Necromancers ARE LIVE!

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Re: Necromancers ARE LIVE!

Postby EmoMage » Wed Jun 17, 2015 7:00 am

grassy-ass senor
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Necromancers ARE LIVE!

Postby eggmceye » Wed Jun 17, 2015 11:23 am

I can do that ... if there was a consensus ... but it's a shame because AoE DoT is something I wanted for a while and took a bit of work to happen ...
what about mobs casting it?
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Re: Necromancers ARE LIVE!

Postby 1[WoWz] » Thu Jun 18, 2015 4:59 am

eggmceye wrote:I can do that ... if there was a consensus ... but it's a shame because AoE DoT is something I wanted for a while and took a bit of work to happen ...
what about mobs casting it?


I haven't been to Apoc. New Sosaria much to see if the DoT lags me when mobs cast it. I don't think it lags solo but the combination of an long casting time spell + party members seems to be causing lag. Maybe it's just the constantly moving graphics that is causing the lag, I have no clue to be honest.

I really like the the AoE DoT spells but isn't there a way to make them so they don't cause as much lag? Maybe create a poll to see how many people it's effecting or something? :?
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Re: Necromancers ARE LIVE!

Postby EmoMage » Fri Jun 19, 2015 9:36 am

i love the spells, don't get me wrong.............


and it doesn't lag on PD.


...but if lag is an issue.
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Necromancers ARE LIVE!

Postby Eclips » Fri Jun 19, 2015 10:57 pm

What about increasing damage and decreasing how often the spell hits. Keep damage over time equal but less strain on the server.
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Re: Necromancers ARE LIVE!

Postby EmoMage » Fri Jun 19, 2015 11:08 pm

...that's what i said on the last page.
eggmceye wrote:
ParadoxOfChoice wrote:Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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Re: Necromancers ARE LIVE!

Postby Eclips » Mon Jun 22, 2015 10:20 pm

No you suggested changing the spell mechanics entirely. I'm saying have the spell act as a rain spell still, but increase the damage and increase the time in between ticks. The less the server has to check those tiles for mobs, the less lag we will experience.
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Re: Necromancers ARE LIVE!

Postby treos » Sun Jul 26, 2015 5:38 am

Necromancy Spell List
CIRCLE 1 :skull:
Summon Undead - C1 - Kal Corp Xen
The higher your skill and the more you cast this spell sequentially, the more powerful your summoned undead allies become

except, no matter what i do, my minions aren't getting any stronger than when i first got the spell. from what i can tell, higher necro skill merely adds summon slots. 59.7% necro skill and i have 4 summon slots, plus anything the skeleton mages summon take up slots as well so once they start summoning you're own spell gets blocked until they're die or expire. i can't tell if higher INT has any effect on the spell at all tbh.

so far i can summon the following: zombies, ghosts, mummies, skeletons, and skeleton mages at 59.7% necro skill and 79+6 mana. they don't get stronger nor does the spell summon higher tier undead.

low lvl enemies go down easy enough but once you're past the headless enemies of bayside ruin, the summoning becomes fairly worthless since everything kills whatever you summon in just a few hits (1 hit in the case of tougher named or hybrid named mobs).

it's nice how most, if not all of the necro spells are directly tied to how high/low you're skill is in order to power them up but this is one spell i just can't seem to figure out.
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Re: Necromancers ARE LIVE!

Postby Keighn » Mon Jul 27, 2015 12:22 am

Pity you can't summon higher levels as an option for a mob aka a level 12 skeleton
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Re: Necromancers ARE LIVE!

Postby treos » Thu Aug 13, 2015 4:14 pm

something about the necro summoning (not just giblet golems) is causing lag big time. it could be related to how you pretty much have to spam cast the spell to consistently summon high tier undead unlike mage or priest summon spells which rely primarily on your INT to determine what is summoned. also, take into account the fact that those blasted liches you summon also summon independently of you yet when they summon it takes up more of your own slots. (it's freaking irritating when you start the necro summon build process then get to liches and have to wait till they and THEY'RE summons die to continue your own summoning)

maybe adjusting the necro summon spell you get (Summon Undead - C1 - Kal Corp Xen) to be less spam cast reliant and more reliant on INT like other summoning spells would help with the lag. (not sure what i would even ask regarding them but those liches summoning like that bothers me as it interferes with the necro summon spell itself. quite irritating.)

for example: i was just going through heroic anathema with Morieth just now and it seems his lag got worse during the time when i was spamming the summon spell and the resulting minions were all flinging spells like crazy (no lag on my end oddly enough) yet the lag eased up after it all calmed down.

that said, with giblet golems could it partly be due to a number of things spawning at exactly the same time when the spell effect triggers? (as in casting the spell then all the golem bits suddenly poofing into existence all at once) more so when you use it and kill numerous targets in rapid succession.
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Re: Necromancers ARE LIVE!

