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Xilphyr
03-25-2017, 01:22 PM
Hi! I've been testing the Necromancer class recently and I've come up with a number of support ideas for the class based on the skills/mechanics you've already implemented. I would also like to address a problem I've encountered and recommend a pet that's party friendly.


I think pets are a large part of necromancy. I'll now detail the problems I've found using necromancer pets and my suggestions to fix them.

My first suggestion would be to add an 'attack' command for pets.

Create Shambling corpse rework:

I was really stoked when I got shambling corpse. It seemed to fill the role of a panic button "my pet's dead and I really need to save my bacon." So when I went to use it I immediately found it was rather clunky.

Targeting Rework:
How it currently works: Break target -> Select corpse -> cast spell -> select target -> attack target -> shambling corpse attacks.
This is really annoying to do this while being nommed on. The shambling corpse doesn't seem to pull aggro either.

My suggestion for reworking it: Keep target -> cast spell -> If corpse is in range then summon zombie immediately. Zombie taunts target.
I like this idea since I can keep the target and the summoned creature knows immediately what I want it to do. In the context of a party I like the idea of having something that can potentially save a party member in a pinch.

Shambling corpse ability rework: Is it me or is this thing screaming to go boom?
When I use this ability I often find myself wishing I could make it explode. I mean c'mon, overloading a minion with necromantic energy as a final hat trick is thematically bad ass.

Add equiment modifiers too:

Unnerving Howl: Shambling corpse AoE taunts when summoned instead of single target taunts.

Clinging Miasma: Shambling corpse explosion snares the targets and leaves them vulnerable to damage for a time.

Caustic Spray: Shambling corpse explosion does damage over time and makes targets take more armor damage.

Party friendly pet suggestion:

The skeletons are nice when I'm soloing but I have a problem in groups keeping my pets from behaving like brainless automatons, which is a problem because they are brainless automatons.
problems I've encountered:

-Pathing during combat. I've had problems with skeletons, particularly archers/mages running down hallways/into rooms and aggroing additional opponents. I can't give them a command to hold their ground.

-Random agro. The risk of an extra monster add is not worth the damage a pet brings. they generally die in a few hits and leave me holding the bag.

My suggestion for a party friendly pet would be to have a ghost pet that could passively haunt targets. A ghost would be nice because
-No pathing mechanics necessary. Also if it floats through walls; it's not a bug, its a ghost!
-It makes thematic sense that ghost abilities don't cause targets to agro or call for help. They just have a vague sense of unease and impending doom.
-When a target gets haunted they could be distracted and attack slower, take more damage from elemental attacks, or have increased vulnerability to lifedrain. Ghosts could also reduce healing enemies receive or steal it and give it to the group. Throw pots and pans around to stun enemies for 1 sec. I think there are a lot of possibilities.

Skill changes: These are suggestions to make some skills more party-orientated.

Death's Hold: Change "Death's Hold causes target to take +28% damage from Slashing for 15 seconds" to "Death's Hold causes target to take +10% damage from physical for 15 seconds".

Deathgaze: Remove fear component, increase range, Make the target cower (attack slower? do less damage? can't evade?) make the target vulnerable to damage. (I don't want it to run or get close but I like the idea of it debuffed and scared)

Life steal: Debuffs the target so a % physical attacks leech health. (player hits target 50dmg, player +5 hp, monster -5hp). (I'd like to provide a healing mechanic that synergizes with my vulnerability debuffs. You don't have to make this a % it could also be a flat rate leech that does a flat bonus for each "debuff on target)

Spark of death: When target dies there's a chance to have it's remains summoned as a skeleton pet. (I'd like to replace pets that I've lost when I'm far away from a graveyard/out of femurs)

Change "Spark of Death makes the target 10% more vulnerable to Electricity damage" to "Spark of Death makes the target 10% more vulnerable to Elemental damage" Electric is way too specific.

Closing thoughts:

I really like the necromancer thus far. I think there's a lot of utility the class can provide without falling into the "pump it's damage" pit fall. Instead I focused on making mobs attacks slower, making mobs vulnerable to other attacks and distracting mobs at key moments.

I know I mention "vulnerable to damage" a lot. I don't mean to imply a blanket damage buff (I think that would be boring). I would like to see certain skills give vulnerabilities to "physical" or "spell" or "elemental". That way I can come up with interesting combinations based on group make up.

