#51
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Just going to chime in on necro healing because I think this is often forgotten now that recourse dispelling is commonly known (I didn't know about it when I was actively raiding back in 2011).
Shadowbonds recourse cannot be overwritten by Pact of Shadows recourse, but pact will still land on a target (just can't stack shadowbond+pact on the same target). Even if recourse dispelling gets removed, this mechanic is completely and legitimately classic meaning for an additional 10 mana you can heal a second target for 320 for absolutely no additional hp cost. What does this mean? This means 2 necros working in conjunction can shadowbond their patch targets and then Pact of Shadow each other completely eliminating the need to lifetap the lost health back and even making up for lost hp due to liching. For 20 total mana. Furthermore. Post-Velious as long as you pick up Holgresh Beads you will always have a lifetap target and if you can get VP geared you'll have a mana-free lifetap DoT. Even without Holgresh beads, stalking probes are cheap. Talk about a model of efficiency. Being able to heal others for 820 hp every 30 seconds while generating 32 additional mana/tick with no worry of having low hp due to these transfers. Soul Well is one of the biggest item upgrades a necro could ever hope for.
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Baalzy - 57 Gnocro, Baalz - 36 Ikscro, Adra - 51 Hileric, Fatbag Ofcrap - 25 halfuid Red99 Baalz Less - Humger, Baalzy - Ikscro If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it. Picture courtesy of azeth | ||
Last edited by baalzy; 03-25-2014 at 12:54 PM..
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#52
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Last edited by Uteunayr; 03-25-2014 at 02:05 PM..
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#53
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No one liked twitching, which was the only role for Necromancers on raids besides Corpse Cleanup following wipes. Here was the Necromancer experience on a raid and in most of Kunark-Velious: Sit far away from the AE (because you can't even lifetap yourself to heal and clerics aren't going to waste a CH on you), buff DMF, twitch. That's a great class! So much fun! The genius of the Necromancer! You give about as much mana as a bard's song. That's not good gameplay, that's a fucking embarrassment of game design. Quote:
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#54
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How can you possibly accuse me of trolling when you shovel horseshit like this? Invite that Necro into the group, he has root, a spell literally every caster except mages have! If we're going to list that as support then let me talk to you about how great Wizards are at support. Don't use any of your nukes, Wizards, you're just HRURR obsessed with damage. Embrace your Utility! Cast root and evacuate. | |||
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#55
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The heals are not useful in raids? If you're not using it, you're a bad Necromancer. If you're not using twitch, you're a bad Necromancer. If you're only using twitch, you're a bad Necromancer. If you're not using a pet, you're a bad Necromancer. Not only does it feed other necros to remove all negative side effects of Lich, but it can be incredibly useful for saving clerics needing to patch heal, preserving their mana for more important jobs. Quote:
Yes, Lifetap was made to be resisted, there are other spells you can land on Cazic and Inny, that isn't bias towards MR. If you're so limited in your thinking that the only damage you can pump out is Lifetap, you're really missing the grand scope of what Necromancers do. Necromancers were not in any way a reasonable sustained DPS class by any stretch of the imagination until Velious when bosses would survive long enough for DoTs to start ticking to fruition. Before this, it didn't happen because our DDs are not in any way efficient relative to other classes, because they merge utility with DD, rather than being pure DD as is the case for a DPS. I'll come back to this later. Quote:
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A bard song, an enchanter's clarity, neither will provide a burst of mana, and each causes diminishing the value of each successive class. That burst is what Necromancers do. It isn't as efficient as the sustained, burst rarely is efficient, as the loss is what you get for having it at demand. Cannibalize, Manastone, Mana robes are not efficient, but they burst. Wizards are not efficient, but they burst. Necro DoTs become efficient in Velious, because they don't burst. Necro twitches are not efficient because they burst, but by bursting, they do what sustained like a bard and an enchanter cannot do. Quote:
