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View Full Version : Tactics for "short" fights - please add suggestions!


DeCapitat
04-29-2005, 01:22 AM
Greetings my fellow endurers of the outrageous stench of our minions <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I have read a lot of postings now which assert, and it is the truth in most cases, that we necromancers do not really shine in those fights of short duration, for instance against a group of 4. What I haven't seen yet though is some sort of proposed tactics for these situations. What do you actually do? I would love to hear your opinions! I am a level 31 Necro, and here's what I do: I only use our dd spell (pestilential something), bludg. earth, blight, and grisly mark but most of all I use single HOs when in the group (if possible) DD -> not much damage, but better than nothing bludg earth: really fast casting DoT blight: relatively quick (3 secs casting time I think) and it affects ALL mobs of the encounter (not DoT-wise, but again, a lil' is better than nothing at all <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ) And most important, if you can do it, use your HOs! I discovered that this way I can do a lot of damage in these encounters, especially when you are up against something against which you have a Master spell (eg orcs or skellies) <font color="#6633cc"> </font><font color="#6633cc">The cool thing about the HOs is that, if you are unable to finish it on one mob, it stays active, and you just finish it on the next one!</font> DoTs should just be used whenever you think there is enough time to pull it off (before one the currently targetted mob drops). Also, you can petrify them in between, to take a little bit of beatings off the tank. This of course still won't do massive damage, but it will make yourself feel better about doing something at least <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Another sort of tactics I just started using is, after the tank has aggroed everything, you might risking sending your rats or hounds onto something else in the encounter, while pulling off a DoT on another mob again. Bear in mind though, that your tank must be up to the taunting for that, otherwise the nasties will really show you what it means to handle death <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Anyway, any suggestions welcome, especially by those experienced necros out there! Regards, Sassoria <div></div>

Named
04-29-2005, 02:24 AM
<DIV>For very short fights ( 3+ grouped mobs) I generally throw swarm of bats and pet on the MT's target, then tab to the next one and cast Stench of the Grave and Mheno's Desecration ( 1.0 cast time, lvl 20 training dot, ~35dmg per tick). Then I randomly nuke whatever is left with siphon life and skinrot.</DIV> <DIV> </DIV> <DIV> </DIV>

Krelias
04-29-2005, 02:44 AM
<P>I've just started playing my 22 necro again after the changes to the pet controls.  Is it generally considered a bad idea to start your pet on a different mob than the tank?  Seems like this would prevent hitting attack each time an encounter mob dies.</P> <P>Tips are appreciated!</P>

Handleba
04-29-2005, 02:49 AM
For short fights where you don't have a good chance of dying, its fine to start the pet and a dot or two on an off mob and not use an MA.  Often you'll cast a spell and the mob will be dead before it lands, so I'll throw rats or stench on an off mob and do some damage and have the pet assist the MA.  Just my 2cp. <div></div>