View Full Version : Undead Horde. Dumbfires. Vampirism.
Paikis
07-18-2009, 10:15 AM
<p>OK, UH needs boosting. I parsed it on a training dummy and its giving me 512 DPS over the full minute, for a total of 32771 damage.</p><p>For something that is supposed to be our signiture spell, it is extremely lacking.</p><p><span style="color: #ff0000;">Ideas for Undead Tide</span>:1. Reduce the recast to 2:30. 2. Double the damage.3. Make the pets immune to AEs, damage shields, etcHarm Touch currently can hit for as much as 86k if you wind it up with the right clickies and miracles, and with parse threads showing it hitting about 32k average in raids its easily beating the damage on Undead Horde with only 33% of the recast. Wizard Ice Comet spell is averaging 60-70k and its on a 22.5 second recast. I'm not saying I want to be a wizard, but I'd love to be able to get some decent damage out of this spell.</p><p>Other changes I'd like to see for our <span style="color: #ff0000;">dumbfires</span>:1. Let them all trigger Consumption2. Make them all encounter-type (green background) spells. It's somewhat annoying to have to /assist the tank, find another target in the encounter, cast your dumbfires on that one then switch back. If you even bother casting them at all. Because mobs are dying so fast that most of the time its only worth casting the dumbfires on a name that you know doesn't AE.</p><p>I also had some ideas for <span style="color: #ff0000;">Vampirism</span>. Currently this spell is broken. There is NEVER a good reason to cast this spell. Ever.</p><p>1. Make it a dumbfire and remove the ability for it to die. Make it a pet you cast on the mob, not on an ally. It's really annoying when you cast it on someone, only to have them get hit with a damage shield and *POOF* there goes your Vampirism pet.2. When the mob it's on dies, have it follow the caster around for the remaining duration. Just like other dumbfires do. (I'm thinking Acid Storm, Ball Lightning etc here)3. Make it a proc like Broodlings. You cast it as a nuke, and it has a chance to summon the Vampire Orb thing.</p>
Paikis
07-18-2009, 02:57 PM
<p>Also annoying:</p><p>Bloodcloud only heals us for a set amount. It should heal us for that amount PER TARGET HIT. Tap Veins (SK version of the same spell) heals them for each target, why does ours not?</p>
korruptidsoul
07-18-2009, 08:18 PM
<p>My vision for Undead Horde:</p><p>1 minute buff castable every 15 minutes</p><p>Summons x amount of minions (commandable through the pet window)</p><p>Animates corpses of fallen enemies throughout its duration, adding additional damage capability.</p><p>Pets either are not capable of being hit by AoE except by direct targetting or are capable of feeling the effects of Blood Pact.</p><p>Cannot animate named or epic encounters.</p><p>Vampirisim:</p><p>I liked the idea of casting it on the mob directly. Perhaps make it similar to the Warden fairy healer where it channels health from the mob its cast upon to the member of the group with the lowest life. Again, it still needs to be made damage immune.</p><p>Swarm Pets:</p><p>As SoE already has something in mind for these spells in the near future, I'll wait to see what they've come up with and how effective it'll make them again.</p>
hailskins2006
07-21-2009, 03:45 PM
<p>I wholeheartedly agree with the OP's suggestions. Also, why is Undead Tide, a necro's "class-defining" level 65 spell on a 15 min timer, while the conjuror's "class-defining" level 65 spell is on a 12 minute timer? I hope that the alleged changes to the summoner class will be taken seriously at SOE - Devs - please read the boards and consider these good suggestions. </p><p>In addition, regarding itemization - please note that you force us to make a choice between gearing towards our pet's DPS versus our own. An easy change is that our pets share our bonuses and buffs - and please make cures to the summoner affect the pet! I'm tired of my pets dying constantly during the tougher fights - Anashti, Mynzak, etc. I cannot imagine this is working as intended, and should be fixed. Thanks. </p>