Postby Keighn » Sun Aug 16, 2015 1:46 am

Hmmmmm..... /farnum the drunk on

"Now if I weres a progamma.... en I'm not... But if I was..... I'd make necro summons leek liches a hole new separate lich with no summons in them thar spell book.

Dat monkey..... Whyyyyyyy?!?

Always after glitters and stones...

LEAVE ME ALONE! "

(Sobs uncontrollably)

/farnum off
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Re: Necromancers ARE LIVE!

Postby eggmceye » Fri Sep 04, 2015 10:04 pm

* ng necro summons are scaling to your statpower (equivalent level)

They seem maybe a bit OP? but maybe compared to giblets which are don't seem so good. I think I gottta do the giblets form voltron revision
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Re: Necromancers ARE LIVE!

Postby Mackey » Wed Sep 09, 2015 2:24 am

Change hail of bones or add new spell (Miasma? Aura of Disease/Plague?) that is AOE cast on self or ally that during duration does aoe dmg to mobs, staying with target as they move. Not sure of coding aspects, but seems damn cool in concept.
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Re: Necromancers ARE LIVE!

Postby eggmceye » Wed Sep 09, 2015 1:25 pm

apart from teh ugly sfx I don't think hail of bones is that bad ... I can think of a network optimisation to maybe make it a bit less laggy when damaging a lot of mobs at once though

I don't mind the set of necro spells as they are ... could be some more though, and def gotta complete bonecrafting :fp:
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Re: Necromancers ARE LIVE!

Postby 1[WoWz] » Wed Sep 09, 2015 1:32 pm

eggmceye wrote:apart from teh ugly sfx I don't think hail of bones is that bad ... I can think of a network optimisation to maybe make it a bit less laggy when damaging a lot of mobs at once though

I don't mind the set of necro spells as they are ... could be some more though, and def gotta complete bonecrafting :fp:


Hail of Bones is a good spell that works well with soul transfer. If it is made less laggy, it will be perfect.

I think the hexblade spell should be moved from circle 2 to circle 1 just like bless mace. Maybe an "enhance weapon" spell could take it's place that lets the next hit with a weapon deal 5x damage, not stacking with backstab though.

I posted some bone crafting ideas in the ideas thread a while back. Think they're solid suggestions, let me know if you want me to find and repost them.
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Re: Necromancers ARE LIVE!

Postby Keighn » Thu Sep 10, 2015 2:50 am

Form voltron?

Do you get the corny music and formation sequence? Blazing sword too?
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Re: Necromancers ARE LIVE!

Postby 1[WoWz] » Fri Sep 11, 2015 6:00 pm

I have a few suggestions for necromancer spells.

Level 1
Dark Ritual (This needs to be moved from level 2 to level 1)

Unholy Missle (new ranged spell; does the same damage as An Mani; if a bone arrow is in the inventory, it consumes an arrow to make this spell deal double damage)


Level 2
Summon Undead (Moving this from level 1 to level 2 is fine)


1[WoWz] wrote:Bone Fishing Rod 40 (works as a normal fishing rod but has a rare chance of fishing up bones/skulls)
Boneweave Sandals 45
Boneweave Robe 50
Boneweave Gi (legs) 55
Boneweave Gloves 60
Boneweave Cap 65
Boneweave Gi (torso) 70
Skull Dust of Phasing 75 (one time use item, works just like a cyan potion)
Bone Ring 80
Bone Amulet 85
Bone Anhk 90
Bone Necklace 95
Greater Bone Charm 100 (works like a bone charm but unlimited uses to feed/tame undead pets)


I'm changing up this list a bit.

Bone Arrow 0 (one bone makes 10 arrows, used for spell Unholy Missile and if archers use this in bows, they use these arrows first and the chance of critical hits is increased)
Calcium 40 (ingredient for other items, 1 bone and 1 skull make 5 calcium)
Grey Potion 45 (yellow potion, blue potion, calcium; it is a yellow and blue potion in one)
Bone Fishing Rod 60(works as a normal fishing rod but has a rare chance of fishing up bones/skulls)
Skull Dust of Phasing 80 (one skull makes 2 dust, one time use item, works just like a cyan potion)
Mega Grey Potion 95 (mega yellow potion, mega blue potion, 5 calcium; it is a mega yellow and a mega blue potion in one)
Greater Bone Charm 100 (works like a bone charm but unlimited uses to feed/tame undead pets)
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Re: Necromancers ARE LIVE!

