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Old 09-26-2008, 09:39 AM  
Oi, you!! Go watch the "Sangra: The Movie" NOW!!!
 
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Default Re: New AA

what shall we suggest then? That will make us a "decent" utility, i mean i belive we should have a decent amount of buffs or summit like that, we lich buffs but give fuck all out...
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Old 09-26-2008, 02:34 PM  
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Default Re: New AA

imho... ask for the rending fury line to become a player/pet buff, will give necros a nice hybred group buff and group lich buff on any succesfull attack. any raid leader that don't give necros more raid time with those two buffs is just stupid. but of course you still can't suck
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Old 09-26-2008, 03:46 PM  
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Default Re: New AA

A group buff would be a nice change, but imo if rending is changed to be a buff make it a castable buff on anyone in the raid.

Also I would like to see something like

Focus Lifeburn
Takes HP from all group members within AE range of the necromancer, add 5 ticks to the DOT and if the mob dies while being Lifeburned return all HP lost while LB was up and grant a buff to all members that were part of that burn. Add 100% lich proc on all spell/CA dmg for 30 sec.

Focus Vampirism
Group/Raid/Friend
+20% dmg and heal, Duration Increased to 1.5 min "due to very long cast time", recast 2 min, can not be dispelled by any dmg and is aoe immune "like warlocks broodlings"

Pet Affinity "passive"
Mage/scout/tank
Will grant the pet some of the casters Spelldmg/crit/haste/reuse/hp/power exe to there minion.

Last edited by Pestalince; 09-26-2008 at 04:15 PM.
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Old 09-27-2008, 12:20 AM  
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Default Re: New AA

I have been a Necro since the original game...It was my first choice, and I never second guessed it...

With that being said, i say this to you...roll another toon for now...I can't get into details, but we're not in the tunnel right now, we're just entering it, and the light at the end is a big fucking train...


IF Everquest 2 was a giant raid instance, and the necro community was a named boss, then the parse would look something like this:


Apocryphea says, xxxxxxxx ,"The Necromancer Community's Hopes and Dreams": (00:24) 5829641 l 36584 [Aeralik-Execute - 121054]

PWNED

Last edited by Apocryphea; 09-27-2008 at 12:22 AM.
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Old 09-27-2008, 04:26 AM  
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Default Re: New AA

Quote:
Originally Posted by Davngr View Post
ok.. if your in beta ask for active utility, something that requires the necro to be IN raid. some type of dmg proc would be ideal but a group heal/ward/deathsave wouldn't be so bad. don't ask for more dps, the fact of the matter is that to become usefull in raids necros need utillity, being IN raid will get the necro gear and that will improve dps.
this is my stance too, i want utility because i just don't see them ever giving us enough DPS to compete with sorcerors and predators so i have resigned myself to petitioning for more utility. i think the main problem is they forget or just don't realize that when they give an AA that adds x% crit or base damage that percent increase doesn't effect all of our damage like it does for most other DPS classes so it needs to be beefed up to compensate for that.
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Old 09-30-2008, 09:46 AM  
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Default Re: New AA

Quote:
Originally Posted by Pestalince View Post
We arent OP anymore in fact for the most part we arent needed at all, when was the last time you have seen anyone looking for a necro "Maidens run last spot looking for a necro..." It doesnt happen, EVER. So dont feel bad to ask for a bump in in our effectiveness.
Here's the thing about regular groups. You don't *need* anything other than Tank+Healer.

The 4 other slots can be whatever. You'll have either extra dps, extra regens, extra utility or whatever if you get too many of same class (like having 3 healers and an extra tank, or 4 scouts).

Whenever I am forming groups as a necro (and yes I form, lead and replace the group myself) there's only the tank and healer that concerns me. I commonly have messages such as "Need a healer and two randoms for <insert dungeon>"

Scouts and mages are not a *needed* type of class for regular groups. You don't see people shouting for swashy's any more than they shout for conjurors or necro's. So a necro isn't less wanted, it's just not a requirement for getting a group rolling.

Though, in some cases, getting a necro in the group if you are missing just the tank, might get you started on clearing yardtrash and such using your pet to tank (as long as group doesn't go haywire with dps etc).

