vbcypher
12-02-2003, 07:40 PM
Just got done reading a thread on when to twitch and someone mentioned "within LDON"...and I just got horribly pissed off. <smiles>
WE ARE NOT FREAKING MANA BATTERIES!
<sigh>
OK, I feel a little better now.
---------------------
There is a way that a necromancer can be so much more effective in an LDON group that will almost always guaruntee the win...but even after I tell you exactly how to do it, you'll find almost no LDON groups are willing to let you do it. MORONS.
[BENEFITS]
Increased DPS
Reduced DMG to Melee's
Reduced mana required by healers
You never having to twitch
The Win.
[STRATEGY]
Necromancers should be allowed to solo the singles within a room after all but one is killed. The group then just moves on to the next room and does their thing...this is how it works.
#01 - Necromancer Roots the single mob.
#02 - Snare it.
#03 - Group pulls a new mob.
#04 - Send pet after group mob.
#05 - Snare group mob (or DoT it, whatever you do).
#06 - Load your mob up with DoT's.
#07 - Sit and prepare to ReRoot.
#08 - ReRoot.
#09 - Group mob drops.
#10 - Your mob drops.
...
Now, you have to be willing to take a hit or two if your root breaks early and not be a sissy about it. The first time you ask for help will be the last time you get to do this with that group.
You MUST++++ educate your group about your desire to do this WELL before you even enter and they must all understand the concept COMPLETELY. Nothing is worse than you have like six billion points on the hate list and some damn melee breaking your root and giving your ever-taunt until your dead.
[BREAKDOWN]
If you load up the mob to death with DoT's, as well as the root and snare, you're going to be out about 700 - 1000 mana depending on the strength of your spells, oh craps, and if you have mana preservation & burning affliction going on for you. So lets look at the numbers.
Average I've heard from clerics is that they cheal once per mob.
Necro Single Solo = 900 mana
Cleric Single Cheal = 400 mana
Necro Twitching Enough for Cleric to Cheal = 1200 mana.
See the benefits so far? Now, add to the fact that while you and your group have a mob at same time you're effectively DOUBLING the DPS for that duration. That means overall you are shaving A LOT of precious time of that damn timer.
AND BEST OF ALL --- cleric got to rest during that entire pull...so they won't need a twitch. OMG!
I have NEVER lost a collection or slaughter (even on HIGH) when allowed to do this.
[BAD NEWS]
It is nearly impossible to educate a group into allowing this. It requires the group to leave your shit alone and trust you. That's hard for many to do...and very hard for melee's. They sit something sitting there, only 40% HP and they want to finish it for you. <sigh> which not only breaks root, but means they're taking DMG on that mob...which means a heal which means you'll probably have to twitch.
...
OK, that's my two cents. Hope it helps someone out there.
Gneville Lieng
Lanys
WE ARE NOT FREAKING MANA BATTERIES!
<sigh>
OK, I feel a little better now.
---------------------
There is a way that a necromancer can be so much more effective in an LDON group that will almost always guaruntee the win...but even after I tell you exactly how to do it, you'll find almost no LDON groups are willing to let you do it. MORONS.
[BENEFITS]
Increased DPS
Reduced DMG to Melee's
Reduced mana required by healers
You never having to twitch
The Win.
[STRATEGY]
Necromancers should be allowed to solo the singles within a room after all but one is killed. The group then just moves on to the next room and does their thing...this is how it works.
#01 - Necromancer Roots the single mob.
#02 - Snare it.
#03 - Group pulls a new mob.
#04 - Send pet after group mob.
#05 - Snare group mob (or DoT it, whatever you do).
#06 - Load your mob up with DoT's.
#07 - Sit and prepare to ReRoot.
#08 - ReRoot.
#09 - Group mob drops.
#10 - Your mob drops.
...
Now, you have to be willing to take a hit or two if your root breaks early and not be a sissy about it. The first time you ask for help will be the last time you get to do this with that group.
You MUST++++ educate your group about your desire to do this WELL before you even enter and they must all understand the concept COMPLETELY. Nothing is worse than you have like six billion points on the hate list and some damn melee breaking your root and giving your ever-taunt until your dead.
[BREAKDOWN]
If you load up the mob to death with DoT's, as well as the root and snare, you're going to be out about 700 - 1000 mana depending on the strength of your spells, oh craps, and if you have mana preservation & burning affliction going on for you. So lets look at the numbers.
Average I've heard from clerics is that they cheal once per mob.
Necro Single Solo = 900 mana
Cleric Single Cheal = 400 mana
Necro Twitching Enough for Cleric to Cheal = 1200 mana.
See the benefits so far? Now, add to the fact that while you and your group have a mob at same time you're effectively DOUBLING the DPS for that duration. That means overall you are shaving A LOT of precious time of that damn timer.
AND BEST OF ALL --- cleric got to rest during that entire pull...so they won't need a twitch. OMG!
I have NEVER lost a collection or slaughter (even on HIGH) when allowed to do this.
[BAD NEWS]
It is nearly impossible to educate a group into allowing this. It requires the group to leave your shit alone and trust you. That's hard for many to do...and very hard for melee's. They sit something sitting there, only 40% HP and they want to finish it for you. <sigh> which not only breaks root, but means they're taking DMG on that mob...which means a heal which means you'll probably have to twitch.
...
OK, that's my two cents. Hope it helps someone out there.
Gneville Lieng
Lanys