Postby Solar » Tue Oct 20, 2015 11:04 pm

I'm using necromancy on this thread to see if it can be made ALIVE:

TL;DR: Then don't.

I've been giving the necro class a go for a few days now. So far
I mostly like what I see. Yet, some thoughts have come to my mind,
like they are wont to do whenever I play anything.

I gather from the fact that bonecrafting 'caps' currently to 90 that
the class is still somewhat under construction, so I feel like taking
part in this thread. I am a Finn, so I don't come from a culture where
complimenting is an easy thing to do, but my thoughts/suggestions/questions/etc
below are not meant to be provocative or in any way hostile or critiquing
your good job so far, even though they might come across as such if they
point to things that could/should be further worked upon. You have
done good job with the game and I am not telling you how to do your job.
But please, if there's merit in any of these things, do feel free to make
use of them.

1) What exactly is a necromancer in Euotopia? A spellcaster who dabbles
in the realm of the dead? Or is it used here as a term for any practicioner
of dark arts, e.g. Warlock/Witch? Unholy spellcaster? Anti-priest? What are
the limits of their abilities? Are they limited to only death and
reanimation? Stuff pertaining to souls?

Acid wind is one of their spells, and that does not seem like it would fit
the traditional concept of a necromancer (like Super Avatar Bros (Ultima 8
(which does not exist to some?)), so does witchcraft belong to the
spellcasting schools of necromancers in this game?

What 'roles' does a necromancer play, or is meant to fill? Are they
mainly meant to be: defensive melee / offensive melee / offensive ranged /
buffer / debuffer / summoner / healer / utility / xyz?

When there is a good picture of what you see necromancer to be, you can use
it as a compass for developing the class further.

2) There are a few spells in the game that do not belong to the
necromancers, because the spellcaster classes that existed when
the spells were implemented did not include necro. Yet, thematically
if those few spells would be put into the game now, I feel like it
would be the necro who would get them. I am talking about vampyric
bite (XMP was it?), soul trap (IMJ) and kill (XC). Now, taking capstone spell from the
sorc and transferring it to the necro feels wrong, although thematically
it would be justifiable to some degree. Any thoughts? Or give XC to necros
and replace it with something equally good for sorcs?

3) When I was grinding bonecrafting skill up, there were a lot of
bone items in the list of craftable stuff. Most of them do not tell
me if they have anything special attached to them, like bone belt
giving more hpmax (which I learned from reading this thread)? Is
there an in-game way of knowing what the items do, such as bone
stiletto increasing magic damage by 10% or something? Like, in the
crafting menu? Bone charm, Bone skull key, skull dusts, bone quill,
cloudy beverage do have a short description of what they do. Also,
bonecrafting titles don't seem to exist. I got the prefix titles, like,
'master' but the entire title was 'master ', not 'master bonecrafter'.

4) Before priests were in the game, all the spellcasting skills were
under the mage class. This gave the spellcasting class a good amount
of spells to play with. Having played that class and its abundance of
spells, I feel like the current necromancer repertoire of spells
does seem rather... limited at the moment. Bonecrafting gives them
consumables that add to their list of abilities (blink, blink+invis),
which is nice.

5) Dex/Int preference. The manual instructs new players/characters to
get STR up to 60-100ish before raising any other stat, so that they'll
have some hpmax and carrying capacity. I like having options to choose
from, not everyone playing the same class should be ~just the same.
I see it as a good thing that there would be optional hexblade weapons
that are tied to different kind of stat ratio, like 75% str 25% dex.
It would enable a multiclass option where you use Ex Uus to compensate
for a lack of dex. I do see that there are ways to buff up necromancer's
hpmax through bone belt and ritual sacrifice etc to make up for low str
scores, but still...

6) I like this quest chain of learning the necromancer's spells. Where
you go from one npc to another. When I bled and crawled my way to the
5th level teacher, he said to me that I'm not skilled enough for him to
teach me further. That gave me mixed feelings. It made me feel like I
had wasted a lot of time to make this trip when I can barely beat the
ettin chieftains / troll priests into submission, on the other hand...
on the other hand, that reply is just awesome old school at work when
gaming wasn't for casuals! I quickly chained Dark ritual until I got
my necromancy to ~40, and then he gave me the spells. Triumph!