Thank you for the work you've done so far!

Hoxard
03-25-2017, 01:51 PM
I really REALLY like the idea of making shambling corpses explode. That's what Create Super Zombie should do IMO.

Yaksnot
03-26-2017, 03:21 AM
its not just you man, all pets are rather clunky and inconsistent right now.

<que Michael Jacksons you are not alone>

Yak

Addy
04-03-2017, 07:36 AM
I think they should get rid of the "Graveyard" Component for summoning a pet.

SleepyFox
04-14-2017, 04:46 PM
Is it too much to ask for an undead version of every living mob? :P

I've only played a little of necro but my biggest complaint is somewhat GUI related, my minions just die and I don't even realise it. Besides that, the AI is pretty weak and you can't give any complicated commands... or any commands for that matter.

I agree that the graveyard component should be scrapped, I know there's a later skill that lets you use a skull to summon a skeleton but I would just prefer something like using a corpse to summon a minion. It would be cool if the skeleton/zombie/etc.'s strength was determined by the strength of the corpse used to summon it. It would be awesome to start of as a weak necromancer, only being able to kill a rat, turn it into an undead rat and slowly work your way up, killing stronger and stronger monsters and raising stronger and stronger undead. If you summon something stronger than yourself, you would lose control and it would attack you! I've read several necromancer books, sorry, that might be too much :P

I think it would be a nice touch if you removed the limit to summons (bear with me), instead you would have a control value, for example lets set it to 2. If you try summoning a third minion you wont be able to control it and it will turn on you. Imagine, in the heat of battle you panic and summon an extra skeleton and bam, its starts attacking you!

lilibat
04-14-2017, 09:34 PM
I am on this long break mainly due to frustration with Necro. Since I am a 99.9% solo player getting deep into a zone or dungeon and having my skellies die then having to basically start the whole zone over to resummon them just became too much of a PITA and definitely was NOT FUN. I am all for scraping the graveyard mechanic. I understand wanting to make the game challenging but this is making the class unplayable for me.

Before the revamp several months ago when pets were made even more central I could manage by swapping out pet abilities for just the necro nukes and dots and actually be mostly OK. I get it, necro is a pet class and we are supposed to use pets, well that's fine if we can resummon when we need them. I don't know maybe have a buff that has two ticks available, but has a long cool down, that allows one to summon not in a GY. That way you can't just chain summon when over your head.

I never use shambling corpse. If both my skellies die I am basically like f' it I might as well die too and resummon. (see above) Having a command to explode would absolutely make it better.

Gervase
04-15-2017, 06:16 AM
I am on this long break mainly due to frustration with Necro. Since I am a 99.9% solo player getting deep into a zone or dungeon and having my skellies die then having to basically start the whole zone over to resummon them just became too much of a PITA and definitely was NOT FUN. I am all for scraping the graveyard mechanic. I understand wanting to make the game challenging but this is making the class unplayable for me.

Before the revamp several months ago when pets were made even more central I could manage by swapping out pet abilities for just the necro nukes and dots and actually be mostly OK. I get it, necro is a pet class and we are supposed to use pets, well that's fine if we can resummon when we need them. I don't know maybe have a buff that has two ticks available, but has a long cool down, that allows one to summon not in a GY. That way you can't just chain summon when over your head.

I never use shambling corpse. If both my skellies die I am basically like f' it I might as well die too and resummon. (see above) Having a command to explode would absolutely make it better.

While I don't share the same experience in terms of using Necromancy. I can definitely say that those of us who play solo should be able to over come obstacles through sheer skill and experience, obviously in accordance with our gear as well.

To a certain degree how ever. When I did obtain Necromancy, and was asking around for opinions - It didn't sound all that interesting. Hopefully a median is met for all you necromancers.

kazeandi
06-26-2017, 06:45 AM
I'm a pet class player. Been a tamer for over ten years in UO, had a bunch of pet classes in DAoC and played a hunter and lock in wow, etc, and never have I encountered pet classes that were this weak and clunky.
Pets can't even tank a normal trash mob, heals have cooldowns, pet buffs are needed and there has to be a way to easily resummon your pet when it's dead.

Fred
06-26-2017, 09:33 PM
Yeah, the graveyard requirement is rough. Admittedly my necromancer experience is very limited. Would a good compromise be that you can only choose the type of skeleton pet you want in the graveyard, but as you play you can revive them without needing to be in a graveyard? Maybe skeleton pets could drop a corpse that can be reanimated by rebuild undead ability?