Paikis
08-10-2009, 03:03 PM
<p>Incidently, just did some testing on our mage pet (Master 1, non-myth) and undead horde. Here's what I got:</p><p>Undead Horde has 2 ranks in the Necromancer AA line.</p><p>Undead Horde(M1): 893 DPS over 61 seconds. 8% base damage.Undead Horde(M1): 856 DPS over 64 seconds. 0% base damage.Undead Horde(M1): 821 DPS over 61 seconds. 8% base damage.Undead Horde(M1): 997 DPS over 60 seconds. 8% base damage.Undead Horde(M1): 898 DPS over 61 seconds. 8% base damage. </p><p>Mage pet (M1), Offensive stance (A3), defensive stance (A3), rending (A3), necromantic pact (A3). Pet has the following buffs from gear: Elemental Disruption (T3 robe proc): Averaging 47 DPS.Quicksilver Blood IV, V, I, III, III. ( 16% reuse, +160 spell dmg)Summoned Vengeance IV, II. (+30 skills, +150 spell dmg)Power Flux III, III, III, III (12% crit, +460 spell damage)Empowered Minion VIII (8% base spell dmg)Casting Mastery (+8% base spell dmg)Standard raid AA setup (STR 4-4-4-8, WIS 4-4-4-8, INT 6-4-4-8-2, STA 5)5 pts in Enhance: Grim Sorcerer. 0 pts in Enhance: Necromantic Pact5pts in minion's critical strike, 5pts in pet weapon mastery, 1pt in Minion's Mark (58 DPS average). no end-line abilities yet (only 163 AA, alt).</p><p>Test 1 (Offensive stance): 1058 DPS. 3:11 to kill dummy. Test 2 (Offensive stance): 1090 DPS. 3:05 to kill dummy.Test 3 (Offensive stance): 1045 DPS. 3:14 to kill dummy.Test 4 (Defensive stance): 877 DPS. 3:50 to kill dummy.Test 5 (Defensive stance): 873 DPS. 3:51 to kill dummy.Test 6 (Defensive stance): 891 DPS. 3:41 to kill dummy.Test 7 (No stance): 1014 DPS. 3:19 to kill dummy.Test 8 (No stance): 891 DPS. 3:46 to kill dummy.Test 9 (No stance): 1023 DPS. 3:17 to kill dummy.</p>
Kram337
10-13-2009, 10:18 AM
<p>It would be very very cool to see some of these ideas implemented. Devs work too hard getting these cool spells in the game to have them go unused or unwanted. A few tweaks and all that hard work would be paid off with happy casters <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>
<p>These have all been issues since RoK's release. I wish that SOE would not wait until the next expansion.</p><p>One thing the OP didn't mention on the list of useless abilities was the Ooze Crawler. That should be made into a proc for any summoned pet instead of a separate pet.</p>
Deveryn
10-13-2009, 02:43 PM
<p>Maybe Undead Tide should be more like Innoruuk's Minions of Evil, where they hang around through a bunch of fights.</p><p>I agree on the Ooze crawler. The DPS is a pathetic 300. The mitigation debuff is 900. I don't see the fair trade for the DPS we lose for even using a scout pet. The mit debuff may as well be moved to necromantic mark or maybe Awaken Grave.</p><p>Better idea (?): Make the crawler work like the Libant pet in Evernight Abbey, which we can use at the same time as our normal pet.</p>
pinkflamingo2
10-15-2009, 02:34 PM
<p>I have to agree with everything stated here.. The only use I have ever found for vampirism is to cast it on myself when grouped, since I usually don't take damage.</p><p>And as to the ooze crawler- I reset my AAs and didn't waste the point to get it back <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p>
Kram337
10-20-2009, 02:18 AM
<p>Yes, please, please do something about these short duration pets.</p><p>I waited 65 levels to get undead horde. I was excited when I finally dinged. I ran up to the first mob I saw, sent pet and then the undead horde. It brought 3 skeletons to life and they parsed about 120 dps, if that. For a 15 min recast I'm expecting to see 2k dps or more out of them. This is ridiculously lame.</p><p>My wizard friend gets rift. A 3 min recast pbaoe that does 6k and 10k his first cast. So SOE please try to rethink this spell its depressing.</p>
Alotta
10-20-2009, 04:14 PM
<p>i totally agree with everything said here, i LOVE my necro. but we seem to get the shaft in the mage world. i would like to see these changes. the devs would be good to listen to us</p>
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