You see, that phrase doesn't work, because you're even more overwhelmingly zealous about the role of DPS as the singular activity that Necromancer was designed for, you who did not design the class. My argument is based on the facts of the spells and abilities that were in the game, not any subjective interpretation of your reality. Quote:
You say that because DoTs get upgraded over and over, it means that Necromancer is a DPS... And yet, twitch gets upgraded. Heals get upgraded. Cancel magics get upgraded. Roots, fears, snares get upgraded. Lich gets upgraded. So... Yeah. Your argument works against you. You'll want to start curving your argument into one of number of DoTs vs other abilities, although that one also fails. Further, what is used in dealing damage and killing shit (Fears, snares, lifetaps) do not serve a singular purpose, so they do not equate DPS. They serve multiple purposes that intersect. A snare helps you to kill, but it does not kill. A snare is not a DPS ability. It is a utility, it is a support. Now, Darkness combines Snare with a DPS DoT, making it intersect two separate things. You can use Darkness only as a DoT, not as support, but you can use it equally as support instead of just as a DoT. This helps to distinguish the Necromancer. Similarly, lifetaps serves two purposes, to heal the necromancer to feed into the machine, and to deal offensive damage capability. But by serving two functions, they act sub-optimally in each category. A Necro lifetap will not be as efficient as a heal would be, but it comes with a DPS component. Similarly, the DPS component is not as efficient as a wizard nuke would be, but it comes with a healing utility component that feeds into the mana generation. It is much like a Bard in D&D, proficient in many things, but master of none of them. To say we are a DPS is to say the central focus of our abilities is for the goal of producing damage. And yet, most of our damaging abilities have a secondary function that makes then less efficient and useful than comparable other class abilities when looked at in a pure DPS light. But, if you are a smart person, you realizes that there is a careful balance and theme to most necromancer abilities. Unlike backstab, unlike rend and the like, the necromancer emanates utility and damage, but not optimizing either. In this way, a Necromancer does not fit the role of the DPS, they fit a support role, through their application of moderate DPS (and in Kunark, that is primarily through pet backstab/charm), moderate mana regeneration (through twitch), moderate heals (through necro healing, see Baalzy's post), moderate rezzing ability (relative to a cleric who can do it with no component), and moderate independence in their own health management. That's a support, that's a jack of all trades, that's a class that specializes in nothing, but touches upon most things. Most classes have ways to kill shit, it doesn't make every class a DPS. Quote:
You say that Snare and Fears are a CC, and that is a support ability. Demi-Lich fuels your mana machine, making it a utility that goes to be either support or DPS. Harmshield allows for you to survive and soak things that you otherwise would be unable to for your group, if you're smart. I can accuse you of trolling because what you're saying is absurd and in denial of the strengths of the class that can be empirically demonstrated. I try to believe that more often than not, people have a decent head on their shoulders that can analyze a situation based on the evidence presented, and that is why I accuse you of trolling. Sure, talk to me about how great Wizards are at support. Stack up Wizard DPS:Support abilities versus Necromancer DPS:Support abilities. Every class has utility, every class has some form of support, no matter how roundabout, but some classes are significantly more DPS, and more bias to it in their mechanics and their abilities. Necromancer is not one of those, there is a far more flat distribution of abilities than that. You think Wizards don't have support, or that it hurts my argument? Then you truly haven't understood a word I have written. If you were the leader of a group that kicked a Necro who was maintaining their pet to deal modest DPS, twitching mana to the cleric and enchanter, and patch healing, in favor of someone who is going to spam DoTs that never get to tick to fruition, then you're a person I'd want nothing to do with in a group or a raid, as you do not have a mind for maximizing outputs. Either way, I am done expending time and energy trying to explain what is obvious to anyone who has played a necro. I am more than confident anything written after this has a clear and thorough response in this or my previous posts. Nothing has been added to this conversation for weeks other than regurgitation of anecdotal nonsense. Feel free to have last word if you like, I'm done trying for your sake. | ||||||||||
Last edited by Uteunayr; 03-25-2014 at 05:39 PM..