7) There has been some discussion in this thread regarding an undead
army and how powerful minions would be better for the game mechanics
by reducing lag and not blocking terrain. Would there be any merit in
a higher level necromancy summon spell which you give you stronger
minions, but each one of those would count as taking extra minion slots?
Probably not helping with the clogging issue, but it would be cool to
have a 2x2 sized minion...

8) A bone crown. Either craftable via bonecrafting, or acquired through
other means. Not sure if such a thing exists in the game already, but
it definitely should! And a bone scepter, to go with it, of course!

9) All these in-game messages when you advance in necromantic knowledge
hint that your character will become a lich eventually. This does seem
like a good capstone ability. Gain different strengths and different
weaknesses by changing from your race into an undead lich (unless you
were undead to begin with). But... I was under the impression that at
least Lich player avatar is ungettable/exclusive, so that probably will
not be part of it?

10) The game let me eat a corpse, it gave me a disease. Awesome!

11) This touches upon something I think Eclips mentioned earlier in this
thread. But just what is the nature of 'dark power'? Isn't it often about
giving its practicioners more power faster than any other path available,
but at a cost?. This is why, lore-wise, many practicioners of the dark arts
are drawn to the forbidden lore - the promise of easy and unlimited
power! How about making it possible for necromancers in the game to
voluntarily penalize aspects in their characters to gain more power
in some other area? Such as penalizing your movement speed by crippling
your legs to gain some kind of 'dark reward'? What other aspects are
there to mutilate? Vitality (hpmax)? Senses/Eyesight (vision)? Natural
hpregen? Object handling speed? Or does this feel more like a warlock thing?
And what would the benefits of this be? Just for flavor does not quite
cut it... The greater the sacrifice, the greater the reward. (Soon we'll
have a bunch of shriveled up husks being pushed around on wheelchairs, but
who are able to nuke the world if they so please, despite being unable to
move around on their own or even shop for groceries on their own...)

12) Just like magery and sorcery belong to the mage class, while piety and
divinity belongs to the priest. Will necromancers have another school of
magic to go with necromancy, or will they be like monks in that regard?
My personal opinion in this matter would be to consider witchcraft for the
second school, unless there are some plans for making a warlock class in
the future. I have a personal bias in this, because that would mean that
there would be at least 8 more spells for the class (1 for each level)
O:)

That's all for now. I tend to produce walls of text. Sorry.
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Re: Necromancers ARE LIVE!

Postby 1[WoWz] » Thu Oct 22, 2015 10:06 am

Solar wrote:I'm using necromancy on this thread to see if it can be made ALIVE:

-snip-

That's all for now. I tend to produce walls of text. Sorry.


You won't be bringing any threads back to life with a thread that long and no TL:DR
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Re: Necromancers ARE LIVE!

Postby eggmceye » Thu Oct 22, 2015 11:09 am

let's have a go ...

0) I don't take rpg's & fantasy that seriously so don't expect necros to be particularly traditional

1) a necro in EUO is i) a new flavour to play with, ii) a new physical way to play - I guess they are an anti priest (but were originally subclass of mage), but I don't feel like committing to anything in particular. EUO is generally developed by the seat of my pants, I add things when I feel like them, many are experimental or poorly fleshed out, or some things (eg monks) are agonised over and turn out pretty good. Necro is a bit halfway: I sat on the idea for years but kinda wanted to just wrap it up and get on with my life. I quite like the way they turned out.

As for roles I had a go at that in 2010 but don't care that much any more about them. Main thing is that it has to be fun.

2) I agree but not moving xmp etc into necro, but that was definitely considered

3) I think the game in general should have better ingame documentation

4) I don't mind adding more spells to necro

5) The manual says that to give newbies something to do - I've tried to keep quickstart as simple as possible but it should be made even more so - also it hasn't been updated for a while (both the quickstart & the manual in general) but aren't the forums excellent?

6) Interesting - I'm really starting to hate requirements but sometimes feel like they are necessary - I don't have a good argument for or against whether there s/b a min skill req to learn the next spell - something I just put in because I thought it was right

7) that's been suggested - however I haven't experienced mega lag myself and I live in the opposite side of the world to the server ... tho I'm not partying as much and it's probably party+summons exponentially causing all the packets to snowball

8) great

9) I never thought of that ...

10) yeh, nethack

11) hmmm

12) I think they are their own class - as said before they were a subclass of mage. Witchcraft could be interesting addition. I got no idea how a warlock would operate.
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