Necro shade abuse

Started 9 Jun 2020
by Spiegal
in Suggestions
Cheap trick of necro.

They go inside the towers in shade, materialise the revenant and cast Negative maelstrom. While we cant do anything to prevent that.
This add up to the Ground target assist bs that he can freely deposit.

Defending towers is impossible and honestly, I might as well roll one. Maybe with the huge population imbalance someone will look at this.
Tue 9 Jun 2020 11:52 PM by alex200k
Their pets don't take fall damage either, I've seem them jump off CKs without issue, you can't stop them. Can't beat em, join em'
Wed 10 Jun 2020 6:15 PM by Expfighter
Spiegal wrote:
Tue 9 Jun 2020 8:21 PM
Cheap trick of necro.

They go inside the towers in shade, materialise the revenant and cast Negative maelstrom. While we cant do anything to prevent that.
This add up to the Ground target assist bs that he can freely deposit.

Defending towers is impossible and honestly, I might as well roll one. Maybe with the huge population imbalance someone will look at this.

This has been beaten to death and nothing is done about it, they refuse to fix it
Thu 11 Jun 2020 7:09 AM by inoeth
dont do keep fights, do real rvr
Thu 11 Jun 2020 9:12 AM by canzian
Expfighter wrote:
Wed 10 Jun 2020 6:15 PM
Spiegal wrote:
Tue 9 Jun 2020 8:21 PM
Cheap trick of necro.

They go inside the towers in shade, materialise the revenant and cast Negative maelstrom. While we cant do anything to prevent that.
This add up to the Ground target assist bs that he can freely deposit.

Defending towers is impossible and honestly, I might as well roll one. Maybe with the huge population imbalance someone will look at this.

This has been beaten to death and nothing is done about it, they refuse to fix it



They don't fix this for one of these reasons:
1) they are not able to do it
2) it's an albion class so everything is fine
Thu 11 Jun 2020 9:22 AM by Centenario
The only way to "fix it" would be to remove the shade entirely from the necro class and make the necro able to cast the shade spells even while interupted, make it run faster than the usual walk/sprint speed and rearrange its stats, absorbs, procs, RAs, etc...
Overall I think it would be too much trouble for the little "fix" you are asking.
Thu 11 Jun 2020 2:01 PM by Siouxsie
I saw a necro (Seelixh) the other day, mounted on a horse in shade form running around the mid group and of course, no one can target or cast spells on it.
I've seen so much abuse of necros using LOS tricks, putting pets in wall etc..

Can we just delete the idiotic SI class from the game or fix it?
Thu 11 Jun 2020 3:28 PM by Seelixh
U guys know what?

1.) All RA's need LoS of shade AND pet (hard to master). So u could easily stun & kill the pet if u see the necro placing mael for example when pet occurs. (good grps do it pretty easy...)
2.) Fall Damage: Necro shade gets dmg of it, if u dont care enough u will die or get slowed down. Doesnt matter if pet follows u, I have to make it passive if u run too far away!
3.) Necro shade can be used to watch the fight and evaluate it (like the one in warcraft III, just without a pet), but the pet is attackable (I dont use any bugs or exploits, im against that!). I can do nothing and you can do nothing. Whats the problem?

Necromancers have alot of bugs that u don't see btw...
Sun 14 Jun 2020 12:14 AM by Ambron
Seelixh wrote:
Thu 11 Jun 2020 3:28 PM
U guys know what?

1.) All RA's need LoS of shade AND pet (hard to master). So u could easily stun & kill the pet if u see the necro placing mael for example when pet occurs. (good grps do it pretty easy...)
2.) Fall Damage: Necro shade gets dmg of it, if u dont care enough u will die or get slowed down. Doesnt matter if pet follows u, I have to make it passive if u run too far away!
3.) Necro shade can be used to watch the fight and evaluate it (like the one in warcraft III, just without a pet), but the pet is attackable (I dont use any bugs or exploits, im against that!). I can do nothing and you can do nothing. Whats the problem?

Necromancers have alot of bugs that u don't see btw...
Watch the fight and evaluate it. You know exactly that u run in the keep or tower without ur pet, placing groundtargets for your earthwizard friends who cast every defense to death. Can not believe all the albs not seeing what GMs putting in their A... Go play another realm and do a towerfight against necro and earthwizards or openfield against a minstrel. You will just think about stop playing on this server or running a necro, earthwizard or minstrel.
Sun 14 Jun 2020 1:57 AM by Vkejai
I think necro problem you refer to really stems from the Earth Wizard line being grossly overpowered. It's the amount of wizzies attacking the tower using the gtaoe gives the defenders such a hard time. Maybe if the gtaoe was moved to the fire line you would see a lot less.

Earth is way to strong , you cant blame the zerg for using it tho. I have a wizz and necro so I ain't trying to defend anything. Albs have similar problems with the eldys and runnies , but they dont all spec for that gtaoe line , or limit the use of gtaoe in towers and keeps to only be used when gates are broken. I know this dont take the issue with necors away but it would help the defenders somewhat.
Sun 14 Jun 2020 5:07 AM by Ruggz
Vkejai wrote:
Sun 14 Jun 2020 1:57 AM
I think necro problem you refer to really stems from the Earth Wizard line being grossly overpowered. It's the amount of wizzies attacking the tower using the gtaoe gives the defenders such a hard time. Maybe if the gtaoe was moved to the fire line you would see a lot less.

Earth is way to strong , you cant blame the zerg for using it tho. I have a wizz and necro so I ain't trying to defend anything. Albs have similar problems with the eldys and runnies , but they dont all spec for that gtaoe line , or limit the use of gtaoe in towers and keeps to only be used when gates are broken. I know this dont take the issue with necors away but it would help the defenders somewhat.


