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Jebasiz
11-18-2006, 07:35 AM
Week of november 13th.
Necromancer question-
Otherside(TSS lich) is not scaling as previous spells of that line have with our mana expenditure. This is leaving necromancers to run OOM on long fights, an area where previously we have shined. Could you review and then raise the mana return(either by increasing efficiency or keeping the same ratio and increasing the magnitude) for this spell? Also, it's come to the attention of numerous necromancers throughout the community that while we pay a price for our mana regen, we are no longer regening more mana per tick, then our buffed counterparts. They'd like to know why we are paying a penalty for inferior passive mana regeneration, when the other class has no such penalty?
Additionally, the lower level spells of the lich line, are now lower mana regen the clarity spells of corresponding levels. Again, we pay the penalty and there seems to be no reason to. Previously the lich spells were better mana regen then any buff of the same level, with the increase lower level clarity lines recieved, necromancers have fallen behind in that reguard as well.
Jebasiz
12-08-2006, 03:20 PM
Pet buff duration was on every top 10 list the necromancer community put forward. Please ask prathun to lengthen them to an hour.
The Glyph of Darkness and Sigil of the unnatural buffs are not dps upgrades to rune of death. The damage modifier is less effective then the strength buff component. Could prathun please add a strength buff(in addition to making the duration longer) to these two spells.
Pet illusions, just today there was a post on necromancers tomb asking where they are. That's the 3rd or 4th thread there, there's been a few on vet forums, and a ton on eqnecro.net/necrotalk.com.
Vakk`dra's sickly mists. The lack of stacking across different ranks and general lack of efficiency of this dot is repeated atleast twice a day.
Instant FD(spell recovery time issue along with increased push make casting death peace increasingly difficult), ability to ditch agro in less then 2 minutes(to get us in oocr and pull faster) is coming up with increased frequency. If another fd is offered instead of changing our deathpeace AA, it should be in the form of an AA.
The necromancer class armor for tss is lacking dot specific foci. Detrimental spell haste, preservation, and dot extension along with fire, poison, and magic damage foci seem to be requested the most.
Jebasiz
12-13-2006, 03:35 AM
December 11th- it's not part of the weekly question format..someone gave me something I could use/relay so I took it.
Prathun:
It's been said (repeatedly) that the plant/animal only lines we got in TSS are failures. Wilting foliage..is a good dot, the dmg/mana/duration on it and it's efficiency are quite nice. Several necros have asked me to request that it be changed to either be usable everywhere, or if that isn't possible for it to be changed to an undead only dot. Plant/animal only is too small of a niche, and since we have no other line like that, it's not an area of the game that we actively seek out to play in, like we do with undead content.
Drink of vitae, people would just like the limitation removed. Lifeshards are largely hated in their current state. It handicaps the usefullness of bloodcurdling shriek(which would be marginally usefull if not for the required component). Shadow and soul orbs are better healing options, with shorter recast timers. The lifeshard heal is on a shared timer with those orbs, so it's less healing for a longer lockout. It simply doesn't make sense for that facet of the lifeshard to be used..ever, infact it's detrimental to do so..since it's got a lockout 4x longer then the orbs we recieved with DoN.
Summary:
Please consider removal of lifeshards, the component required removed from blood curdling shriek. Wilting foliage to become a regular disease based dot that works on all mob types(or changing it to undead only). Removal of the animal/plant only limitation for Drink of vitae and lifeshard generation removed.
If you won't remove the lifeshards from the game, please make them no rent instead of temporary, remove the lore limitation, increase their healing component to something greater then 1400 and make them stack to 20. This would give them a viable use and thus give us a reason to go out of our way to generate them.
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