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quamdar
01-07-2006, 02:55 AM
i didn't play a necromancer in EQ1 so i don't know all the AAs they could get but i was just wondering what do you guys think would be cool AAs for necros now in EQ2?if they are adding critical damage be pretty cool if they gave one that gave our dots a chance to get a critical hit on every tick.  would also like some ones that go with our pets like maybe increased mit for pets or some kind of ability to keep AEs from hitting our pet for 2 minutes or some amount of time (like the brigand skill).  more swarm pets never hurt either <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

Eriol
01-07-2006, 06:58 AM
swarm pets are cool, but do you know what happens when you get more than a few summoners on a raid, with full pets going on a mob?Guess.

quamdar
01-07-2006, 08:21 AM
we have a few summoners in our guild and i personally have never really noticed that much additional lag or anything when they are alot of swarm pets up from when i am the only one there with swarm pets up.  and they are extremely small especially compared to most epic mobs so there aren't any kind of sight issues or anything i have ever experienced.  some other ideas i would like to see possibly are...-chance to crit heal on lifetaps-something to decrease threat like proc i can put on pet that has a chance to reduce my hate with each time pet hits mobs.-something with manashards(lots of thing you can do to them to make them better anything would be fine by me though like more mana, small buff with them, lower cast time etc.)-chance for pet to get crit hits<div></div>

Magu
01-07-2006, 09:29 AM
<span><blockquote><hr>Eriol wrote:swarm pets are cool, but do you know what happens when you get more than a few summoners on a raid, with full pets going on a mob?Guess.<hr></blockquote>More damage?Seriously, if a few swarm pets cause lag, turn down your model detail settings.</span><div></div>

Xalmat
01-07-2006, 06:21 PM
Ding! Magus 1, Eriol 0.You guys are assuming, of course, that the EQ2 team is going to implement EQ1-style Alternate Advancement. Nothing wrong with speculation, but don't be surprised if it ends up being the opposite of what you expect (FYI, i don't know what they're planning either).

quamdar
01-08-2006, 02:32 AM
yeah, moorgard made a post and put an emphasis on the word choices.  not sure if they will be like EQ1 but can always hope.  just hope they aren't something where you can only get certain ones and if you pick a wrong one then your character is just screwed.<div></div>

Benboe
01-08-2006, 05:55 AM
Heyhey,at least it has been posted that the AAs will NOT be pure fluff (which would have been bad imho). If they are able to do good AAs without making them ness. like in EQ1 (Endless quiver comes to mind °shudder°) - then I am happy.I really hope they put some thought into this.Oovann, lvl 60 Necromancer<Shadow Wind><div></div>

Xelrek
01-09-2006, 04:23 PM
I'm expecting the typical 1 AA = +2 INT kind of stat modifier AAs for now. They'll save the cool spells for the AAs at 80 <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

quamdar
01-09-2006, 11:05 PM
<div>i wouldn't doubt that they might make us go to 80 next expansion but i really really hope that they let us stay at that level for a while especially with AAs to grind on now.  having your master spells all become absolute crap this fast just sucks imo.  only 6 of our T6 spells will still be used in T7 i think so all the money and time i put into getting all those spells seems wasted since we were in this tier for 5 months so i have only have them for a few months most of them.  would much rather just see a few expansions that add zones and more AAs over levels.</div>

Nyri
01-10-2006, 02:22 AM
<div>My guess is that they're going to be making at least 2 mutually exclusive skill lines that you can choose to advance.  By that I mean for example.  Critical hit chance for spells OR critical hit chance for your pet.  You can't choose both.. when you pick to "buy" or work on one, the other is forever barred from you.  Things like this will go towards differentiating different necros from each other.. slightly.</div><div> </div><div>Others might be. </div><div> </div><div>%damage bonuses to dots OR DDs... or perhaps you have to choose between certain spell lines.</div><div>%increase in effectiveness of necro group buffs... you choose which one.</div><div>%increase in healing to either lifetransfer or pet heal.</div><div>%decrease in mana cost of a spell line.. you choose which.</div><div>ect.</div><div> </div><div>That's the idea anyway, that I think they will be going with.  There might also be new abilities that you can "buy", where you have to choose between 2 or more different options.  Or its is also possible that the new ability you end up with depends on which choices you made earlier, with the base abilities that I listed above (or whatever they go with). </div><div> </div><div>For instance, a new encounter passed, ranged lifetap may be made available.  But only if you had choosen increased DD damage, and decrease mana cost to your lifetap line.  Perhaps a encounter based dot lifetap would be made available if you had choosen dot damage increases instead.</div><div> </div><div>There's lots of possibilities they could go with, but that's basically how I think it will work.  Whether I'm right or wrong, we'll find out on the 17th hopefully, when they release more info.</div><div> </div>