I might try using the skill again later. But, it just felt like constant babysitting of the pets.

Tekno2002
02-01-2018, 04:27 PM
I know its bad manners to Nerco a dead thread, but it would be an interesting Idea to be able to summon your undead pet using a dead players tombstone. I keep seeing them all over the place and it would just be kind of funny.

Crissa
02-02-2018, 01:19 AM
I believe you can, you just need three or four in a close area to count as a 'graveyard'.

Tekno2002
02-02-2018, 11:44 AM
This would be with out needing the 3 or for graves. On the other hand there could also be a mechanic where you need a skull or other type of bone in your inverntory to summon a pet.

Crissa
02-02-2018, 04:45 PM
I'm not saying that you're wrong, of course. Pets could also leave tiny gravestones.

Raozum
02-07-2018, 08:57 PM
This would be with out needing the 3 or for graves. On the other hand there could also be a mechanic where you need a skull or other type of bone in your inverntory to summon a pet.

This exists, using a skull u can summon Skeletal Archers anywhere. Sir Arif teaches this skill after relevant favour level. Also, I feel that the problem of Summoning skeleons is not as great as the play mechanics of the skeletons itself. If summoning skeletons were actually worth it, and they are tanky enough to remain around for days, who wouldn't run to a graveyard and get them? They should be less-temporary and more "permanent", in the sense that they are able to survive with a buff to their AI, aggro mechanics etc. The whole PET class mechanics needs a major rework....which Citan has promised in the near future ^_^

spider91301
02-09-2018, 01:38 AM
problem is necro pets/skeletons get rekt in places like gazluck keep or labs anything past elt is even a challenge I uncapped necro at 60 did the math of damage dealt and how strong my skeletons can be and concluded that 100k for sht minions and sht damage wasnt worth it im never afking even if it was just 10k I just wish skeletons could have the same stats as the player same armor same health same combat style/skill set like sword and shield and maybe program them to use moves in a chain by programing them like a golem but they only do a fraction of the damage you do like 5/8ths of your damage when using the same move also would love to see there move cooldown bars in a mini screen in the bottom right so I can feel like their actually doing crap


If things stay the way they are necro is just and still a trophy skill at higher levels

Gardum
02-15-2018, 10:19 PM
My friend is a Necro/FM and for some reason he now can't raise a Shambling Corpse ?

He used to ages ago when he first got the ability but recently no matter what corpse nothing happens.

So I decided to level Necro to show him what he was doing wrong and I can't create a Shambling Corpse either ?

What are we doing wrong ?

Info says any undisturbed corpse, I take this to mean a corpse just killed with out touching it in anyway ?

We have tried many Corpses, do they need to be the same level as the Ability ?

Or does any corpse become the level you have available ?

Any help would be grateful :)

It's probably something simple, I hope ;)

ZennExile
04-12-2018, 11:22 AM
What all Necromancer need is an Abomination. A creature woven together with the sinew of fallen enemies and bound by threads of Darkness itself. This Abomination should wear down and require constant replacement of parts. The parts used should determine the Abomination's stats, skills, and decay rate. Maintaining a proper and useful Abomination should be tantamount to maintaining an herb collection, meticulous research, or properly labeled reagents. It should be the ultimate pursuit of all who study Necromancy to sculpt the ideal Abomination. One that is durable, hosts extreme longevity, and applies ample force to any obstacle impeding their Dark Purpose.

And Necromancy is not learned as an apprentice from a master. It is the sudden and merciless awareness that ultimate power lies within the Darkness. Necromancy should be bound by blood to scrolls of flesh, cursed artifacts, and ancient creatures who serve the Darkness. Objects of awareness, communing with the Dead, Soul Bonds with immortal beings in service of Darkness itself. These are the paths to Necromancy. The pursuit of true Power leads inevitably to a choice. The choice to seek the power in Darkness, or to relinquish, in great faith, ultimate power to the Light.

Corpse explosions are parlor tricks taught by those skilled in explosives and stealth. Skeletal animations are child's play and require little more than basic training in control magic. One could just as easily beguile a broom closet full of wooden "skeletons". The true mark of a Necromancer is their ability to bind the Darkness itself to Flesh. The Darkness requires vessels to strike down the strongest of Light's servants. Through the acquisition of more powerful vessels a Necromancer can bind yet larger quantities of Darkness.

