s Approach, I have to go through Khopshef, go to Khemi, then to Conarch Village, Field of the Dead, Atzel’s Approach and finally, Vistrix Lair. Ok, we have horses, but it remains too long.
It’s the same for the economy, please, add some bankers in big zones !
Cytuj:
Originally Posted by Majandra View Post
Skills.
Like I said before, I only use buffs and 2 offensive skills.
Friendly spells are cool : I can increase my physical and magical defense ratings, my unholy or cold magic rating, I have a useful shield of absorption, and skills which add debuffs to offensive skills. Some are useless.
- Why do we have the Necromancer Self AR Buff ? Last time I used my dagger to hit an enemy, I was lvl5.
- Same for Gangrenous Touch, why do we have to do a physical attack to lower the physical defense of the target ? Totally nonsense !
- Ghoulish Feast’s lifetap is ridiculous too, and has a too long recast timer.
- Loathsome Teachings, our last buff, lasts only for 20 seconds and uses 400 MP. Crap !
Hostile spells : I don’t use cold spells. Their damages don’t hold their own against unholy ones.
- Same for the debuffs, they’re ridiculous and I have to be on the enemy. Crap again !
- We have Lifeleeches… You can rebuild it, potions are more effective than that. Why don’t we have a real (and ranged) lifedrain, inflicting damage and returning life ?
- Also, I find the damage range too high : sometimes with the same skill, damages can vary by as much as 100%. Could you reduce that ?
And please, do something for the skill animations, Ice Strike is horrible, and many of the unholy spells have only this black smoke escaped from a Lost episode.
Pets.
When I saw my first pet, I was a little disappointed. A scorpion ? Why not a skeleton or a living dead ? Then I read the forum and I saw “they do undead damage”. In fact, I know they’re undead scorpions, they have exoskeletons !
So… Scorpions… We have so many of them. Actually, enemies don’t attack them (only if you’re inaccessible). Their abilities are cool : mana, life or stamina drain, bleeding effect and explosion ! We can boost their abilities with feats, and our buffs (Runed Flesh, Necrotic Blessing and Quell the Ether) affect them. I tested them, and they have a better magic defense than we have !
The others pets, Acolytes and Archmage, are the same, and are “real” undead ones. They look good, but they’re too big ! Acolytes do cold damage, but we don’t have a buff to increase their magical output, only feats increase their abilities. I didn’t see a big damage difference when I used 8 scorpions or 4 acolytes, but in any case I took scorpions, acolytes don’t have mana regen.
Hmm and for Archmages, is it their final skin ? I was hoping they had something to differentiate them from Acolytes…
Feats.
The last point. How do you plan to play your Necromancer : like a nuker or like a summoner ?
The Nightfall tree : We can boost the damage output of our spells, add effects to them, use pet points to increase our HP or MP… Great, but :
- Why are Decomposition, Grim Corruptor and Infestation, which increase damage or add effects to unholy spells, in the Reanimation Tree ?
- Ice Shards : It seems to be broken, damages inflicted to nearby enemies are too high.
- We can increase our damage output by sacrificing pet points, it’s a great idea. Despoil the Soul lasts only for 15s… And we have to cast it 7 times to see a significant increase in magical damage. Why only 15s ? If I choose this Tree, why can’t I remove the possibility to summon pets for a long time ? I hope that Death Eater and Soul Absorption will last for more time too.
- Lich Form : 30s for 735MP, only at lvl70… Why not more time ? Ridiculous for the last feat I think…
The Reanimation Tree : Ok, here, we can boost stats or special abilities of servants… This Tree is better than the Nightfall one, but has defaults too :
- One with Death raises our pet points by 1 (up to 3) by sacrificing our health. It lasts only for 90s… Same as before, why not much time ? If I choose to be a summoner, what am I so limited by spells durations ?
- Same problem with Walk with Death : 30s duration for -10% magic damage modifier… It will be better to increase the duration, extremely decrease our magical damage and place this feat sooner in the Feat tree.
