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Found 21 results

  1. Hi there, I wanted to discuss today about necro their ranges on skills. I have a feeling necro's lack on PVP since the introducing of resist. I played priest and necro, but I have a strong feeling that the shield from priest is way stronger at 5/5 then necro his shield? is this something that could be looked upon? I noticed that in most of the fights vs these healing class that it is mostly one sided because of their longer range. There are also other classes like warlock who has a 4 yard fear I dont know if u can put the relic on it. My suggestion would be to make necro their range also 5 yards or maybe rework the nightmare sleep into a stun and keep it 4 yards? Necro: Nightmares - 4 yards Necro: Ancient seal (heal) - 4 yards Necro: Boneshield - 4 yard Priest: Exhuasting burden- 5 yards Priest: Armstice - 5 yard Druid: healing dew - 5 yards Druid: entangling roots - 5 yards Shaman: Blind - 5 yards Healing spirit - 5 yards Barb and charmer both have 5 yard stun with relic 7 yards. btw, BD 16 secs resist and still killing my necro on 56% resi with 1400dmg+ ... Regards, Mistake
  2. a suggestion of a new skill for necromancers, which would have a similar function to the redemption of priests. I believe it would be a good addition for necromancers Unholy Protection Over an area of 2m (5x5) removes all negative effects from allies, and adds a buff that increases their physical and magical defenses at 10% / 20% / 30% / 40% for a few seconds.
  3. Good morning Maybe I will start with the fact that when I remember, I played healers, my adventure has been going on for several years (I mean healers, I mean druid, shaman, priest, necromancer) in the game, the variety of characters is large, at the beginning it might seem that the priest is an analogous class to necro, shaman to druid, only the skills differ slightly, initially this is how the similarities begin to blur, and it is known that the greater the variety, the harder it is to balance. Currently, out of these 4 classes, necromancer seems to be the weakest when it comes to pvp and maybe in pve, although its ailment is mainly visible in pvp, lately, thinking about what could be changed, I came up with a few ideas, we do not want to make necromancer a class that will beat everyone, because that would not be good, there should be some counter for each class. I will give my suggestions and try to somehow argue why such a change would be useful, I encourage you to discuss and share your thoughts. Lets start it! Infection: Now instead of lowering defense, the skill increases the damage received by the target by 10-12-15-18%. The effect lasts for X seconds, after this time, it exposes damage around it, additionally, after the explosion, it silences for X seconds (The skill has become more useful after the recent changes, but still feels deficient, necro has only 2 control skills, nightmares which is not stun but only long sleep, and fear, silence sound good, not aoe just for target who had infection, combo faithful + infection could work still, just need to set max amount of player affected we dont want make whole guild silence by 1 necro). Dark Power: Increased the buff to physical and magical power: from 5-7-10-15%, to 9-12-15-18%. Additionally, necromancer gets 3/6/9/12% penetration, team members get half the effect (or crit power instead of pene) Poisonous Shield: Now skill additionally, it increases the player's magic and physical defense by 10/20/30/40% ( Skill puts the necromancer or tank at risk, incorrectly used can cause trouble, increasing defense could reduce the risk) Deathly Eye Complete skill change, necromancer summons serpent that deals magic damage (Action like Water Elemental druid, you can prioritize what target to attack with Poison Spittle. (It used to be able to change the fate of the fight for world bosses, now it is on the sidelines, now it only serves to launch a relic that gives resist (which is also unbalanced that you can, with a bit of luck, have a resist every 2 seconds) It would give a bit of freshness, and certainly would match the necromancer profile that is the summoner).
  4. Eu gostaria de sugerir essa seguinte mudança na habilidade mesmo que seja assim na aparência Minha ideia era assim Lv1 esqueletos Lv2 dk e lock Lv 3 cavaleiro sangrento aquele que você cria na t4 mapa 1 e lich que você ver na t4 mapa 1 também No Lv 4 1 cavaleiro do abismos e um ancião lich Sicerante ja enjoei o esqueleto que invoca esqueletos São os necromantes aprendiz mas ate no 32 e então esqueletos muda pelo menos a aparência
  5. This is my entry for the contest Broken porcelain wicked doll
  6. I have a question about the poisonous shield skill, my question is why in the skill description does it affect a maximum of 3 allies (6 if 4/4) when in fact it only heals the person to which the shield is applied?