As the most powerful of Light's Servant die, so shall rise the Darkness to snuff their precious Light from existence. This is Dark Purpose. This is Necromancy. The Darkness will always come.

Felicitous122
04-27-2018, 06:51 AM
What all Necromancer need is an Abomination. A creature woven together with the sinew of fallen enemies and bound by threads of Darkness itself. This Abomination should wear down and require constant replacement of parts. The parts used should determine the Abomination's stats, skills, and decay rate. Maintaining a proper and useful Abomination should be tantamount to maintaining an herb collection, meticulous research, or properly labeled reagents. It should be the ultimate pursuit of all who study Necromancy to sculpt the ideal Abomination. One that is durable, hosts extreme longevity, and applies ample force to any obstacle impeding their Dark Purpose.

And Necromancy is not learned as an apprentice from a master. It is the sudden and merciless awareness that ultimate power lies within the Darkness. Necromancy should be bound by blood to scrolls of flesh, cursed artifacts, and ancient creatures who serve the Darkness. Objects of awareness, communing with the Dead, Soul Bonds with immortal beings in service of Darkness itself. These are the paths to Necromancy. The pursuit of true Power leads inevitably to a choice. The choice to seek the power in Darkness, or to relinquish, in great faith, ultimate power to the Light.

Corpse explosions are parlor tricks taught by those skilled in explosives and stealth. Skeletal animations are child's play and require little more than basic training in control magic. One could just as easily beguile a broom closet full of wooden "skeletons". The true mark of a Necromancer is their ability to bind the Darkness itself to Flesh. The Darkness requires vessels to strike down the strongest of Light's servants. Through the acquisition of more powerful vessels a Necromancer can bind yet larger quantities of Darkness.

As the most powerful of Light's Servant die, so shall rise the Darkness to snuff their precious Light from existence. This is Dark Purpose. This is Necromancy. The Darkness will always come.

This is a great idea! Also, it would be nice if Bard spells or group effects would effect pets. It would help make them viable.

snowe
05-01-2018, 07:58 AM
When outside of combat, you should be able to summon necro pets from lootable, humanoid corpses (consuming/burying the corpse in the process).

In combat, you should still only be able to summon shambling pets form any previously living corpse.

Keep the ability to summon from a graveyard around for times where no valid corpses are otherwise handy and also to create tactical situations where fighting in a graveyard allows a necro to chain create non-shambling undead as needed.

Murk
05-03-2018, 03:01 PM
I know its bad manners to Nerco a dead thread, but it would be an interesting Idea to be able to summon your undead pet using a dead players tombstone. I keep seeing them all over the place and it would just be kind of funny.

So you can do this now, but it required 3 tombstones close together. Give it is a pain to re-summon pets, perhaps this could be adjusted down to 1.

Murk
05-03-2018, 03:11 PM
I think they should get rid of the "Graveyard" Component for summoning a pet.


I like this mechanic, or rather the idea of it, but it is a pain to re-summon.

Perhaps summons need to be easier, and instead the graveyard mechanic could do something slightly different, for example:

1) Give some meaningful buff instead
2) Start a 1 hour/30 minute timer that your (dead) pet can then be re-summoned at will outside of a graveyard.
3) Level up your pets in some way, currently they seem quite weak compared to the new animal handling.
4) Act as conduit to turn unleaded bones into summon-able bones you can use later outside a graveyard
5) some other interesting thing.

The graveyard mechanic is interesting, yet quite tedious barbecue of pet deaths. Current strategies of killing yourself 3 times to make 3 gravestones so you can summon outside a graveyard doesn't sit entirely well with me. In the same way that the previous mode of death travel to Serbule didn't

Mikhaila
05-04-2018, 12:23 PM
What about the possibility of a tempory item that can be constructed/deployed? Let's call it a "skullcrow" for lack of something better. Make it part of Phrenology. Uses is similar to a storage box or chair or other deployable items. Craft it, (maybe only in graveyards?), keep in inventory, and then deploy the item. It looks like a gangly scarecrow made of bones and skulls. It can be used to summon new pets and lasts a set amount of time and then goes away. Crafting recipes would scale up , needing better skulls and more femurs, but last far longer.

sh0u
06-03-2018, 08:50 PM
Can we get a Lich form for high level necromancer which can help reduce some of the problems you were talking about, maybe sacraficing some max life for respawns

Raviollius
06-06-2018, 08:10 AM
Yes please. Commitment to Necromancy making you undead(and/or it being locked behind a ritual) would be amazing.