At this point, I’m a little disappointed with the Feat trees. If I choose the Nightfall one, I’m not completely a nuker : I can (and I need to) summon pets, several abilities have a short time duration… And if I choose the Reanimation one, I can nuke (damages are satisfying) and same problem, pets do good damages only for a short time.
There’s not too much differentiation between them. You should take a look at this.
Finally, a word about the General feat tree : the first feat, Mystical Attunement, increases cold, fire, electric and holy magic. And the unholy one ?!
Cytuj:
Originally Posted by enosis View Post
I make this thread to help a bit those who are confused about which spell should they buy (which spell is learnable for their level) from the NPC scroll vendor in Khemi (Necromancer Scroll Vendor). Please keep in mind that in the following list there are ONLY spells for 20 level necromancers and higher . So here is the list, in case you have more info please reply to complete the list faster :
A) 20 Level
- Minion: Corruptor
- Dark Knowledge (Rank 1)
- Pestilent Blast (Rank 1)
A) 21 Level
- Invulnerability debuff
- Necromancer self AR buff 20
B) 22-24 Level
- Nothing
C) 25 Level
- Gelid Bones (Rank 1)
- Flesh to Worms (Rank 1)
- Necrotic Blessing (Rank 1)
- Ruined Flesh (Rank 1)
- Vile insight ( Rank 1)
- Ice strike ( Rank 1 )
D) 26-29 Level
- Nothing
E) 30 Level
- Bone Ward (Rank 1)
- Frost Blast (Rank 1)
- Quell the Ether (Rank 1)
F) 31 Level
- Nothing
Cytuj:
riginally Posted by Majandra View Post
I tested all the feats and skills. In these posts you'll only see my personal observations. Feel free to ask for more precisions or add comments.
Legend :
SeaGreen : This feat/skill works.
RoyalBlue : I'm not sure if this feat/skill works or I don't find a way to correctly test it.
DarkRed : This feat/skill doesn't work.
I. Nightfall Tree (59 points)
Spellstrike : Increases the chance of Ice Strike and Pestilential Blast inflicting critical damage.
---> I don’t know if this feat works because I never did critics.
Frozen Body : Increases the damage done by the necromancer’s Ice Strike and Glacial Storm spells.
Corrupted Soul : Increases the damage done by the necromancer’s Pestilential Blast and Blasphemous Ruin spells.
Ice Shards : Augments the Ice Strike spell by showering enemies nearby the primary target with cold damage.
---> Works but it does incredible damages on nearby enemies (up to 3 times as usual).
Flash Freeze : Reduces the casting time of the Frost Blast spell.
Piercing Corruption : Increases the amount of damage inflicted by critical Ice Strikes and Pestilential Blasts.
---> I don’t know if this feat works because I never did a critical.
Cannibalism : The Necromancer sacrifices some of their life for mana points.
Unholy Inspiration : Using Pestilential Blast increases the damage done by the necromancers undead servants for a short time.
---> There’s no increase in damage.
Decay : inflicts unholy damage on all injured enemies nearby. The more injured they are, the more damage will be inflicted. For each enemy struck that has less than 10% life the necromancer will be healed for a small amount.
Flesh of the Wight : Increases the amount of damage absorbed by the spell Runed Flesh. Any enemies attacking the necromancer also have a chance of being afflicted with a curse that damages them for a short time.
---> Works, adds Foul Rot DoT.
Spellweaver : Targets struck by the necromancer’s Ice Strike and Pestilential Blast are also made more susceptible to magical damage for a short time.
Despoil the Soul : The necromancer’s attacks do more damage for a short time but reduces the number of servants at their command (their pet point counter reduces by one).
Death Eater : The necromancer sacrifices one of their undead servant to restore some of their life and boost their life levels.
---> There’s a skill animation, but it doesn’t work.
Soul Absorption : The necromancer sacrifices one of their undead servants in return for a boost to their mana.
---> There’s a skill animation, but it doesn’t work.
Touch of Winter : Augments the Gelid Bones spell with a movement penalty.
---> Adds a 35% movement penalty.