If you have your spec set for grouping, you add quite a bit of nice extras for a group (just as any class does really. some add more direct DPS, some add indirect dps like bards, some add regen, some add CC, some add utility). I always pass out hearts and demand anyone who is below 50% to eat their proteins. I help the healers with the Exchange health spell to top off people hit by AE's. You get your 100% FD combined with a 1 minute in-combat usable rez to avoid wiping. You have stun, roots and fear to assist with CC when in a pinch.

And hey, you get cool looking pet on top. Everyone just loves to oogle at necro pets.

Anyways, I've been derailing this thread.

As for the new AA's, I can't see any link etc in the OP's post so can't really comment on what's been there?

I'm hoping for some fast-damage dots or even direct nukes though. In groups especially it's hard to apply enough dots fast enough for them to get much effect in before the mobs die. Especially larger encounters of heroic mobs (with 3 or more mobs in them) each mob dies so fast that coil and rot is pointless to cast, more so if you haven't upgraded them through the EoF Rot-line.

In groups I find myself casting Lifetap, Locust Swarm and when it's safe to do so, the PBAoE spell (I forget it's name. I'm at work ). Sometimes I even stop assisting the tank, and I just apply Coil on all the mobs in the encounter before the tank focuses on them just to get the damage in.

More, or improved, fast working dots would really be nice. Also, I wish they'd revamp the Summoner AA tree. They removed most, if not all, the requirements for wielding a specific weapon for each of the KoS AA's. Examples, Guardians had to use Axe for the Str tree skill, Spear/Lance for the Agi tree and so forth.

Summoners still have to keep a specific pet up though, which makes us have to make a decision. Do we want mage, or scout pet? If we focus our AA's on mage pet, then we get lucky (I know it never happens) and we win the drop for an M1 scout pet... why should we be forced to waste money and redo our AA's to suit the better spell/pet?

Other classes no longer have to redo their AA to tailor it to a new weapon they loot. If you are using a legendary sword and got AA for the sword, then a Fabled axe drops. Of course you are going to use the axe. But after they cleared the weapon requirements, other classes no longer need to pay to change their AA specs.

For example, we need a fighter pet for the Sta line, because the Sta line gives our pet better taunt/health/knockdowns. Why can't the AA be made to boost all 3 pets?

(this is just a quick on-the-fly example)
Today: The AA gives our fighter pet a knockdown.
Improved:
Gives our pet an AE knockdown - If Fighter
Gives our pet a high damage/regen encounter-AE lifedrain -If Mage
Gives our pet an encounter-AE stun - If Scout

This way you decide what pet to keep up and you can switch our pet to better suit the situations you are in, and the AA will grant the ability based on what pet you have summoned.

It gives you more freedom to choose pet, as well as more freedom to adapt to different situations. Perhaps your group needs the extra regen, perhaps the stun is better to buy some time for a healer to land an extra heal.

As it is today, it's really forcing people to all pick the same AA's in a cookiecutter way. I'm pretty sure over half, way over half, of all the necro's have the same AA spec in their AA mirrors for Solo and Group stuff.

Vote no to forced AA gameplay.
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Old 09-30-2008, 02:12 PM  
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Default Re: New AA

Quote:
Originally Posted by xDarkDaggerx View Post
Here's the thing about regular groups. You don't *need* anything other than Tank+Healer.

The 4 other slots can be whatever. You'll have either extra dps, extra regens, extra utility or whatever if you get too many of same class (like having 3 healers and an extra tank, or 4 scouts).

Whenever I am forming groups as a necro (and yes I form, lead and replace the group myself) there's only the tank and healer that concerns me. I commonly have messages such as "Need a healer and two randoms for <insert dungeon>"

Scouts and mages are not a *needed* type of class for regular groups. You don't see people shouting for swashy's any more than they shout for conjurors or necro's. So a necro isn't less wanted, it's just not a requirement for getting a group rolling.

Though, in some cases, getting a necro in the group if you are missing just the tank, might get you started on clearing yardtrash and such using your pet to tank (as long as group doesn't go haywire with dps etc).

If you have your spec set for grouping, you add quite a bit of nice extras for a group (just as any class does really. some add more direct DPS, some add indirect dps like bards, some add regen, some add CC, some add utility). I always pass out hearts and demand anyone who is below 50% to eat their proteins. I help the healers with the Exchange health spell to top off people hit by AE's. You get your 100% FD combined with a 1 minute in-combat usable rez to avoid wiping. You have stun, roots and fear to assist with CC when in a pinch.