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#56
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Twitch: Sedulous Subversion has a 3:8 mana transfer ratio. Under absolutely perfect conditions you'll get 65 mana per tick (bard song, lich, torpor to get your HP back and waste nothing on taps). That means you can supply 25 mana/tick to the cleric. As an Enchanter I cast clarity on the raid and provide 200 mana/tick, not to mention haste and in some areas CC and insane charm DPS. Necro heals: Sakuragi rolls with over 5000 HP in Kunark, and 6000 HP in Velious. With 2-3 clerics for complete heal, 125/tick becomes completely irrelevant. In fact I would regularly ask the necro to stop healing me so I could have room for useful buffs like bard MR songs or stamina potions. Look, I'm not saying these are worthless spells. I am saying that they aren't class-defining abilities like Charm, Complete Heal, Slow, Feign Death, Lures, etc. It's cool that you have found a way to be marginally effective in spite of the bad class design, and if you enjoy it that's great for you. But the fact of the matter is that Necros were hugely OP in Classic and as a result they got hit with the nerf bat hard in Kunark, probably too hard. edit: just to be clear, that was from a raid perspective. In groups the heals are great (twitch is even more pointless). But again it's very situational: to really shine as a necro you need a group without a cleric, and most people won't go for that. Shaman/Necro/Monk is probably your best setup there . . . and even there, I think Shaman/Enchanter/Monk is better if there are charmable mobs around. In my opinion Necromancers are very good at soloing up to 60 safely via undead charm, root rots, and fear kiting. Beyond that, there just isn't much.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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Last edited by Splorf22; 03-25-2014 at 05:52 PM..
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#57
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You can supply 200 mana a tick to your raid. Fantastic. I have already said that Enchanters can do this, and the sustained mana offered by an enchanter is beyond what a Necromancer will provide. Now what about the 2nd enchanter? Can he or she also supply 200 mana/tick to the raid? If not (which is the case), then you'll get to the root of the difference between burst and sustained benefit to the raid. Necromancers don't do that. We burst. We provide 150 mana every 8 seconds, faster if you mix efficiency, and use Covetous. Lets say you do, because you're super bursting. You can cast Sedulous and Covetous once every 4 seconds, to provide 250 mana every 8 seconds. It costs you 400 + 300 = 700 mana to deliver 250 mana in 8 seconds, and with a conservative mana pool of 3k, you can deliver 4 instances of 250 mana in 4 sets of 8 seconds, or 32 seconds. So I can provide 1k mana to a caster in 32 seconds. That's a bit over 5 ticks. Clarity II provides +11 mana a tick, if the wiki page is correct. In 5 ticks, a sustained Clarity II will provide 55 mana, relative to a Necromancer's 1,000. Further, and expanding upon what I said earlier, we get 65 mana a tick by your calculations, which is, I agree, in the area (I don't really have the total, but I'll go with that). So it will take a Necromancer 4.6 minutes to get their mana back to full, to reload the 32 second 1k mana burst. Each Necromancer in the raid can provide this, whereas you only need 1 Enchanter to provide the 200 a tick. Now again, that's 1000 to a single person, you're completely right, but when your cleric goes OOM, or your enchanters are tapped due to a shitty pull or if your raid simply wants to be faster and have mana be dished out to the core handlers (clerics/enchanters), a Necromancer shines. When you're playing slow, or you have tons of downtime in your raid or group, a Necromancer does not. So, I will point this out again: I am not saying Necromancer is better than Enchanters in providing mana, but that we provide mana in two very different ways, and both are good to have. If your Clerics need a burst of mana so pulls can keep going, Necromancers will do better. If your Enchanters are tapped for mana trying to hold down CC, Necromancers will do better. Enchanters are a great class, with amazing raid utility. I do not reject this, nor would I try to. But that doesn't mean Necromancers need to have the true power of their abilities eschewed, and their role made to seem different than what it is. Quote:
It is not completely irrelevant. I don't know if you play a Necromancer in a raid scene, but try it. Keep your eyes out for bits of damage that a Cleric would celestial elixir, and instead do it yourself. No, a Necromancer is not going to solo heal a tank, that's what a Cleric is for. That's why I said, Necromancers provide patch heals. You end up doing this very frequently if you have your eyes open and on the health of the raid. Now, hopefully you have a decent enough head on your shoulders to realize these are different strengths between the classes, and if so, I'll just ignore the rest of what you wrote on the grounds of it being overly patronizing bullshit fueled by ignorance of the class. Perhaps one day, if you haven't yet (I don't see one in your sig), you'll raid extensively on a Necromancer and try what I've been saying and come to see just how big an impact you have on greasing the wheels of a raid through masterful play. | |||||
Last edited by Uteunayr; 03-25-2014 at 07:28 PM..
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#58
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Uteunayr, you make me want to play necro Tueur again lol.
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#59
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#60
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New P99er here, and I just want to say thanks to everyone for this fantastic discussion. It really helped me sort out some thoughts on a class choice.
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