Necromancers ARE LIVE!

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Mackey
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Re: Necromancers ARE LIVE!

Post by Mackey »

Mr.Crowley wrote:
Eclips wrote:basement of minohalls.

:? Could you inform me where the monastery is?
In The Domain
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eggmceye
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Re: Necromancers ARE LIVE!

Post by eggmceye »

Xyst88 wrote:Ritual of Sacrifice - Another suggestion or fun little perk with using a alter. Bonecrafting - Make a 2nd type of Alter, this one requires a group of people for it to function. (I mean cmon all sorts of rituals and cult stuff!) You make the alter, place it, than the corpse on top of it, The necromancer and x amount of people click the alter providing the Necromancer with even more health depending on the number of people participating as well as a small percentage of health being splashed to those that participated in the ritual.

Or instead of making a second type of alter for group play. Make ritual of sacrifice a aoe whenever you cast it on a alter. When there are x people near the alter, buff is provided to the necromancer as well as splash buff to those within the aoe.
that's pretty cute but can't really see it happening ...
Djanno wrote:Skulls! We get a lot of them digging up graves. Bonecraft 'em into skullcap headgear, or something like an orb for offhand. Or skull bombs. Maybe a skull drinking-vessel.
skull offhand definitely, skull hat : cool
Xyst88 wrote:Command Death - Spell functions as intended but a problem I am seeing is that upon death, you are instantly raised with a very small amount of life left. The death animation is so brief that monsters continue fighting the target without a change of heart. It essentially makes the spell useless, why even get yourself in the position of dying in the first place? Yeah it happens but at this rate all you see is a bright flash that someone died, and then they are on the floor again when the flash is gone.
Suggestion - Possibly have a 2-3 second delay before player respawns that way monsters have time to focus on a new target, or return to their starting point.
yeh sounds necessary
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Re: Necromancers ARE LIVE!

Post by Mr.Crowley »

Just noticed that if you use Hail of Bones on a 2x2 boss, it is hit on every point that it is able to take damage... Example. 2x2 takes 4x damage.
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Re: Necromancers ARE LIVE!

Post by eggmceye »

I've pushed the following changes on to PD so I can test them:
* summons+pets give you quest kill credit - very helpful
* giblets now scale to the mob that they spawned from: they seem a bit underpowered now, but that was compared to what they were
* the 1st level summons are now scaled to caster: they seem better, but once you get the dragons they aren't scaled (yet)
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Re: Necromancers ARE LIVE!

Post by Djanno »

eggmceye wrote:* summons+pets give you quest kill credit - very helpful
NIce!
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Re: Necromancers ARE LIVE!

Post by Mackey »

Petition to change thread name to "Necromancers are UNDEAD!"
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Re: Necromancers ARE LIVE!

Post by eggmceye »

out the back of my house, digging up bones

* are stupidly easy and quick to get
* got about 3x as many bones as skulls

* just fixed WoT so you can xfer on and off bone items
* made skull an offhand item (na shield, like orb) - tho I am wondering whether to keep skull item unchanged, and make a new item 'carved skull' which is the bonecrafted wearable skull.
skull.PNG
this one glows
skull2.PNG
(not live yet, req patch)
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Re: Necromancers ARE LIVE!

Post by ritari »

eggmceye wrote: * made skull an offhand item (na shield, like orb) - tho I am wondering whether to keep skull item unchanged, and make a new item 'carved skull' which is the bonecrafted wearable skull.
Keep the old skull unchanged and make a new one for the shield item that we can wear skulls in both hands. cool ehh... :psychotic:
1 + 1 = 2
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Re: Necromancers ARE LIVE!

Post by Mackey »

eggmceye wrote: * just fixed WoT so you can xfer on and off bone items just broke WoT for everything
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Re: Necromancers ARE LIVE!

Post by eggmceye »

Unsure of your point sorry
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Re: Necromancers ARE LIVE!

Post by Eclips »

I think he means he can no longer WoT anything.
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Re: Necromancers ARE LIVE!

Post by Mr.Crowley »

Can we only bone craft up to a bone belt at the moment?
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Re: Necromancers ARE LIVE!

Post by Eclips »

Sooo I cast Giblets on the TMNT in EPIC Town of Lost Souls. Only one boss was down to less than half health, when that one died, and giblets kicked in, everything else was dead before the I knew what had happened and the room was full of giblets. Definitely OP. Also They seemed to steal more than 80% of the XP, but I would have to retest to be sure.
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Re: Necromancers ARE LIVE!

Post by LordMortiferus »

Eclips wrote:Sooo I cast Giblets on the TMNT in EPIC Town of Lost Souls. Only one boss was down to less than half health, when that one died, and giblets kicked in, everything else was dead before the I knew what had happened and the room was full of giblets. Definitely OP. Also They seemed to steal more than 80% of the XP, but I would have to retest to be sure.
Maybe this is a specific problem with the bosses from ToLS, e.g. how I calculated base and epic numbers for AS and AC. Just guessing though.
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Re: Necromancers ARE LIVE!

Post by eggmceye »

ah giblets sound like they need capping ... because they are scaled to the mob they spawned from
did mackey's wot get figured out .. because the change I did was miniscule
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Mackey
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Re: Necromancers ARE LIVE!

Post by Mackey »

eggmceye wrote:did mackey's wot get figured out .. because the change I did was miniscule
Yeah I'm just retarded and/or drunk
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Re: Necromancers ARE LIVE!

Post by eggmceye »

this was a fun battle with my summons helping
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Re: Necromancers ARE LIVE!

Post by Keighn »

I bet crystal skulls are in the making. My Indiana jones nostalgia is kicking in
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Re: Necromancers ARE LIVE!

Post by eggmceye »

they weren't but I'm going to hack myself one now on PD
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Re: Necromancers ARE LIVE!

Post by Eclips »

Necros are revealed from invis if their HoB does damage to an enemy. Maybe change it so that HoB disappears when you're invisible?
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