Bones of Frost : Increases the area of effect for the Gelid Bones spell.
The Devourer : Increases the amount of life the necromancer receives from sacrificing one of their undead servant with the Death Eater spell by absorbing some of the damage they inflict on their minion.
---> See Death Eater feat.
Grip of Death : A channeled spell that inflicts cold damage on the target and any nearby enemies.
---> Works but I need to stand on the target.
Blasphemed Flesh : Any enemies afflicted with the Flesh of the Wight spell suffer additional damage if also struck by the Blasphemous Ruin spell.
---> I don’t know if it works, Blasphemous Ruin lands extremely rarely.
Wretched Curse of the Plagued Heart : When Plagued Heart is triggered there is a chance any victims will also be made more susceptible to magical damage.
---> There’s no change in magical damage taken by enemies.
Curse of the Plagued Heart : Enemies around the necromancer become cursed and have a chance of receiving unholy damage whenever they attack.
Frost Reach : Increases the cone size of the Frost Blast spell.
---> Seems to not work.
Shatter : The necromancer instantly shatters any minion under the effect of the Glacial Storm spell.
Ritual of the Lich : The necromancer takes on the form of an undead lich. This increases the damage done by their frost and unholy spells and the sorcerer is healed by such damage. However, they suffer more damage from fire or holy attacks.
---> Works, but there’s only a holy magic debuff.
Cytuj:
Originally Posted by Majandra View Post
Legend :
SeaGreen : This feat works.
RoyalBlue : I'm not sure if this feat works or I don't find a way to correctly test it.
DarkRed : This feat doesn't work.
General Tree (61 points)
Mystical Attunement : Increases the magical damage done by the mages spells.
---> No change seen.
Spiritual Armament : Increases the mage’s defense rating.
---> No change seen.
Mind Phase : Reduces the chances of hostile spells attracting the victim’s ire and changing targets to attack the mage.
---> Don’t know if it works.
Spiritual Aegis : Increases the mage’s magical defensive rating.
---> No change seen.
Crimson Shield : Increases the strength of the mages Shield of Absorption.
---> Description changes to "Gives your absorb shield a HP buff" when spending feats points in it, adds +59 Max life.
Tome Of Erlik : Grants the mage an ability which for a short time increases the damage done by their spells.
---> No ability added (works a few weeks ago) in the ability window.
Mage Blood : Increases the rate of mana regeneration.
Mirrored Iron : Augments the Iron Skin spell with the ability to reflect damage.
---> Adds effect “change hit percent for Spiteful Shield by 2000%” in Runed Flesh description, but doesn’t inflict damage.
Quickened Iron : Increases the rate at which the Iron Skin spell absorbs damage, refreshing collapsed shields faster.
---> Adds lines in Runed Flesh description, but there’s no change.
Purge : Dispels curses and lingering effects like bleeding wounds.
---> Seems to not work.
Malefic Chant : The mager has a chance of healing their own wounds when their hostile spells inflict damage.
---> Works rarely.
Misdirection : Teaches the sorcerer the Misdirection spell that substantially reduces the hostility of the target, making them less likely to break off and attack the sorcerer. Takes a short time to recharge.
---> Like other aggro spells, I don’t know if it works.
Blood Hunger : Reduces the reuse time of the Draw Forth the Heart incantation.
---> Works but reduces the reuse time only when 3 feat points are spent.
Specter Chant : All the mages hostile spells have a chance of converting some of their damage and restoring the casters mana.
---> Doesn’t work.
Unleased Power : Improves area of effect spells by increasing their size.
Archmage : Augments the mage’s magic rating by increasing damage done by both schools of spells.
Dark Meditation : Floods the mages blood with new mana but stuns them for the spells duration.
---> Spell added but it says “you must have trained the feat : Unknown” when using it.
W skrocie to wyglada ze Demo jest OP klasowa pure nuker i ogolnie pwnzor, a necro to takie niewiadomo co, ktory niby ma mininy debuffy ale..
Btw. Generall tree i class tree maja osobne punkty czy dzielone ?