If it was moved to fire, they would play fire, albs have zerg mentality, which i like. Playing to win..

Midgard gave bullied most Runemasters to be melee support, hence very few gtaoe..

Eldritch you greatly underestimate the amount of void elds present in the hib BG


quick math/guess

Out of 100
80+ earth wizz
50+++ void eld
<10 RC runies


There is the problem... runies need a buff to the line, or nerf to dark to put it short
Sun 14 Jun 2020 9:07 AM by Cadebrennus
Ruggz wrote:
Sun 14 Jun 2020 5:07 AM
Vkejai wrote:
Sun 14 Jun 2020 1:57 AM
I think necro problem you refer to really stems from the Earth Wizard line being grossly overpowered. It's the amount of wizzies attacking the tower using the gtaoe gives the defenders such a hard time. Maybe if the gtaoe was moved to the fire line you would see a lot less.

Earth is way to strong , you cant blame the zerg for using it tho. I have a wizz and necro so I ain't trying to defend anything. Albs have similar problems with the eldys and runnies , but they dont all spec for that gtaoe line , or limit the use of gtaoe in towers and keeps to only be used when gates are broken. I know this dont take the issue with necors away but it would help the defenders somewhat.


If it was moved to fire, they would play fire, albs have zerg mentality, which i like. Playing to win..

Midgard gave bullied most Runemasters to be melee support, hence very few gtaoe..

Eldritch you greatly underestimate the amount of void elds present in the hib BG


quick math/guess

Out of 100
80+ earth wizz
50+++ void eld
<10 RC runies


There is the problem... runies need a buff to the line, or nerf to dark to put it short

IMO the only reason there are so few Runies is that most people in Mid are focused on Melee. Thank goodness for that. Mid Caster groups are downright scary and far worse to deal with in CQC. AOE stun + Runie AOE and it's game over man.
Sun 14 Jun 2020 11:11 AM by Vkejai
Lots of wizzies like the aoe dot in zerg , tho we are going off topic about necros
Sun 14 Jun 2020 11:41 PM by Gildar
Ambron wrote:
Sun 14 Jun 2020 12:14 AM
Seelixh wrote:
Thu 11 Jun 2020 3:28 PM
U guys know what?

1.) All RA's need LoS of shade AND pet (hard to master). So u could easily stun & kill the pet if u see the necro placing mael for example when pet occurs. (good grps do it pretty easy...)
2.) Fall Damage: Necro shade gets dmg of it, if u dont care enough u will die or get slowed down. Doesnt matter if pet follows u, I have to make it passive if u run too far away!
3.) Necro shade can be used to watch the fight and evaluate it (like the one in warcraft III, just without a pet), but the pet is attackable (I dont use any bugs or exploits, im against that!). I can do nothing and you can do nothing. Whats the problem?

Necromancers have alot of bugs that u don't see btw...
Watch the fight and evaluate it. You know exactly that u run in the keep or tower without ur pet, placing groundtargets for your earthwizard friends who cast every defense to death.

Sadly true

I try a suggestion to solve that problem: necro can place gt ONLY if pet also has LOS to gt.

Uthred / Gruenes it is possible to fix it in this manner ? Hope in an answer pls.
Mon 15 Jun 2020 9:11 AM by Ceen
If they fix one thing, people will find another why they lose.
Let's see what the mob cries for after they fix this working as intended mechanic.
Mon 15 Jun 2020 10:37 AM by Seelixh
Tbh I've never set any groundtarget for an earth wizzy or something because I mostly duo with my cleric buddy.
If I place any GT its like 3-5 seconds before I cast Maelstrom.

I think the only problem here are the GTAOE mechanics.
Mon 15 Jun 2020 4:27 PM by Expfighter
Seelixh wrote:
Mon 15 Jun 2020 10:37 AM
Tbh I've never set any groundtarget for an earth wizzy or something because I mostly duo with my cleric buddy.
If I place any GT its like 3-5 seconds before I cast Maelstrom.

I think the only problem here are the GTAOE mechanics.

Biggest lie you have EVER told, and your lies are epic!

you just keep trying to justify your actions!
Thu 18 Jun 2020 8:29 PM by Icess
Earth wizards or for that matter Any GT does not require or even need help to set a ground target inside.... You can move your ground target with ease and you do not need someone to help you do so.. You Presume that GT sets need to be made with LOS, they do NOT. This Intended function has been looked at for years and is still the same on all servers. GT is working as intended....
Thu 18 Jun 2020 8:39 PM by Stynkfyst28
Spiegal wrote:
Tue 9 Jun 2020 8:21 PM
Cheap trick of necro.

They go inside the towers in shade, materialise the revenant and cast Negative maelstrom. While we cant do anything to prevent that.
This add up to the Ground target assist bs that he can freely deposit.

Defending towers is impossible and honestly, I might as well roll one. Maybe with the huge population imbalance someone will look at this.

cause anni shrooms are not bad? they hit you even through los XD
Sat 20 Jun 2020 5:04 PM by Spiegal
Stynkfyst28 wrote: cause anni shrooms are not bad? they hit you even through los XD

I never said that, that's another topic... focus son
Sat 20 Jun 2020 8:51 PM by Delegator
I played a necro to 50 and rvr just to see whether they are as ridiculous as they seem from the opposing view. In short: they are insanely powerful and the exploits make it worse. Yes, LOS is a pain on parapets, but beyond that they are basically impossible for anybody not outside the 700 unit range. The ability to visually acquire ground targets with impunity is just broken. If the shade goes through a door, the pet should too.

But while the BD lifetap was nerfed by 50%, necros can still free cast theirs, while the pet either melees or casts. How that wasn’t changed is beyond me.
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