Poll

If you run Necromancers, and if you use Skeleton Warriors, are things balanced right?

I run skelemancers, and the skeleton is OK
2 (13.3%)
I run skelemancers, and the skeleton is weak
6 (40%)
The skeleton is so weak I don't run skelemancers
4 (26.7%)
I don't like skelemancers, I like different necros (skeletons may help but aren't a major strength)
2 (13.3%)
I don't like necros.
1 (6.7%)

Total Members Voted: 13

Voting closed: July 19, 2006, 02:10:49 am

AuthorTopic: Necromancer Balance  (Read 9054 times)

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Offline webwalkerTopic starter

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Re: Necromancer Balance
« Reply #15 on: July 24, 2006, 06:19:29 pm »
do u use any auras?
Merc has Pride in a Cryptic Axe (Concentration), and Knights Vigil in a Greak Hauberk (Meditation to combat Disco), and Dream in a Tiara.
I have Lust in a wand for additional damage to multi-immunes.  Keep in mind that this was a mule-free build as it was my first at-home character since a clean-off-and-reload-Diablo event some time back.
and did you play on donators realm? i don´t think so, maybe u should try it cause of the changes
Not yet.
1. i agree
2. it´s an anti-caster feature so it´s working how it should  (Me: Mind putting that to a vote?)
3. agree
4. that´s not possible, it´s hardcoded otherwise chaos would have changed it
5. nice idea
Possibility?: The curse itself is a skill number, they range 1-210; the skill number for IM should be replaced with the skill number for Slow Missiles.

Offline T1001

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Re: Necromancer Balance
« Reply #16 on: July 24, 2006, 06:44:13 pm »
what typ of merc? dream on merc didnt make sense, because of very low damage. if you use an a5 merc give him the rw prowness in battle, so your skells will geht more ar and ias. if you use beast yourself for fanatism aura forget what iam saying :)
THE KLIQ IS BACK!!!!





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Offline ChaosEmpire

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Re: Necromancer Balance
« Reply #17 on: July 24, 2006, 08:04:56 pm »
brian, after the changes on donators realm all tell me..to powerfull...
s0p probably you should play a round with the guys online
i can give you a BoW, to get you a little bit fasster on top, probably there will someone spend items


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Offline doom86

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Re: Necromancer Balance
« Reply #18 on: July 26, 2006, 12:16:55 am »
Hey, for the problem on the tight spot combats with the skelletons in areas which you can't use teleport i use the following tactics:

1. Run thru the mosnters and then come back, hopefully some skelletons follow me intead of block the way for the other and ill have       a bigger part of my army in combat. But can't really use this tactic if the enemies are too strong that they could kill me running around them.

2. When some mages block the way for my other summons, i simply Unsummon them, unless there are too many, so i would have to unsummon half of my army to get the other half into battle.

3. Town portal is always a choice, as already said here.

4. Back off, and try to attract some of the enemies, so the whole summon pack can tackle the unfortunate ones that followed me.

And from what i can think now, i think that's it, just a few tips that maybe you guys do not use.

Also, i have a sugestion that could end this pain, or at least reduce a LOT of it, there could be a native skill (like unsummon) that would be a "teleport to current location", that is, a skill that the only thing it would do is to repack all of the summons/hirelings you may have close to you, just like a normal teleport would do. If it is possible, it would be wonderful xD

DooM

Offline Sorky

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Re: Necromancer Balance
« Reply #19 on: July 26, 2006, 08:40:20 pm »
@doom86

I like your suggestion of the teleport change.

If you could run your Necro, say one screen, then hit the teleport so that you didn't move, but it teleports your minions to you, now this could be really usefull.

Hans , can this be done?  It wouldn't change the way the necro moves, it just keeps his minions grouped.  I see a tactic where you could run up to a group, hit teleport, your minions teleport around you, you back off a bit, and let the battle you choose begin. 
This might be a compromise that all could live with and still keep the necro from using teleport for himself. 

It would solve the bottleneck problem with door ways and tight areas, like the maggot lair, santuary, which sucks for a summoner.  It is still dangerous, as you would have to move ahead of your skells to do this, but if it could be done, I think it would be a great help for the necro community.

ps:  Thanks for the necro love on donators realm, i have started a necro because of it.  I, like Brian, could not keep my skells alive to be of any use in CGS.  While it may be true in the really high skill point levels, the summoner may have been viable in cgs, it took Ubers to do it, and the summoner could not gather them to use them.  Catch 22
« Last Edit: July 26, 2006, 08:53:26 pm by Sorky »
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Re: Necromancer Balance
« Reply #20 on: July 26, 2006, 09:49:56 pm »
the problem was that it is not possible to change teleport so it would be in non-teleport areas that u only tele a short way

but if chaos would copy teleport just like lightning fury it should be possible(well every item with teleport must be changed to the copied tele then)
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Offline ChaosEmpire

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Re: Necromancer Balance
« Reply #21 on: July 26, 2006, 10:00:39 pm »
no, wont work, could misused as teleport skill

and teleportig itself range and possiility is set global in level settings not in skill settings


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Offline webwalkerTopic starter

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Re: Necromancer Balance
« Reply #22 on: July 27, 2006, 02:46:47 am »
teleportig itself range and possiility is set global in level settings not in skill settings

So... Range *CAN* be set?  Please NEVER disable teleport, but set the range to 1 where you must to stop cheating.

Offline doom86

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Re: Necromancer Balance
« Reply #23 on: July 27, 2006, 04:42:39 am »
Maybe we could look for another event that packs the minions...

Offline ChaosEmpire

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Re: Necromancer Balance
« Reply #24 on: July 27, 2006, 07:48:10 am »
@brian
if i set range to 1...all players can only teleport that range, no solution


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Offline webwalkerTopic starter

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Re: Necromancer Balance
« Reply #25 on: July 27, 2006, 10:43:46 pm »
Ah! I mis-understood what I mis-read, hoping to see what I desired: that the max range for TPort was assignable per-level (bloodmoor vs Barraks vs etc). 

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Re: Necromancer Balance
« Reply #26 on: July 28, 2006, 08:05:04 am »
yepp
it is possible to say...no teleport, only to next wall..or unrestricted, and you can change the amount how far teleport is possible...

but only generic for the level


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