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Old 05-29-2013, 12:06 PM
Splorf22 Splorf22 is offline
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Join Date: Mar 2011
Posts: 3,237
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The problem is most necros sit around doing /pet attack and casting ignite bones and maybe a snare here and there. Which makes them mediocre magicians, when in reality the class is capable of so much more.

A good necro will keep the HP transfer line up on the tank 100% of the time. That's 125hp/tick which is enough to keep even an average tank up. I've done Chef/Bar with a Necro/Enchanter combo as our healers.

A good necro will charm for ridiculous dps; you can do this in any 50+ dungeon except Chardok and Sol B (Lower Guk, KC, and HS are rife with undead, and in Sebilis you can drag stuff out of the crypt. Which is worth it). Charmed pets are 100+ dps when hasted, and unlike an Enchanter the necro can heal themselves up. A necromancer might be even better than an Enchanter at soloing for XP.

A good necro can do some really ninja shit with pulling. Darkness/FD/CoS = split any camp. And with their insane mana regeneration a necro can be the primary puller for a group without ever needing to sit down. And Necros have a lot of fun in our current silly train-war version of Veeshan's Peak.

The big problems with Necromancers are a) they feel a bit like gimp enchanters to me; basically you are trading tash/slow/ae mez/stun for a heal over time in most groups b) they have a lot of trouble with summoning mobs c) They aren't nearly as fun when there aren't undead around, which is most Velious zones and d) their lifetaps don't land on bosses (and lets be honest, this is probably a balance issue, because touch of night is almost the same damage as a wizard lure AND it heals the necro against the AOE).

Honestly if their lifetaps landed I would seriously consider maining a necro; they are that good.
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