View Full Version : Necros are getting snares back!!
Urbanna
08-30-2005, 01:38 PM
From beta boards: <span><blockquote><hr>EJdev wrote: <b>DoT/Snare Line</b> (removed when training spells were changed) - An additional line to the Necromancer spell library; starting at early in the 20's, similar to the EQ1 Necromancer Darkness line (Devouring Darkness, etc.) <b> </b><hr></blockquote></span>EJdev went around and posted about most of the classes and tweaks he was thinking of testing (he also talked about a bunch of other tweaks as yet to be decided), but this is the only conrete item....and a good one at that =) <div></div>
Dastion
08-30-2005, 03:09 PM
<DIV>Ugh, I'd kinda rather not have yet another spell. My bar is already jammed full as it is. I'd love the snare, but add it as a component to Withering Afflication (makes sense) rather than giving us another spell. So far, our spell line up for combat seems to be...</DIV> <DIV> </DIV> <DIV>-Stun</DIV> <DIV>-Quick DoT</DIV> <DIV>-Normal DoT</DIV> <DIV>-AE DoT</DIV> <DIV>-Target Lifetap</DIV> <DIV>-PBAE LIfetap</DIV> <DIV>-Wis/Sta Steal (basically useless now, till we get rez..then only for the Essences)</DIV> <DIV>-FnF Rats (Fire and Forget)</DIV> <DIV>-FnF Zombie</DIV> <DIV>-Root</DIV> <DIV>-Fear</DIV> <DIV>-Pet HoT</DIV> <DIV>-Life Transfer</DIV> <DIV>-Swarm of Bats line while you're in the level range.</DIV> <DIV> </DIV> <DIV>And, of course, you'll want to have spells like the mana transfer and feign death handy, at post 50 you need room for Lich, Focus Life Drain DoT, Everything else you can put where you can get to it when you need it..but still..it's already a good number of spells. But otherwise, we seem to have our fair share of abilities as it is. Can they just add the snare onto the Normal DoT?</DIV>
Urbanna
08-30-2005, 04:21 PM
<span><blockquote><hr>Dastion84 wrote:<div>Ugh, I'd kinda rather not have yet another spell. My bar is already jammed full as it is. I'd love the snare, but add it as a component to Withering Afflication (makes sense) rather than giving us another spell. So far, our spell line up for combat seems to be...</div> <div> </div> <div>-Stun</div> <div>-Quick DoT</div> <div>-Normal DoT</div> <div>-AE DoT</div> <div>-Target Lifetap</div> <div>-PBAE LIfetap</div> <div>-Wis/Sta Steal (basically useless now, till we get rez..then only for the Essences)</div> <div>-FnF Rats (Fire and Forget)</div> <div>-FnF Zombie</div> <div>-Root</div> <div>-Fear</div> <div>-Pet HoT</div> <div>-Life Transfer</div> <div>-Swarm of Bats line while you're in the level range.</div> <div> </div> <div>And, of course, you'll want to have spells like the mana transfer and feign death handy, at post 50 you need room for Lich, Focus Life Drain DoT, Everything else you can put where you can get to it when you need it..but still..it's already a good number of spells. But otherwise, we seem to have our fair share of abilities as it is. Can they just add the snare onto the Normal DoT?</div><hr></blockquote>Some people will complain about anything *rolls eyes*. Come on, you can't deal with a DOT/Snare line? (replacing the training ones I might add) You get 12 spells per hotkey bar and you listed 17 spells for a lvl 50 necro...that's only 2 hotkey bars including burst run, yell, master strike macro, and a few socials....(hell, I don't even agree with the spells you listed, I don't use a couple of em, and I have 5 hotkey bars out....) To me, more will always be better. More = more choices for more situations, more strategy, more fun. Just glopping our abilities into a couple spells is too boring and gives too much time for me to make fun of mob voiceovers in /groupsay.</span><div></div>
Eirgo
08-30-2005, 04:31 PM
<BR> <BLOCKQUOTE> <HR> Urbannaja wrote:<BR><SPAN><BR> <BLOCKQUOTE> <HR> snip<BR> <HR> </BLOCKQUOTE>Some people will complain about anything *rolls eyes*. Come on, you can't deal with a DOT/Snare line? (replacing the training ones I might add) <BR>You get 12 spells per hotkey bar and you listed 17 spells for a lvl 50 necro...that's only 2 hotkey bars including burst run, yell, master strike macro, and a few socials....(hell, I don't even agree with the spells you listed, I don't use a couple of em, and I have 5 hotkey bars out....)<BR><BR>To me, more will always be better. More = more choices for more situations, more strategy, more fun. Just glopping our abilities into a couple spells is too boring and gives too much time for me to make fun of mob voiceovers in /groupsay.<BR></SPAN> <BR> <HR> </BLOCKQUOTE> <P>Once again I agree with Urbannaja, thanks for posting this new info! I am a huge fan of versatility and have 6 hotbars up at all times myself (I dont like opening my spell book hehe), Just download a UI Mod from eq2interface to have the 75% hotbars with no frames and you can have em all up.</P> <P>Thanks again for the heads up!<BR></P>
Dastion
08-30-2005, 06:29 PM
