Moving around/upgrading necro spells

Zombu said:
Okay then, if it's poison counters instead of chances to cure, how come we only get a -1 counter spell at level 16 and then a -8 counter at level 39? Isn't that a huge discrepancy? Should we have a -4 counter at 24 or 29? Or perhaps maybe upgrade the 16 to -2?

For the same reason that you don't get a new nuke every level with 3 more damage on it. The vast majority of the time, it doesn't matter; also, necromancers aren't exactly the kings of cure.

Zombu said:
Snare slows down a mob, but you can't rest when a mob is snared. You can rest when a mob is rooted.

Now, you can make the argument that since later on I get snare and root while you only get snare (but you do get God knows how many charms and de-aggro spells, but that's another story), the fact is I get them both at level 34. Why can't I get root at 12 or 16, well after you get it but not as late at 34?

You can scurry a distance, med a bit, scurry again, et cetera. Medding while snaring is no harder than while rooting. Additionally, memblur is gimped and what does charm have to do with this? Were I you, I'd pester some high level necromancers and see how they deal with these things.
 
Thinkmeats said:
For the same reason that you don't get a new nuke every level with 3 more damage on it. The vast majority of the time, it doesn't matter; also, necromancers aren't exactly the kings of cure.

I'm just offering as many ideas to solve what I consider to be issues. I don't think we should get a dot upgrade every batch of spells that do 10% more damage, but I'm saying that if you're level 38 and you've been diseased, hell, even at level 25, -1 counter is next to useless. A -2 upgrade would be fine.

Zombu said:
You can scurry a distance, med a bit, scurry again, et cetera. Medding while snaring is no harder than while rooting. Additionally, memblur is gimped and what does charm have to do with this? Were I you, I'd pester some high level necromancers and see how they deal with these things.

Well, root allows you to keep an easy line of sight. Running a mile away and sitting doesn't, plus how much time you'd waste running 20 feet, sitting for .5 a second, running, sitting...you get the idea.
 
Zombu said:
Well, root allows you to keep an easy line of sight. Running a mile away and sitting doesn't, plus how much time you'd waste running 20 feet, sitting for .5 a second, running, sitting...you get the idea.

You're confused about how med works. The game doesn't care if you sit for 5 of the 6 seconds that make up a tick, it only checks if your ass is planted on the 6th.
 
Is there any chance that we can have other spells with double damage/half duration?

I got my level 39 spells, and just to give an example, scourge did 28 dmg a tick. WTF? That's a pathetic amount of damage to do per tick at level 39.

Ideally, I'd like all dots, sans the darkness snare line, to do double damage in half the duration. a 2.5 minute dot doing 28 dmg a tick at such a high level is just utterly useless. Even solo kiting a fight doesn't last that long. Such a duration makes necros useless in groups.
 
Zombu said:
Ideally, I'd like all dots, sans the darkness snare line, to do double damage in half the duration. a 2.5 minute dot doing 28 dmg a tick at such a high level is just utterly useless. Even solo kiting a fight doesn't last that long. Such a duration makes necros useless in groups.

How bout you just get some wizard nukes and keep your lich mana regen and pet.
 
Zombu said:
I got my level 39 spells, and just to give an example, scourge did 28 dmg a tick. WTF? That's a pathetic amount of damage to do per tick at level 39.

Scourge is a disease dot and is supposed to be long lasting and efficient.
 
Tempus said:
Zombu said:
Ideally, I'd like all dots, sans the darkness snare line, to do double damage in half the duration. a 2.5 minute dot doing 28 dmg a tick at such a high level is just utterly useless. Even solo kiting a fight doesn't last that long. Such a duration makes necros useless in groups.

How bout you just get some wizard nukes and keep your lich mana regen and pet.

You don't see a problem with a dot whose effect duration is twice as long as the fight it is being used in?

I don't expect dot nukes, but this spell and others like it take over 2 minutes. I don't know about you, but solo my fights don't last that long, let alone in a group.

The only reason I could figure using this spell is in a duel against someone who has a regen item. Provided he doesn't resist it, considering this spell has such a high resist rate.

Thinkmeats said:
Zombu said:
I got my level 39 spells, and just to give an example, scourge did 28 dmg a tick. WTF? That's a pathetic amount of damage to do per tick at level 39.

Scourge is a disease dot and is supposed to be long lasting and efficient.

How is it efficient when it does less damage than spells you got 5 levels below it, not to mention that it takes over 2 minutes to use?

I don't want nukes, but I don't want dots that take longer to use than a fight will last. 2+ minutes is just insanely long for any solo fight to last, not to mention the extremely high resist rate of this spell.
 
I don't know about you but when I used scourge, it didn't get resisted as much as you say. The disease line of spells, dots mainly, are very mana efficient because they tend stay on the mob and do continual damage over a longer period of time so that you're able to med longer.

Solo fights should take a lot longer than what a group would fight. We don't want to discourage grouping once again now do we? Everyone knows that solo killing is actually "better" exp per mob, but in a group you kill twice, three, maybe four times as fast so essentially the exp is better in a group anyway.

Poison is a fast damaging DoT, disease is not.. what's wrong with it?
 
gorgetrapper said:
I don't know about you but when I used scourge, it didn't get resisted as much as you say. The disease line of spells, dots mainly, are very mana efficient because they tend stay on the mob and do continual damage over a longer period of time so that you're able to med longer.

Solo fights should take a lot longer than what a group would fight. We don't want to discourage grouping once again now do we? Everyone knows that solo killing is actually "better" exp per mob, but in a group you kill twice, three, maybe four times as fast so essentially the exp is better in a group anyway.

