easy way to bring necro up to snuff
Remove the ranged attacks from the grave knights. All of a sudden actual DPS goes a ways towards catching up and MM frustration at watching Ghouls dressed in armor and wielding huge swords standing back sniping goes to zero. I don't mind watching my lich spam gloom but it makes me want to smack those grave knights. What do you guys think? Bad idea? Is this old news?
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I have no trouble ordering my zombies into close range. However, they are all too happy to spam gloom at into mobs faces at least half the time rather than use their melee attacks.
Thanks for the reply though!
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Don't get me wrong, I see your name and all, but when is the last time you played necro? It seems like you might be playing a different game than me...
Dark Blast and Gloom recharge every 4 seconds.
Disembowel and Head Splitter recharge in 10 and 14 seconds respectively.
I've never noticed them not using their melee attacks when in melee range within those recharge time parameters. I have a Necro/Dark that is completely Tier 4'd Incarnate. I use it to also regularly Beta test the MM-friendliness of the Incarnate Trials.
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guess my idea wasn't so good. thanks for the info
I have a necro poison, and I can totally agree with the comment about sniper ghouls. Used to see them standing back all the time, then I would order them into melee..NEXT mob they are back to sniper. I understand they are, literally..brain dead, but come on.
As for taking team tp..JUST to deal with it. lol, awesome 'fix'. Having to take 2 powers I dont want, just for that. No thanks.
What they also need to some kind of trigger for when to use siphon life...I see them leading with it, at full hp, far to often.
It's nowhere near as bad as it was before GR...
These days, usually a simple Passive>Attack is enough to 'snap' them out of it and close to melee.
Though, the way I play my Necro/Dark, they all stay passive until goto has them surrounding the mob then I hit attack. This playstyle was developed specifically to avoid that issue, but I found this guy played great as an ambusher.
As for the suggestion, for reasons pointed out, it isn't that much of an issue.
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It's weird but it used to be for me that if I persuaded the Knight to draw his sword then the melee attacks would flow. I used Goto Passive (bound to ctrl + lmouse) followed by Attack Aggressive to wrangle them.
If I was to 'fix' Necro I'd widen the zombies Puke Cones, or turn their Siphons into small (8-10 foot) AOEs and halve the recharge of Soul Extraction (mostly cos I love the spooks)
Actually, Dark Blast and Gloom are two of the best range attacks available to MM pets. I like it when Grave Knights use them because that also means GKs are not in much danger. Grave Knights, surprisingly, have no S/L resistance. GK isn't exactly built for melee except for their occasional sword attacks.
I have a lot of ideas that can improve Necro and the easiest ones are:
1. Siphon Life needs to be either reduced recharge down to 12-16s (currently 30s is way too freaking long) or increased in damage to match other Siphon Life. It makes no sense that Zombie's Siphon Life recharges in 30s when other minions get an aoe that only recharge in 16s. Siphon Life's damage is only as good as their Slap. This change will benefit Grave Knights as well.
Personally, I would rather they reduce recharge because Necro set is more about doing -tohit and life leeching than just simple burst damage. Ninja can have the burst damage.
2. Necro set needs more good aoe damage. The majority of aoe comes from 3 fragile minions and that's not good. Lich's Torrent should deal similar damage as Blaster's Torrent and Lich's Life Drain should either do more damage like Blaster's version or reduced recharge down to 8s (instead of 15s).
3. Give Accurate Tohit Debuff sets to Grave Knights!!!
Grave Knights do plenty of damage. Yes, sometimes they don't go in but that could be a good thing. You can try to force them in by goto them. They may not cycle the two strong sword attacks but they have plenty of attacks to use. Dark Blast and Gloom have very good DPA.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I haven't noticed too much of this on my Necro/Poison. Occasionally one of the Knight's will charge in while the other stays at range for a few shots, but they both get there quick enough for my liking. Of course, if I really wanted to make my zombies better, I would have taken a secondary that did more to buff their mitigation.
Does any else thinking Necro up to snuff...
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My issue with Necro is that it's baseline survivibility is it's resists. Its debuffs get used then while recharging it has practically no defenses.
On the thread I starte a while back I described it a "Very works or it doesn't" type of gamepley.
My suggestion was to give the Zombies a mini Chill of the Night. A 15' auto AoE debuff that doesn't Notify enemies; that would be given with the T2 upgrade.
-5% tohit -10%damage and 3% chance for fear. Call it Death Rattle and use the Cloak of Fear Icon, no power graphics needed.
Simple.
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My issue with Necro is that it's baseline survivibility is it's resists. Its debuffs get used then while recharging it has practically no defenses.
On the thread I starte a while back I described it a "Very works or it doesn't" type of gamepley. My suggestion was to give the Zombies a mini Chill of the Night. A 15' auto AoE debuff that doesn't Notify enemies; that would be given with the T2 upgrade. -5% tohit -10%damage and 3% chance for fear. Call it Death Rattle and use the Cloak of Fear Icon, no power graphics needed. Simple. |
What Necro needs is simple Lethal resistance. Both Zombie and Grave Knight lethal resistance because lethal is like the most common type damage in the game. Zombies melt so fast against Longbows because they deal massive lethal and fire damage.
An easier way to improve Zombie's survival is reducing Siphon Life's recharge down from 30s to 16s or less. 30s is just way too long for its effect.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Did zombie siphon life not get changed with all of the other siphon lifes? Also, I thought something should've been added when the pets could no longer be affected by recharge debuffs because that resistance was zombie unique.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Remove the ranged attacks from the grave knights. All of a sudden actual DPS goes a ways towards catching up and MM frustration at watching Ghouls dressed in armor and wielding huge swords standing back sniping goes to zero. I don't mind watching my lich spam gloom but it makes me want to smack those grave knights. What do you guys think? Bad idea? Is this old news?