Krustydog
10-17-2018, 06:06 AM
Was always a warlock in WoW. Necro here is VERY underwhelming. Summons die if they get sneezed on then you have to run for days to get new ones. Just not worth it.

Coffey1991
12-30-2018, 08:24 AM
What do you guys pair Necro with? Mentalism or Bard for healing skellies?

Golliathe
03-29-2019, 08:38 AM
This thread is pretty old - does anyone have new feedback on the recent necro changes?


Was always a warlock in WoW. Necro here is VERY underwhelming.
Warlock was beyond crap for a very long time in that game and the infernal was extremely shitty (made weak and pointless eventually).



Summons die if they get sneezed on then you have to run for days to get new ones. Just not worth it.

I really have to wonder if it is not time to ditch the graveyard mechanic for necro.

Are necro pets super strong to need the graveyard mechanic? Not that I'm aware.

Mbaums
03-29-2019, 09:51 AM
Since this thread has started there has been numerous buffs to necro. I think any class as strong as necro should have downsides. I see more necros around but I think it's reputation will forever be that of a weak class. The majority can have a singular thought and be very wrong, so I recommend to everyone who has the skill to test it.

I have found the class's direct attacks remain weak, even with mods. But their pets become are very strong with mods--specifically the zombie. The necro is a single target DPS machine. At times feels wrong to talk about all of the necro pets and trying to lump the zombie in with the minions. They're radically different. The minons are just a cherry on top of the zombies massive DPS.

The necro downsides are: Any healing spells outside of the necro specific ones don't touch the pets.
Finding the necro-enabling gem and no priesty gems is hard for most people.
Some of the pets require reagents.
And the graveyard. The graveyard summoning option can be abandoned by the lazy because of the ratkin blasters. I actually prefer the fire mages aka spend the 2 minutes to make a graveyard. When I'm feeling cheap I opt for the Free-archers. The archers have always been an option, and I don't know why the anti-graveyard people pretend they don't exist.

ErDrick
03-29-2019, 06:53 PM
Because some people ( probably most) intend for skeletal swordsmen to "tank" for them. They get all the mods for their hp / armor /aggro. ( this still has issues though since proximity aggro seems to be huge and you are the one that has to get it, because there is no /command or ability that will cause them to run ahead of you to pick up said aggro).

The archers can't fill that role after the swordsmen die. At that point any mods you have that aren't direct damage are a waste of space.

Pets as dps is fine and has always been fine ( except when they didn't hit hard enough to penetrate mob armor), they are basically damage over time effects with a visual, downside is they can pull extra aggro and wipe you, and also that /pet assist is working like /pet guard me, instead of them waiting for you to actually attack to assist you, they just fire on anything that attacks you. Which F's you in the A when it's a ranged mob that you are intending to pull back from it's friends. They are fun for flavor but in groups pets continue to be a liability.. can you overcome it? Sure. Should it be necessary? Nope.

If your only intent is to use necro pets as dps, then any other skill would do more dps without potentially killing you while attempting to do it. The graveyard requirement is just icing on the cake... but the bad /unnecessarily penalizing kind.

The only upside of pets that I can see is they allow you to be lazy and still do some damage, because they spam 1 1 1 1 1 1 2 for you. You don't have to keep clicking as much.

Golliathe
03-30-2019, 10:37 AM
Two of the big gripes with pets in general is that only you can see their health and you can't directly target them with F keys when you are alone. Can we have a keybind for cycle target 'my pets'? Can we have an option for show group pet health bars?

It would be so great too if we could learn a generic sidebar 'go attack that' ability from either: necro/bc/AH (heavily leaning towards AH). This would be a similar ability to how you can cast a fireball form fire magic without having fire on your bar (and not having a staff equipped).



The necro downsides are: Any healing spells outside of the necro specific ones don't touch the pets.


This is the one I don't understand more than anything. In a game where you're supposed to be able to pick any two classes and go.... nothing heals for necro.

I feel like this should be changed to something like: any heals except priest magic will heal undead. Or maybe certain heals are ok for undead and others are not. Druid/priest = no. Mentalism/bard/bc/psychology=yes. Why? Because the source of the healing is not fundamentally powered by radically opposed forces.