<DIV>I'm a huge fan of the TyeJae Steel Bottom user interface..it's a really nice set up with tons of options already packed in, also allows you to have 4 bars up without taking up hardly any space. </DIV> <DIV> </DIV> <DIV> All i was saying is that I think that every spell should be useful. I never agreed with the way things were set up such that you had to resort to using level 10 spells. Everything should viable when you get it..if not neccessarily used all the time. Though I think that Seism might be a spell we keep around seeing as how we can get a master 2 at 20 and it is our only knockdown. My biggest gripe is the fact that none of our lifetaps are actually lifetaps, it's a nuke and a heal. If it was a lifetap it would give you a percentage of the damage dealt in return, and the PBAE Lifetap should heal more based on how many targets you hit, ect. It shouldn't heal the same amount whether it hits one target or four..you're stealing life not casting a set heal. As far as replacing the training ones goes..incase you hadn't noticed, our training snares were replacements of other spells. If you used the lvl 40 snare you couldn't use Ghastly Stench..so it wasn't exactly adding an ability to your bar more than replacing one with a different version. Which is exactly what i just suggested, the Death's Coil line is just a DoT now...seeing as how the name of the spell goes it would make sense for them to add a snare to it. It seems like they are trying to vere away from making us do nothing but run down the list of DoT's constantly, our main DoT now lasts a bit longer. Though the AE DoT is fairly short...</DIV> <DIV> </DIV> <DIV>All in all, I'm not goign to complain if we get another DoT, I just wonder if they are going to make the damage good enough that it's worth using in non-kiting situations, if the damage is bad then you might be better off just casting Pest Blast between refreshes of the other DoTs.</DIV>
Tokam
08-30-2005, 06:43 PM
<BR> <BLOCKQUOTE> <HR> Urbannaja wrote:<BR><SPAN>You get 12 spells per hotkey bar and you listed 17 spells for a lvl 50 necro...that's only 2 hotkey bars including burst run, yell, master strike macro, and a few socials</SPAN> <HR> </BLOCKQUOTE> <DIV>Must...... Make.... Master...... Macro.......</DIV> <DIV> </DIV> <DIV>Keep forgetting to make that one. Lots of spells can be grouped together in macros to save hotbar space Dastion84 (ie hearts, pet taps, pet heals, group buffs and masters if you get arround to it) This does clear you a lot of space for other stuff, but it does all go a little pear shaped as soon as you give that new baby guildie a mentor.</DIV> <DIV> </DIV> <DIV>Just do a quick forum search for macros (I belive the good guide was in Tips and Tricks) and save yourself a bit of space <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>
quamdar
08-30-2005, 07:57 PM
that is pretty awesome, i always thought for necros we were kinda low on pure dots(stench line is now a summon pet so we have one single target dot line because i don't think swarm of bats gets an upgrade and then we have one AE dot in the torrential plague line). would really like to know how much damage it does, how much it slows the mob, if it stacks with snare doll, how long the snare lasts, and most importantly can we effectively kite with this now? i personally like kiting it is a fun way to break up the constant exp grind and is both challenging and rewarding. <div></div>
Urbanna
08-30-2005, 08:18 PM
<span><blockquote><hr>Dastion84 wrote:<div>I'm a huge fan of the TyeJae Steel Bottom user interface..it's a really nice set up with tons of options already packed in, also allows you to have 4 bars up without taking up hardly any space. </div> <div> </div> <div> All i was saying is that I think that every spell should be useful. I never agreed with the way things were set up such that you had to resort to using level 10 spells. Everything should viable when you get it..if not neccessarily used all the time. Though I think that Seism might be a spell we keep around seeing as how we can get a master 2 at 20 and it is our only knockdown. My biggest gripe is the fact that none of our lifetaps are actually lifetaps, it's a nuke and a heal. If it was a lifetap it would give you a percentage of the damage dealt in return, and the PBAE Lifetap should heal more based on how many targets you hit, ect. It shouldn't heal the same amount whether it hits one target or four..you're stealing life not casting a set heal. As far as replacing the training ones goes..incase you hadn't noticed, our training snares were replacements of other spells. If you used the lvl 40 snare you couldn't use Ghastly Stench..so it wasn't exactly adding an ability to your bar more than replacing one with a different version. Which is exactly what i just suggested, the Death's Coil line is just a DoT now...seeing as how the name of the spell goes it would make sense for them to add a snare to it. It seems like they are trying to vere away from making us do nothing but run down the list of DoT's constantly, our main DoT now lasts a bit longer. Though the AE DoT is fairly short...</div> <div> </div> <div>All in all, I'm not goign to complain if we get another DoT, I just wonder if they are going to make the damage good enough that it's worth using in non-kiting situations, if the damage is bad then you might be better off just casting Pest Blast between refreshes of the other DoTs.</div><hr></blockquote>I see what you're saying. I thought you were complaining lol My bad..... You just want what we have NOW to be more useful right? That works, I think we end up getting the longer end of the stick though since we now will have 2 DOTs that can be stacked for those longer fights as opposed to just 1 (which would have less damage most likely because of the snare). I don't really ever use the normal DOT unless I'm in a long fight. But I *always* used the lvl 40 training snare. </span><div></div>
