Board Ideas.old [context]
Sender Argh
Date Tue Aug 5 11:28:38 2014
To all
Subject Staff Spells
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.