And hey, you get cool looking pet on top. Everyone just loves to oogle at necro pets.

Anyways, I've been derailing this thread.

As for the new AA's, I can't see any link etc in the OP's post so can't really comment on what's been there?

I'm hoping for some fast-damage dots or even direct nukes though. In groups especially it's hard to apply enough dots fast enough for them to get much effect in before the mobs die. Especially larger encounters of heroic mobs (with 3 or more mobs in them) each mob dies so fast that coil and rot is pointless to cast, more so if you haven't upgraded them through the EoF Rot-line.

In groups I find myself casting Lifetap, Locust Swarm and when it's safe to do so, the PBAoE spell (I forget it's name. I'm at work ). Sometimes I even stop assisting the tank, and I just apply Coil on all the mobs in the encounter before the tank focuses on them just to get the damage in.

More, or improved, fast working dots would really be nice. Also, I wish they'd revamp the Summoner AA tree. They removed most, if not all, the requirements for wielding a specific weapon for each of the KoS AA's. Examples, Guardians had to use Axe for the Str tree skill, Spear/Lance for the Agi tree and so forth.

Summoners still have to keep a specific pet up though, which makes us have to make a decision. Do we want mage, or scout pet? If we focus our AA's on mage pet, then we get lucky (I know it never happens) and we win the drop for an M1 scout pet... why should we be forced to waste money and redo our AA's to suit the better spell/pet?

Other classes no longer have to redo their AA to tailor it to a new weapon they loot. If you are using a legendary sword and got AA for the sword, then a Fabled axe drops. Of course you are going to use the axe. But after they cleared the weapon requirements, other classes no longer need to pay to change their AA specs.

For example, we need a fighter pet for the Sta line, because the Sta line gives our pet better taunt/health/knockdowns. Why can't the AA be made to boost all 3 pets?

(this is just a quick on-the-fly example)
Today: The AA gives our fighter pet a knockdown.
Improved:
Gives our pet an AE knockdown - If Fighter
Gives our pet a high damage/regen encounter-AE lifedrain -If Mage
Gives our pet an encounter-AE stun - If Scout

This way you decide what pet to keep up and you can switch our pet to better suit the situations you are in, and the AA will grant the ability based on what pet you have summoned.

It gives you more freedom to choose pet, as well as more freedom to adapt to different situations. Perhaps your group needs the extra regen, perhaps the stun is better to buy some time for a healer to land an extra heal.

As it is today, it's really forcing people to all pick the same AA's in a cookiecutter way. I'm pretty sure over half, way over half, of all the necro's have the same AA spec in their AA mirrors for Solo and Group stuff.

Vote no to forced AA gameplay.
lol.. dude.. we are talking about raiding not a CT groups in ferrot. when and IF you start raiding or even grouping in T8 you will find that necros do jack shit for groups.
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Old 10-03-2008, 05:43 PM  
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Default Re: New AA

They really need to make lich groupwide(any successful CA/spell) and make rending at least be castable on someone in group. Or give us a DPS bump. Have our pets share our crit/sd/cast reduction/recast reduction or something.

Until they give us something that makes us desireable, my illy is going to to be my main for a while once lvl 80.
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Old 10-03-2008, 08:27 PM  
The Spic Invasion has begun...
 
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Default Re: New AA

Quote:
Originally Posted by Apocryphea View Post
I have been a Necro since the original game...It was my first choice, and I never second guessed it...

With that being said, i say this to you...roll another toon for now...I can't get into details, but we're not in the tunnel right now, we're just entering it, and the light at the end is a big fucking train...


IF Everquest 2 was a giant raid instance, and the necro community was a named boss, then the parse would look something like this:


Apocryphea says, xxxxxxxx ,"The Necromancer Community's Hopes and Dreams": (00:24) 5829641 l 36584 [Aeralik-Execute - 121054]

PWNED
I don't know how clearer I can get...
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Old 10-03-2008, 08:28 PM  
The Spic Invasion has begun...
 
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Default Re: New AA

Quote:
Originally Posted by Apocryphea View Post
I'm in beta...i'll be your voice...

Oh, and btw, in order for me to chime in in the beta forums, I actually have to not get kicked out, so don't ask me for inside info and all... just tell me what you want to get heard...

not like I haven't already heard it (or said it myself)

Just in case you question my authority...
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