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  #41  
Old 07-17-2014, 09:04 PM
Clark Clark is offline
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  #42  
Old 07-17-2014, 09:48 PM
Kergan Kergan is offline
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From just a game play perspective it seems kinda weird for a tap to heal for more dmg then it does, that I will admit. Necro class needs some love next PVP patch though...pet fixes, resist curve should be tweaked in general, etc.

One thing said in this thread a couple times I also will agree with although I made a post sort of contrary to it earlier, people in general are more prepared here. I think that is a function of it being an emu of a 15 year old game though, if you played IPY or something for UO its the same deal - a high percentage of people here were decently hardcore back in the day and tended to be in the top 10% of the playerbase on live. You end up having a much higher saturation of people who know what they're doing.

A necro will absolutely shred someone unprepared and lacking the ability to cure/dispel properly. Or someone without resist gear investments into MR. Both of which I think appeared much more frequently on live then here. The mana regen and efficiency of spells coupled with the bottom 50% of players being pretty bad in general helped make them a powerhouse. A good necro could take out a full group of those bad players on live, just not enough of them here to prop up the class as much.

That being said, they were still much more beastly on live then here. Just simple things like giving daggers to your pet and having it hit for 19 delay, etc. The resists played a huge part too though, deflux matches up pretty favorable to a lure but when sunstrike and crap can do quadruple the damage pretty regularly of deflux the exchange is pretty one sided most the time. The strength of the necro has always been that they can do a lot of unresistable damage, have the most utility of any caster (FD, ability to self heal, harm shield, shadowstep, etc), and had a strong pet. Here the pet sucks for the most part and the unresistable damage thing is in large part mitigated by the fact all nuking classes can do significant damage even to targets with good resist gear.

Sorry for the TLDR.
  #43  
Old 07-17-2014, 10:02 PM
Gaffin 7.0 Gaffin 7.0 is offline
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YALL NEED TO SEEK HELP
  #44  
Old 07-17-2014, 11:01 PM
Eslade Eslade is offline
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Originally Posted by Gaffin 7.0 [You must be logged in to view images. Log in or Register.]
YALL NEED TO SEEK HELP
That's what they're doing.
Necros need your help.
For only pennies a day you can motivate devs to take a look at why Necros suck balls at pvp.
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  #45  
Old 07-17-2014, 11:12 PM
Pitborn Pitborn is offline
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Logging on my necro when i get home from work, and not logging off until i YT someone.
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  #46  
Old 07-17-2014, 11:47 PM
Potus Potus is offline
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Logging on my necro when i get home from work, and not logging off until i YT someone.
I think we need to form a group of 5 necros and just gang up on like one guy.
  #47  
Old 07-17-2014, 11:56 PM
Gaffin 7.0 Gaffin 7.0 is offline
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Khop best necro, never saw many others pvp
  #48  
Old 07-17-2014, 11:59 PM
HippoNipple HippoNipple is offline
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Quote:
Originally Posted by Kergan [You must be logged in to view images. Log in or Register.]
From just a game play perspective it seems kinda weird for a tap to heal for more dmg then it does, that I will admit. Necro class needs some love next PVP patch though...pet fixes, resist curve should be tweaked in general, etc.

One thing said in this thread a couple times I also will agree with although I made a post sort of contrary to it earlier, people in general are more prepared here. I think that is a function of it being an emu of a 15 year old game though, if you played IPY or something for UO its the same deal - a high percentage of people here were decently hardcore back in the day and tended to be in the top 10% of the playerbase on live. You end up having a much higher saturation of people who know what they're doing.

A necro will absolutely shred someone unprepared and lacking the ability to cure/dispel properly. Or someone without resist gear investments into MR. Both of which I think appeared much more frequently on live then here. The mana regen and efficiency of spells coupled with the bottom 50% of players being pretty bad in general helped make them a powerhouse. A good necro could take out a full group of those bad players on live, just not enough of them here to prop up the class as much.

That being said, they were still much more beastly on live then here. Just simple things like giving daggers to your pet and having it hit for 19 delay, etc. The resists played a huge part too though, deflux matches up pretty favorable to a lure but when sunstrike and crap can do quadruple the damage pretty regularly of deflux the exchange is pretty one sided most the time. The strength of the necro has always been that they can do a lot of unresistable damage, have the most utility of any caster (FD, ability to self heal, harm shield, shadowstep, etc), and had a strong pet. Here the pet sucks for the most part and the unresistable damage thing is in large part mitigated by the fact all nuking classes can do significant damage even to targets with good resist gear.

Sorry for the TLDR.

It could very well just be the absurd melee dmg and lack of partials from nukes that is making everyone think necros heals or pets were better on live. DoT's and necro pets may just be one of the few things that don't have a boost to power on p99.

If a wizard is stuck with just using lures vs a necro:

Lure of Ice - 4.5 sec 550 max pvp dmg 330 mana

Deflux 220dmg/heal 3.0 sec casting 198 mana
+ pet
+ better utility

Now substitute the Lure of Ice with Sunstrike and you are doing over 1k dmg in 7 sec or 500 dmg in 3.0 seconds with a draught. It is just enough to where the necro can't keep up. Pretty much same thing with melee dmg being to high.
  #49  
Old 07-18-2014, 01:39 AM
Katrasle Katrasle is offline
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Victory

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  #50  
Old 07-18-2014, 10:18 AM
Thrilla Thrilla is offline
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only thing salvaging necros right now is trucidation, you can still kill people with 740 unresistable tap cost an EE tho.. but i got 140!
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