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Originally Posted by Uteunayr
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Your pets are not meant to be tanking for you, not even in the pre-50 stages. If your pet was out-threating your DoTs, you probably weren't using enough of them to claim full XP on your mob. Your pet really is nothing more than another DoT with the potential to steal XP. So having a pet that can tank isn't something I have ever, at any point, needed out of a Necro, nor ended up using.
I agree with the scaling. DPS boosts from 59 damage a tick up to needing 111 a tick, while HP on pets go from 2300 to 2700. But again, I refer to my previous. If the mob is turning away from a fear, and hitting your pet first, I am going to lean toward the idea that you're doing something very inefficiently.
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We might be getting into differences between this server and live (especially about stealing aggro), but no, I am not talking about for tanking. I'm talking about for taking damage when situations go bad. That is the best part about pets for the Necro, you can be very cavalier about solo'ing without downtime and getting very aggressive with spawns because your pet can compensate whenever you have resists or trains or adds. And they happen. It's just a part of the game, and if they don't happen then the Necro is being waaaay too cautious.
The fact remains that the Rogue and Monk pet die so quickly it's amazing. If you look at their HP totals they're roughly half and 3/4 of the 49 pet, yet they're 4 and 7 levels later against monsters whose damage output scaled significantly higher.
Another thing that people do not recognize is the rogue and monk do not bash. Bash is a lot of damage and more importantly it stuns. When you factor that in it is quite obvious Verant was scamming the necro class by calling them upgrades (which at the time people ripped Abashi a new one over on the forums).
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I do not share the perspective that we were simply diversified, rather than empowered, as with Kunark we were given an additional hard-to-resist DoT line, Splurt, which ended up being one of the most mana efficient spells in the game. Our Necro heal Shadowbond was scaled up for output and diminished the negative effect, even if it only ever ticks once if done properly. I do not see a 93% rez on demand as a gimmicky aspect, nor the ability to Levant across zones, I see them as incredibly empowering and great abilities that enhance a Necromancer's individuality, in a world in which Necromancers are meant to be isolated.
Defoliation is a joke. I will wholeheartedly agree there. But there are other Necro spells from pre-50 that are equally as useless.
So, from my experiences, I disagree with the negative perspective of Necros 50+. To each their own, and it is for each to judge.
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I understand, and I respect your opinion. Anyone that remembers me from live knew I was rather vocal about hating Verant regarding necros during this period so I definitely had a glass-half-empty viewpoint on the situation.
Splurt is a fantastic DoT, I won't argue with you there (although on this server it is missing its last tick). The problem is that DoTs became super underpowered during this era, and even more as Velious approached, and it was something that continued to impact Necromancers the most. DoT stacking did not exist, and in groups monsters died way too fast for most DoTs. Necros had to become super utility, which Shadowbound helped considerably. Would have loved an upgrade to Screaming Terror.
The problem with sacrifice was that it wasn't really a rez. You had to steal someone's exp to use it, which usually meant you had to pay some poor guy getting deleveled. It took until Shadows of Luclin before the price on EE's dropped enough that it didn't hurt to use them all the time (at least on my server, I haven't seen the price here in a while).
For raids? Sure, great great great utility to be able to feign death, quit out, then come back 90 seconds later and rez the failed raid. But I'd rather have better lifetaps or a fear spell that landed on mobs over 55.