Or there should be a mod on on armor piece where your pets get 50% of the heals you receive from spells/abilities and 100% from mod abilties when you use X ability. The latter would allow you to make some interesting builds where you 'heal' your pets by attacking.

I could also see a caveat here where the zombie is only healed by necro magic.



Finding the necro-enabling gem and no priesty gems is hard for most people.
Some of the pets require reagents.


These are class specific annoyances but they are in line with skills like fire where you can't cast magic if your big toe is in the water and unarmed losing access to certain abilities if you are not using unarmed weapons only.



And the graveyard.
This is one thing I'd like to see go as well.

Not being able to heal your pets with 'regular' heals combined with making them be stupid to summon causes issues. These together would make sense if the pets were amazing damage glass cannons or something (they aren't and I dont think anyone is asking for that).

I hear one person in game say: Necro is great and works fine.
I hear almost everyone else say: Necro can work (sorta) but gives me a headache to play it.

Corax
04-10-2019, 07:34 AM
I know its bad manners to Nerco a dead thread, but it would be an interesting Idea to be able to summon your undead pet using a dead players tombstone. I keep seeing them all over the place and it would just be kind of funny.

You can do that already. Any 3 player tombstones near enough to each other are considered a graveyard for purposes of summoning skeletons. In fact, I often see players deliberately kill themselves 3x on entering some dungeons just to have a ready-to-hand graveyard.

spider91301
04-10-2019, 10:27 PM
Hi! I've been testing the Necromancer class recently and I've come up with a number of support ideas for the class based on the skills/mechanics you've already implemented. I would also like to address a problem I've encountered and recommend a pet that's party friendly.


I think pets are a large part of necromancy. I'll now detail the problems I've found using necromancer pets and my suggestions to fix them.


Thank you for the work you've done so far!

To be honest necro sucking in the pet category is kinda of expected considering your relying on a ai to fight for you and that is in itself a external power, will never get why people would rely on pets instead of focusing on your own power and making yourself hit harder instead


Also believe it or not necro used to be op af in 2015 before the nerf its never been the same you can't fix something that's been nerfed into the ground so easily sure you can say oh yeah we reworked it, but I don't expect to max level it only to find it still sucks, I have other guinea pigs ingame that are to stubborn to tell me how that goes

In short and a none sugar coated response for a long time you can expect the pet system to suck but in time it will eventually get fixed, in the meantime do what alot of other players have already done and switch to a better skill hell at this point animal handlings better then necro pets, legit stop trying to make a dead skill work you will be happier currently I am not even trying to put this skill down I am just stating a fact, I am 64 in necro and gave it up used to be necro and sword then I switched to shield because I knew the moment they nerfed it and all my mods were maxed and it still sucked for level 60 stuff I knew I made the right choice, if it sucks at level 60 on level 60 enemies how do you expect it to be at 70, and yes your more then welcome to waste your time, money and resources and prove me wrong but until then bye felisha

Corax
04-10-2019, 11:39 PM
To be honest necro sucking in the pet category is kinda of expected considering your relying on a ai to fight for you and that is in itself a external power, will never get why people would rely on pets instead of focusing on your own power and making yourself hit harder instead

With good pet control (not AI), I have a ton of fun playing a pet class. WoW warlock & hunter were great: I could tell my pet to attack a target, and it would attack that target, and keep attacking it until I told it to do something else; I could position the two of us to control the fight; I could juggle aggro between my pet and me; my pets had actual special abilities to do CC, buffing, debuffing, and more. (Guild Wars 2 offered something similar with its Ranger class, although the pets were kind of bland-feeling.) I can't do any of that stuff with Project Gorgon pets because I have no control and must rely on the AI—which is terrible. Someone in GW2 once said a pet is just a DoT with a hit box. Now, with WoW and GW2's pet special abilities, that isn't strictly true of in those games; but I would say it's true of Project Gorgon. Clever Trick and Sic 'Em don't even compare for special abilities, on any of the tameable beasts.