  7. the bone shield needs to be modified if you don’t know how I’m going to give you an idea you can do it like that it can be used without corpses it would look like it is now and if it had it would be more resistant by the amount of corpses the logic of it and that the shield and of bones so he needs bones to get stronger in the case of the new skills the necro needs the corpse explosion skill that same damage in aerial by the amount of corpses in the place and free of the corpses disadvantage corpses destroyed with this skill cannot be used in others and the necromancer needs other skills related to the creation of the living dead we will vary put a fastama a vampire a death knights necro needs this if one of the focuses of the clasess bone tote is excellent are based on that thanks for the anticipation. but seriously, the bone shield is not holding up until normal mob or you put it on for a while or do as I said please, so the necro's shield is not bad I know that there are other classes with a similar situation like the paladin who does not use shield in itself without an ally or the sacedoter who has a weak shield too but the focus of that topic is the necro
  8. Death force Creates an aura of darkness and terror around the necromancer which will increase the probability to dealt a critical attack and also increase the critical attack damage of him and nearby allies while the ability is active. This ability will have a constant mana consumption Activation cost: 20 mana Cost: 2/4/5/6 mana every 2 secs Critical increase: 3% / 5% / 7% / 10% Critical damage increase: 5% / 10% / 15% / 20% Cooldown: 30 seconds
  9. Death force Creates an aura of darkness and terror around the necromancer which will increase the probability to dealt a critical attack and also increase the critical attack damage of him and nearby allies while the ability is active. This ability will have a constant mana consumption Activation cost: 20 mana Cost: 2/4/5/6 mana every 2 secs Critical increase: 3% / 5% / 7% / 10% Critical damage increase: 5% / 10% / 15% / 20% Cooldown: 30 seconds
  10. Olá. Estou começando dois projetos para arena LVL10, sendo um Necro e outro DK. Primeiramente irei equipar o Necro e aos poucos irei aperfeiçoando. Eis os itens que comprei até o momento, em anexo. Pensei em partir para um mix com vampirismo e resistência, mas não tenho certeza se é o melhor caminho a seguir. Seria uma boa partir pro conjunto do Ragnar, já que possuo o traje, ou procurar sets da vida eterna para aumentar a vida máxima do char? Gostaria de opiniões e sugestões construtivas.
  11. Hey there, I'm quite new to game and I was wandering which class should I choose Necromancer or Shaman? I'm asking because there is going to be a new update soon and I don't know what will be more fun and more meta. Thanks for answers!
  12. I want to make a Necro but I can't decide which skills should I upgrade and in which order, can you guys help me?
  13. well im playing 2 years atleast with warspear. I chosed the necromancer and it was okay till i got high lvl i feel its under powered and the expert skill arent very good But none of that matter right now. Im playing the halloween event and i feel the lvl 28 dungeon is easy becouse i played necromancer and i didnt had to heal anybody they were healty and didnt took dmg at all. Finding a party who needs a necromancer is impossible to me. Usually 5-6 necro sitting at the dungeon and look for a party.
  14. Well I'm currently playing a "Hunter" class right now He's lvl 12 and I've had many dungeon quests and as the noob weakling I was (and I am still now), I always tend to ask for help from the World Chat or my Guild. So I really loved the help from the people who came over and gave it so I really want to be that kind of a player too. There are Rouge classes that also came over but they tend to be more common than others so I don't like them too much (although I heard they're too OP compared to other classes) So I really want to have a magic based player and I want to focus on helping the people in need (in dungeon quests to be specific).
  15. Well i have played Warspear like for 3 years and i never knew this contest exist LOL but nvm This is the first time I participate on a contest like this so don't be rude Name: Tikolina Class: Necromancer Llv: 25 Server : EU - Sapphire Good luck to everyone!
  16. Hello everyone, in this topic I will give some of my ideas for new expert skills for the necromancer class. Blood Sacrifice: Whenever the necromancer spends health to use a skill he will gain one stack of "Sacrifial Power" equivalent to one stack for every 100 health spent up to a total of 10 stacks. These stacks slowly go away at one stack per 5-10 seconds. When the necromancer has at least 1 stack of "Sacrificial power he will be able to heal himself or an ally for the number of stacks times 100. For example 200 heal for 2 stacks or 1000 heal for 10 stacks. When this heal is activated it will use up all stacks of "Sacrificial Power". I believe that this skill would be fairly balanced and the number of maximum stacks as well as the stack decay time can be tweaked for further balancing. Reverse Fateful Connection (can't really think of a better name): The necromancer uses the spell on a small area connecting allied heroes together causing a certain percentage of healing done to one hero to be distributed between the other heroes under the effect with the total number of heroes able to be effected by this skill up to five. I believe that this skill along with the other one has the potential for very interesting combos. Not to sound complainy but every other healing class in the game already has at least 2 healing skills (druids have like 5 healing skills which is ridiculous) and in addition to that necromancers already have the lowest heal of any healing class because we have to pay health in order to heal. Thank you for reading if you have any comments to make please feel free to write them below.
  17. Hello guys! Need be +10 to be "PRO"? Can Necromancer with staff lvl 3 beat Ranger with Cbow +10?? Please enjoy the video! | Link >> Dont forget suscribe and like if you like it | My Channel: https://www.youtube.com/user/Reapersike245 Thank you for your attention
  18. Since necromancer spend some % of their hp for healing and shield, i think necromancers need second heal skill. and here is my suggestion. Skill Name: CURSED Necromancer will put a cursed mark to target. when its active, it reduces the speed of target's movement and every attack to target will refill the attacker's hp as many as the damage made. so this is not a direct heal, but it that can heal you as many as the damage you made to the cursed target. Other support classes got their second heal skill, necromancers need it too. leave a comment please. thanks
  19. Hi everyone, I was "peacefully" leveling to lvl18 but now I decided to stick with arena for a while to gear up a bit. Also bought 900 tickets just to be sure I have enough I noticed that with 2k HP with 15% resi 15% phys def. and 15% magic def I still go splat in a second when stunned or inbetween cooldowns. Is that simply a gear issue or I need to be prepared to run a lot more to survive? My HP feels low (I see people with 3-3.5k HP), and also my defence definitely could be better as well, but I would like to see some input about approximate values where I should feel myself tougher than a piece of paper. What are the average stats I should aim for survival? Thanks in advance, Arax
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