Calidri
08-31-2005, 02:59 AM
<BR> <BLOCKQUOTE> <HR> Dastion84 wrote:<BR> <DIV>Ugh, I'd kinda rather not have yet another spell. My bar is already jammed full as it is. I'd love the snare, but add it as a component to Withering Afflication (makes sense) rather than giving us another spell. So far, our spell line up for combat seems to be...</DIV> <DIV> </DIV> <DIV>-Stun</DIV> <DIV>-Quick DoT</DIV> <DIV>-Normal DoT</DIV> <DIV>-AE DoT</DIV> <DIV>-Target Lifetap</DIV> <DIV>-PBAE LIfetap</DIV> <DIV><STRONG>-Wis/Sta Steal (basically useless now, till we get rez..then only for the Essences)</STRONG></DIV> <DIV>-FnF Rats (Fire and Forget)</DIV> <DIV>-FnF Zombie</DIV> <DIV>-Root</DIV> <DIV>-Fear</DIV> <DIV>-Pet HoT</DIV> <DIV>-Life Transfer</DIV> <DIV>-Swarm of Bats line while you're in the level range.</DIV> <DIV> </DIV> <DIV>And, of course, you'll want to have spells like the mana transfer and feign death handy, at post 50 you need room for Lich, Focus Life Drain DoT, Everything else you can put where you can get to it when you need it..but still..it's already a good number of spells. But otherwise, we seem to have our fair share of abilities as it is. Can they just add the snare onto the Normal DoT?</DIV><BR> <HR> </BLOCKQUOTE> <P>The mark line is being made into a Drain/Buff for Sta and Wis...50 or 70 i can't remember..i'll take 50 sta Any Day...</P> <P>Quit complaining and adapt<BR></P>
I would rather them keep the spells out of the game than put in inneffective ones like our fear line which keeps a mob out of combat for maybe 5 secs. I don't think they want fear kiting or agro kiting like Fire tables to be a strategy in EQ2. Not sure if it will be.
Urbanna
08-31-2005, 08:32 PM
<span><blockquote><hr>Jai1 wrote:I would rather them keep the spells out of the game than put in inneffective ones like our fear line which keeps a mob out of combat for maybe 5 secs. I don't think they want fear kiting or agro kiting like Fire tables to be a strategy in EQ2. Not sure if it will be.<hr></blockquote>Fear is great.............</span><div></div>
Divine Pow
08-31-2005, 11:57 PM
How do you use fear effectively?
quamdar
09-01-2005, 12:02 AM
it is pretty good for getting a mob away from you then rooting it will be really nice with the upgrade to the duration of root. <div></div>
Urbanna
09-01-2005, 12:41 AM
<BR> <BLOCKQUOTE> <HR> quamdar wrote:<BR>it is pretty good for getting a mob away from you then rooting it will be really nice with the upgrade to the duration of root.<BR> <BR> <HR> </BLOCKQUOTE><BR>yup.....and it's a very quick cast spell. Basically it removes a mob from the fight for its duration (and longer if you use root as well). It's pretty much mezzing the mob and moving them away from you at the same time...both sweet effects. If you're still pining away from the eq1 fear kiting, you're going to be disapointed, but fear is still definitely quite useful.
wurtin
09-01-2005, 12:53 AM
<DIV>Yup yup. I didn't think fear would be that big of a deal, but I love it. It helps us to take on bigger encounters when we can sideline one mob for a period of time. </DIV> <DIV> </DIV> <DIV>I am very interested to see what form our snares take. I was one who didn't think they would be added back in a useful form.</DIV> <DIV> </DIV>
Divine Pow
09-01-2005, 01:10 AM
we had better get decent snares out of this
Dastion
09-01-2005, 05:52 AM
<DIV>I hope that the wisdom debuff from the Mark line will atleast decrease their resists by a bit...maybe this is why we lost all our other forms of resist?</DIV>
Tanes
09-01-2005, 07:20 PM
<P>Two thumbs up. A step in the right direction!</P> <P> </P> <P> </P>
MrGrimm9
09-01-2005, 08:03 PM
<DIV>Don't get too excited about the horrific mark line. Yes it debuffs a lot of wis and sta but wis and sta are much much less effective after the combat changes so it doesnt mean as much. Also it does not reduce mitigation so our spells may seem to do more damage but in reality the mobs mitigation is higher and they do less than you think. We still do overall a little more dps, but they have taken away (for all intense purposes) the int modifier on damage, my siphon life at master I with 270 int does like 500-750, and with the mobs mitigation hits for like 600 usually.</DIV>
Calidri
09-03-2005, 12:31 AM
You Hit Fear and then you Root them when they are Far away from your party...Out of sight out of mind
Calidri
09-03-2005, 12:32 AM
Err oops, My previous post was refering to this one<BR> <BLOCKQUOTE> <HR> Divine Power wrote:<BR>How do you use fear effectively? <BR> <HR> </BLOCKQUOTE><BR>
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