In short and a none sugar coated response for a long time you can expect the pet system to suck but in time it will eventually get fixed, in the meantime do what alot of other players have already done and switch to a better skill hell at this point animal handlings better then necro pets, legit stop trying to make a dead skill work you will be happier currently I am not even trying to put this skill down I am just stating a fact, I am 64 in necro and gave it up used to be necro and sword then I switched to shield because I knew the moment they nerfed it and all my mods were maxed and it still sucked for level 60 stuff I knew I made the right choice, if it sucks at level 60 on level 60 enemies how do you expect it to be at 70, and yes your more then welcome to waste your time, money and resources and prove me wrong but until then bye felisha

I dumped Animal Handling a while back. Not only is the AI just bad, it's outright buggy; my pet would just sit there half the time. Necromancy pets, by contrast, are quite reliable and even robust. They require some care, but can be very powerful if played well. Several of my level-capped guildmates use Necromancy quite effectively.

spider91301
04-11-2019, 12:01 AM
I dumped Animal Handling a while back. Not only is the AI just bad, it's outright buggy; my pet would just sit there half the time. Necromancy pets, by contrast, are quite reliable and even robust. They require some care, but can be very powerful if played well. Several of my level-capped guildmates use Necromancy quite effectively.
Totally agree but I wanted to point them in a direction they might like better but me honestly fuck relying on external power and this dumb ass ai to save me I will focus powering and upgrading myself not waste mods on pets that are dumber then dirt

Most people are to stubborn to change the fact that they want animals to be good but they aren't so I pointed them to animal handling which have a better tanking capability then necro pets even if they are dumber then dirt

Corax
04-12-2019, 07:36 PM
Totally agree but I wanted to point them in a direction they might like better but me honestly fuck relying on external power and this dumb ass ai to save me I will focus powering and upgrading myself not waste mods on pets that are dumber then dirt


In this game, yes. Upgrade yourself, 'cause your pet's gonna sit there doing nothing half the time anyhow.


Most people are to stubborn to change the fact that they want animals to be good but they aren't so I pointed them to animal handling which have a better tanking capability then necro pets even if they are dumber then dirt

AH pets are awful, terrible, very bad, no-good tanks. They aren't even good supplemental DPS because, as I mentioned, half the time they don't even engage the target, or they spread their DPS around on whatever last hit you—assuming they cover the distance before the next attack comes. They sure as hell don't pull or hold aggro to any reliable degree. Skeletons will get right in there. Archers can just shoot at a new target, and warriors, though they might have similar non-focused DPS as animal pets, do stun your target automatically for you when their rage bars fill.

I won't even bother playing AH anymore, but I do consider necromancy a fun side build for when I am bored with my main or locked out of xp for it because I need to drum up 88k councils. (Actually I'll play my main even with an xp lock; if more games focused on enjoyable gameplay instead of watching XP bars move, and making them move faster, we'd all be a lot better off. But that is a topic for a very different thread.)

spider91301
04-13-2019, 04:28 AM
In this game, yes. Upgrade yourself, 'cause your pet's gonna sit there doing nothing half the time anyhow.



AH pets are awful, terrible, very bad, no-good tanks. They aren't even good supplemental DPS because, as I mentioned, half the time they don't even engage the target, or they spread their DPS around on whatever last hit you—assuming they cover the distance before the next attack comes. They sure as hell don't pull or hold aggro to any reliable degree. Skeleton will get right in there. Archers can just shoot at a new target, and warriors, though they might have similar non-focused DPS as animal pets, do stun your target automatically for you when their rage bars fill.

I won't even bother playing AH anymore, but I do consider necromancy a fun side build for when I am bored with my main or locked out of xp for it because I need to drum up 88k councils. (Actually I'll play my main even with an xp lock; if more games focused on enjoyable gameplay instead of watching XP bars move, and making them move faster, we'd all be a lot better off. But that is a topic for a very different thread.)

Its official its the apocalypses someone agreed with me and didn't sugarcoat it

mangofanta
04-15-2019, 03:22 PM
The massive problem I have with it is needed to rely on RNG to get gear to use necro spells, having to wait for a random drop that has a necro gem in it is maddening

kazeandi
12-10-2019, 06:12 AM
Necromancer can be fun, even though it's "only AI". Diablo 2 is old like a rock and the necro is still awesome. Running around with a skelly army feels good, why can't that be possible in 2019?

Delfofthebla
01-31-2020, 03:05 PM
Necromancer can be fun, even though it's "only AI". Diablo 2 is old like a rock and the necro is still awesome. Running around with a skelly army feels good, why can't that be possible in 2019?

You ever heard of this little abomination called Unity?