Poison is a fast damaging DoT, disease is not.. what's wrong with it?

It's not the amount of damage as much as the amount of time it takes to do the damage. I'd rather do 500 damage in a minute than 600 damage in 2 minutes. Why? Because in 2 minutes, chances are my pet has gotten the shit beat out of it so bad he's almost dead (if not totally dead), and i'm almost out of mana. Not to mention the risk of potential adds. Keep in mind if you're a shaman, you have SOW, so you can really distance yourself from the mob and med up. I can't. Not to mention I have 1 buff for my pet, whereas a shaman has quite a few.

I don't expect an undead wizard, it's just that without fear and only root (feared mobs dont fight back, and root breaks more), time isn't a luxury we have. If I had fear, I'd have no problem laying on the dots, fearing it, and letting the pet smack it around. But instead, I don't have time to med up as I'm constantly running away from the mob chasing me while I slowly widdle away doing a piss ant 28 dmg a tick on a level 40+ mob who is doubling for 70+ on my pet making mincemeat out of him.

My biggest point is this: if we have fear, dot duration is no big deal, but since we don't, I can't afford to have a fight last 2+ minutes.
 
Zombu said:
gorgetrapper said:
I don't know about you but when I used scourge, it didn't get resisted as much as you say. The disease line of spells, dots mainly, are very mana efficient because they tend stay on the mob and do continual damage over a longer period of time so that you're able to med longer.

Solo fights should take a lot longer than what a group would fight. We don't want to discourage grouping once again now do we? Everyone knows that solo killing is actually "better" exp per mob, but in a group you kill twice, three, maybe four times as fast so essentially the exp is better in a group anyway.

Poison is a fast damaging DoT, disease is not.. what's wrong with it?

It's not the amount of damage as much as the amount of time it takes to do the damage. I'd rather do 500 damage in a minute than 600 damage in 2 minutes. Why? Because in 2 minutes, chances are my pet has gotten the shit beat out of it so bad he's almost dead (if not totally dead), and i'm almost out of mana. Not to mention the risk of potential adds. Keep in mind if you're a shaman, you have SOW, so you can really distance yourself from the mob and med up. I can't. Not to mention I have 1 buff for my pet, whereas a shaman has quite a few.

I don't expect an undead wizard, it's just that without fear and only root (feared mobs dont fight back, and root breaks more), time isn't a luxury we have. If I had fear, I'd have no problem laying on the dots, fearing it, and letting the pet smack it around. But instead, I don't have time to med up as I'm constantly running away from the mob chasing me while I slowly widdle away doing a piss ant 28 dmg a tick on a level 40+ mob who is doubling for 70+ on my pet making mincemeat out of him.

My biggest point is this: if we have fear, dot duration is no big deal, but since we don't, I can't afford to have a fight last 2+ minutes.
Why not agro kite instead of root? snare, dot, dot, dot, send pet, rinse and repeat.

You also said shaman have SOW, wel they dont have snare and you do... same basic thing on distancing yourself from the mob.
 
ThunndarrNameless said:
Why not agro kite instead of root? snare, dot, dot, dot, send pet, rinse and repeat.

You also said shaman have SOW, wel they dont have snare and you do... same basic thing on distancing yourself from the mob.

SOW lasts what, 15-20 minutes? My dooming darkness lasts 2.

As for aggro kiting, that's what I do, but sometimes you need to root when the snare breaks so you can recast it, or you need to root because your pulling snare is resisted and the mob is aggro on you and not the pet. Or when your pet dies and the mob is chasing you without a snare.

And the other thing between sow and snare is my snare gets resisted, a sow never does. And a sow doesn't need to be cast during a fight, it's preparation. Have you ever been kiting for 20 minutes and go "OH CRAP MY SOW IS GONE BETTER RECAST DAMN! I GOT RESISTED!" :p
 
Zombu said:
ThunndarrNameless said:
Why not agro kite instead of root? snare, dot, dot, dot, send pet, rinse and repeat.

You also said shaman have SOW, wel they dont have snare and you do... same basic thing on distancing yourself from the mob.

SOW lasts what, 15-20 minutes? My dooming darkness lasts 2.

As for aggro kiting, that's what I do, but sometimes you need to root when the snare breaks so you can recast it, or you need to root because your pulling snare is resisted and the mob is aggro on you and not the pet. Or when your pet dies and the mob is chasing you without a snare.

And the other thing between sow and snare is my snare gets resisted, a sow never does. And a sow doesn't need to be cast during a fight, it's preparation. Have you ever been kiting for 20 minutes and go "OH CRAP MY SOW IS GONE BETTER RECAST DAMN! I GOT RESISTED!" :p

I think you just need to suck it up. You are wanting necros to be outrageous at 39 when all classes are gimpe din some way at that level. If you have that much of a problem w/ kiting then dont make a class where they solo by kiting. I've kited with a necro before and its not that hard, I've kited w/ a shaman before and it was not that hard (lower levels).

It also sounds like you are not appriciating the mana saving standpoint of the disease dots which last longer then your mana hungry fast acting dots. Lay a few disease dots at firs then throw 2 or 3 other dots on it then save your mana... This conserves mana and lowers the downtime. The way it sounds like you are and want to continue kiting are *pull mob, cast cast cast cast cast cast cast cast dead in 30 seconds, med for 4 minutes* where you could be *pull, cast dis, cast dis, cast dot... run around for a bit, refresh dot, mob dead after 2 minutes, med for 1 minute*
 
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