PDA

View Full Version : Necromancers



Xenmorpha
12-02-2007, 08:07 AM
In L2, I think the Necromancers are absolutely overpowered in terms of PVP and PVE.

They are simply gods and are 1-man Armies...

There are 3 spells that simply kill your combat ability:
Anchor holds you
Silence disables your skills, lowering your damage output for Meleers and destroying your output for mages
Curse of Doom is actually like fear, I'm not sure if you can summon your strider and mount it to run away. You WILL want to run away when this lands.

There are 3 spells which Half-damage your combat ability:
Curse of Abyss can hurt your damage output, whomsoever you are
Mass Mage Bane hurts Mages a lot by lowering M.atk and Cst. Spd
Mass Warrior Banes hurts Meleers by lowering Atk.Spd and Atk.(If I'm not wrong, never used MWB frequently)

There are 3 damage spells for the Necro
Vampric Claw
Death Spike
Curse Death Link

Vampric Claw is Ultra-Heavy on MP, but I think it is Bugged...If you crit, it not only drains more, but it can over-drain the Enemy's HP...Perhaps Necromancer's Blood are special. It has 900 Range, 108 Power and it drains about 50% of your damage, cooldown is not really long.

Death Spike requires 1 Cursed Bone and requires a lot less MP compared to Vampric Claw. This has no Cooldown, but you're better of VC,DS,VC,DS if you want Damage in PVP

Curse Death Link is the AWESOME POWER of a Necro, unless I'm wrong, the numbers I get FAR SURPASS a Spellhowler which I've not played yet. Just get buffs that increase Max HP and stay at 1.5k HP using Vampric Claw,Corpse Drain,Arcane Power and Body to Mind. A fully Buffed Necro with Full Raid Boss Jewelry can bring Ultimate Firepower in PVE, It's less used in PVP because unless you anchor the enemy first, having 1.5k health will kill you. Here are the Numbers I get from Solina Brothers in the Monastery of Silence, they have a Weakness to Dark Attacks, so the Numbers are higher, and they are HIGH. 6.1k on Normal, 19k on Crit, I do NOT need to get Hit, so unless there's a PKer lurking, I'm in NO danger at all.

With a Vampric Claw and Corpse Drain... Exactly why would the Dude choose any other Attack Mage? It's not only Balanced, it's a Drainer, it's a Curser, it's THE Artillery.

Anjie
12-02-2007, 05:19 PM
in response, id give u a shilien templar in dark crystal heavy with the buff unholy resistance. magical mirror(if u are high enought level) is a real necro-killer-the necro anchored me? oh well, looks like i reflected it.....gloom? there goes his magic ability x]. dark crystal heavy.......+50% paralysis resist......wanna try for an anchor now? and unholy resistance drops ur dmg output to the region of like 300 (plus, im gonna be hitting u up to 1k crits, coz ur a robe user and i have uber pattack >.>) compared to a straight nuker like sph/sps, the ST has much less going for him, sps/sph has way fewer debuffs, so no probs there, and hits harder, even through elemental resistance (my experience anyways, this might not be totally true-ive met more necros than sphs/sps)

crucifixion
12-07-2007, 02:19 PM
well can we discuss the succes rate of banes (mage and warrior) of soultakers?in bartz of white eagle it has 100% succes regardless of the mdef.also dryat root lvl9 works there.i keep telling the admins that that
's not normal,i get no response.(drayta root lvl9 is easily succesful on one of my chars which cause the augmenation,donated skills and high enchancment of jewls {15 maximum} reaches 6300 mdef).many many other skills work this way.well its a long talk,i ll give you more info about that.i know that curses resistance depends not only on mdef but also on mental,but mdef is also very important.thats why 60% of chars on bartz of white eagle are soultakers

Anjie
12-07-2007, 06:59 PM
That's server-specific and means they need to edit the land rate of skills in the server file, and, if they dont, as you say, everyone will make necro, which sux, but thats how some people like to make servers these days. :S

Sorry for the next bit, its a little long, but i think that these views need to be put somewhere, and where better than a thread on necro's opness? (feel free to comment/dispute any of my points made here).

Thinking about it, necro's can be way op on private pvp servers if the server owners let them. If the land rate of curses is not very carefully monitored, a necro can become a kiling machine. Anchor is the most obvious one, because it prevents the target from taking any action, but does not prevent them from taking damadge (as is the case with dance of medusa). This skill is essentially an overpowered version of stun, because, whilst stun lasts for up to 6 or 9 seconds (sources disagree on the exact duration), anchor lasts much longer-15 seconds or more, depending on the datapack used. The next skill that ruins pvp is curse of doom-blocks all physical/magical skills. While this may, at first glance, only seem to affect mages and dagger users, its effects are much wider reaching-imagine a titan that cant frenzy, a paladin that cant use AI, the list goes on. While some classes may not rely on skills all the time, they have a few incredibly powerful skills (eg: frenzy) that can turn the fight. If these skills cannot be used, the fight is lost for them. Next is fear. This skill is similar to anchor in many ways: the target is rendered unable to take any actions, but is still suceptible to damadge. I dont know what duration fear has, but i have heard tell that it dosnt land on players in official servers. Curse of abyss, im not so sure on, mainly because people seem to use it less than the other curses. It reduces all stats, sure, but most classes have skills that introduce a difference in stats, so no direct comment here. As for the rest, silence: cf doom but only for mages, gloom, I think, is fine, sph has srrender to wind, sps has surrender to water, etc, necro has no elemental type, so a direct lowering of mdef seems ok to me. Any other skills i have not experienced, and, as such, cannot comment on, except for the last 2 skills: mass mage bane, and mass warrior bane. Now, in the world of L2 pvp servers, there is a lot of debate about cancels. "omg, noob, use cancel" "its my skill, i need to use it". Consider the following:
on a l2 pvp server, the basic game design is that drawn from the official servers. Most pvp servers have an npc buffer. This is to relieve people of the need to haul around a party of sws/bd/wc/pph etc etc etc in order to pvp/pve effectively. In the instance of official, a cancel skill is perfectly understandable. Say you are grinding along, and you meet a spellsinger with whom you have clan war. Now, the spellsinger is going to cancel the most dangerous-looking target. Fine, just rebuff with you'r pph/wc depending on what buffs he lost (dancers and singers are buffing continuously anyway). However, on a server with an npc buffer, there is no such luxury. You get cancelled, the only way you're going to get those buffs back is by visiting an npc, which may be in town, but is definitely not easly accessable in a fight. As such, for the rest of this fight, you are only half buffed, which surely isnt balanced pvp? Thats like saying "I'll only pvp you if you dont take bless the body, haste, wind walk or shield". Also, as soon as the fight is over (if you win), you have to go to town and rebuff, wasting more time which could otherwise be spent pvping (its fun to spend all your tme buffing, no?).
My final thought is this: to all you people who play mages and cry "but cancel is my skill, i should be allowed to use it" I say "haste is a skill, how many people do you see using that? Is soon as I see people on a pvp server spamming the skill haste, I will be happy for people to spam the skill cancel.

Anjie
12-09-2007, 02:05 PM
Bump so people read and give feedback >.> (maybe it should bump a topic when you edit).

Fire
12-09-2007, 05:31 PM
Ok Anjie, I sticked the thread at the top for you.

Anjie
12-09-2007, 07:20 PM
Comments plix >.> (positive AND negative, i want to know what people think about these issues)

xiaoxing93
12-12-2007, 03:59 PM
I don't know cause I'm just a noob at Lineage ^^