Board |
Ideas.old [context] |
Sender |
Argh |
Date |
Tue Aug 5 11:28:38 2014 |
To |
all |
Subject |
Staff Spells |
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With just 1 more remort to go, I've gotten a pretty good handle
on Necromancers.
There is 1 change, 1 addition, and 2 ideas that have come from
this experience:
Change:
Zombies and ghosts are the lifeblood of a necro. Without them
our attacks are like gimp mages hitting things with wet napkins.
In order to make the zombies/ghosts effective, they need spells.
(and when I say effective, it's less than adding magic missile
every round for most levels until the 80s or so)
Spells, as in spellups. Doing this is not only extremely time
consuming and mana hungry, but necessary so that they last
for more than a couple of hits. Chain Spell is given to the
necros, but far far too late in the game at level 60. As Necros
have a greater realistic need (as well as an RP need) than any
other class for this skill, they should receive it at a much
lower level than 60. Perhaps moving it down to 45ish (when
necros get sanct) or thereabouts would be appropriate.
Addition:
Necros have only a SINGLE attack spell from level 5 (chill
touch) until level 60, when we suddenly get dracs. I am not
saying that necros need a spell more powerful than chill touch
to fit between, but we definitely need some variety in dmg
type at the very least for those 55 levels. Again, it doesn't
(and shouldn't) have to be stronger than chill touch, just
something different. I feel this change is absolutely vital
to this class, as this area seems unfinished.
Idea 1:
Previously stated... a way for Necros (and possibly evil
aligned clerics and/or mages) to summon their lost followers
though the shadows. Would have to be a very expensive spell
in terms of mana cost, so that players would have to weigh
the value of the follower vs the time/resources involved with
reclaiming that big chunk of mana.
Idea 2:
Spellups are extremely time consuming, but an absolute
necessary part of being a necro, especially at higher levels.
As it is, necros don't get anything beyond level 86.
I suggest that they get a new spell, to create a temporary
object. This object would be a staff. The necro could
charge the staff with a select number of spells (maybe the
action of spelling up the staff would "charge" it with those
spells. Put a limit on it based on level perhaps.) This staff,
when it is brandished, would then spell up the group with the
spells it is charged with.
This would GREATLY speed up the time consuming process of
spelling up a group during a run, without removing the need
for the player to sink time/mana into the spell casting...
instead, just changing the timing of when that investment
is put into the task. I know I'd rather prep for a run,
rather than having to take a 15 minute break in a no-recall zone.
The staff would be able to be used more than once (and again,
this number should probably be determined by level as well).
I've been enjoying necros, but they do still feel a bit unfinished.
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