PDA

View Full Version : Caster v. Melee effectiveness vs. Reds; Casters ineffective


pyrotechn
07-12-2005, 09:51 AM
<DIV>Did Arena (heroic) today with a group on the Very Hard setting; was nice we won a lvl 50 master spell and it was a "discovery" on our server.  I was lvl 41, the highest in the group was lvl 46; the mobs generally were lvls 51 to 52, maybe one or two were lvl 50.  Virtually every one of my spells was resisted throughout the encounter.  With the exception of plague of rats (our swarm pet spell) I was lucky to land one spell maximum per mob, even if the one spell I landed was a resist debuff.  Plague of Rats was the only spell that seemed to land, and fortunately it appears not to resist like normal spells (although it bothers me that any pet spell is able to be resisted).  </DIV> <DIV> </DIV> <DIV>This was all fine, I expected things  to be really tough with mobs between 9 to 11 levels higher than me.  However, my friend lvl 42 assassin (who has a pretty good rep for knowing what she is doing) claimed that she was landing every one of her combat arts.  And I could see from her damage and the number of kill shots she was getting in (in a group where everyone else was higher lvl than us) she was not joking.  I know other necros have raised concerns in the past about caster vs. melee effectiveness vs. reds con mobs, and others have brushed them off as by saying everyone is handicapped vs. red con mobs.  This does not appear to be the case; even my pet made a few kill shots with his combat arts....but as for my spells, utterly useless even with debuffs - if I landed a debuff I never landed another spell on the mob, i was just lucky to get one spell in, in a 1 to 2 minute fight.</DIV> <DIV> </DIV> <DIV>Yah I don't mean to rant like this, but I think its important we honestly point out weaknesses in our class, especially weaknesses (at least relative weaknesses) that perhaps shouldn't exist.  If necros sacrifice fast damage for being able to fight for long durations of time, thus doing more damage in difficult (i.e. longer) fights, this  necessitates that we are able to land at least some spells on tough mobs.  Ironically, though we seem to be among the weakest against tough mobs that are high lvl. </DIV> <DIV> </DIV> <DIV>Ok, now your guy's turn to tell me that I forgot to buy the magical wand of debuffing that would make everything better, or how I need to group with class X because they can debuff mobs for me (which i know isn't true, because i already know necros get the lion's share of tehse ineffective debuffs), or some shiz like that...</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>

Urbanna
07-12-2005, 03:35 PM
I agree completely. I can kill orange solo mobs 1 lvl away from being red with very little difficulty. But as soon as a mob is red, there only way to win is by becoming a total healer for the pet (doesn't work most of the time, but occasionally i can eek out wins). This, in comparisson to my friend the pally who goes for reds all day long with no diffuculty. In all honesty though, this is only a problem when I group with other classes who CAN kill reds or who are higher lvl and want a challenge. I don't particularly feel that necros, or anyone, should be able to have their way with red cons, esp solo. My approach however, would be different. Instead of constant resisting, I'd rather that our damage was simply mitigated...that way we can still help *a little* in a group. <div></div>

NUKER 1
07-12-2005, 11:57 PM
is that situation i just use my oak wand.. it'll land most of the time on reds.. not that thats a solution but better then just sittin there