Let's Break the Game - Necromancer Edition

Started 2 Nov 2020
by Bradekes
in RvR
In this edition of "Let's Break the Game" we are starting off with the necromancer. Quite the easy option if your goal is to break the game and see your enemies die so easily without any effort! I will review other classes in the future, but this one takes the cake!

So, what's the easiest way to know you're targeting a necromancer? Easy, if you enjoy tab targeting and spamming spells, like I do, you will notice quickly that you have a valid enemy targeted but in-fact you've been duped, your spells won't work this time! So let's list some ways that this class is tipping the scale in brokenness and explore how you can take advantage! Hopefully even get a nerf when people start complaining, but I doubt it!

The Phantom of the Opera - I love getting to shake the hand of my enemies, and Necromancer make it so easy, because they are always standing in hand-shaking distance, too bad that hand goes right through yours. Gee, however could this be exploited?? Well let's just list the ways below.

1. Placing ground targets while giving wedgies to all the vikings and fairies allows all the Wizards that love to hit without being hit to cast their favorite spell.

2. Teleporting pets. I will touch on this way way longer than seems necessary to talk about. This is by far the most broken aspect of the necromancer. Tower/Keep fights can become so easy for these guys at this point you might even wish you could call the Ghostbusters.

Let's launch our hypothetical idea with a group to wipe out entire BG, which are starting to get popular! We need 1 minstrel just for speed as this will be assumed to be necessary not for this idea but for navigation with your BG or as an 8 man who wants to destroy 100+ Peoples dreams. 1 Minstrel, 1 Cleric, 1 Friar, 5 Necro. This group wants to focus on destroying BG while they are attacking the lord in a tower. The group approaches the tower and stays at the back of the tower while necro goes up with pet safely at base of tower on "Stay". The necro climb up to the lord room, real confidently shaking hands and slapping behinds of anyone they pass up the stairs. On the floor before the lords room, the necros decide it is best to spread out a station of Negative Maelstrom so the dmg can build up and kill anyone fleeing to lower levels before they ascend to the lord room to really cause some havoc. After reaching the lord room the necro call their pet instantly teleporting it to their location, while also preempting their quickcast ready to press their pbaoe. As soon as their pet arrives they, at the same time as casting their PBAOE, cast Volcanic Pillar all at once. Once people start to flee they descend to the second floor where many are trying to escape and Negative Maelstrom is starting to deal its dmg and they start casting Ichor of the Deep to keep people within their negative Maelstrom, while the painworking necro is casting it's uninterruptible snare spell to keep people within the storm!

Alright that is all for that subject and I think I have painted a very dark and spooky picture albeit slightly the perfect scenario sounding at first.

3. Weird pet tether rules/exploits. It's very strange that necro can have pet attacking you at the top of a tower/keep without being breaking their tether rule, too bad an animist can't even cast a shroom at this distance. The reason this can be exploitative is the cleric can be casting spread heals on necro pet as it is unkillable attacking everyone on top of the keep/tower.

4. Manning siege while unattackable. This is another great quirk that Albion needs to have from this class as an intended fun way to break the game. While most of us man our catapults/rams with some sense of fear or being hit, the necromancer just enjoys the ride and can joke and play cards while they operate a ram. If you really wanna break the game, fill your rams with your necro brothers/sisters and break down doors like a real invincible BG!

5. Standing in front of your friends! Your friends are safe behind you, if your enemies can't click on your friends they can't cast on them either! This is best used when out of range of tab targeting and is just awesome to get to enjoy the view from such high places and really take it in, you know!

I can only imagine there are some other great ways to enjoy playing this class and walk among your friends and enemies with ease and downright enjoyment! That is all I have to say and I hope to see all of these great ideas in action over the next months and years! See you next time, on Let's Break the Game!
Tue 3 Nov 2020 7:23 AM by Estrema
actually for me the most annoying thing about the necromancer and worst than what you said is that they can use siege weapons in the form of shade and keep the pet safe either inside the tower or even inside a wall, this could be fixed immediately, a bit like it happens with stealths not to give them access to siege weapons in the form of shade, also because going to the roof of the keep and seeing a necro using the trebuchet with groundset 0 and the bugged pet in the wall, it's not a good thing.
Tue 3 Nov 2020 8:20 AM by inoeth
easy fix= dont zerg, do real rvr, open area combat
Tue 3 Nov 2020 8:21 AM by easytoremember
Bradekes wrote:
Mon 2 Nov 2020 7:40 PM
Let's launch our hypothetical idea with a group to wipe out entire BG, which are starting to get popular! We need 1 minstrel just for speed as this will be assumed to be necessary not for this idea but for navigation with your BG or as an 8 man who wants to destroy 100+ Peoples dreams. 1 Minstrel, 1 Cleric, 1 Friar, 5 Necro. This group wants to focus on destroying BG while they are attacking the lord in a tower. The group approaches the tower and stays at the back of the tower while necro goes up with pet safely at base of tower on "Stay". The necro climb up to the lord room, real confidently shaking hands and slapping behinds of anyone they pass up the stairs. On the floor before the lords room, the necros decide it is best to spread out a station of Negative Maelstrom so the dmg can build up and kill anyone fleeing to lower levels before they ascend to the lord room to really cause some havoc. After reaching the lord room the necro call their pet instantly teleporting it to their location, while also preempting their quickcast ready to press their pbaoe. As soon as their pet arrives they, at the same time as casting their PBAOE, cast Volcanic Pillar all at once.
Leaving the pet outside, running into the lord room, and commanding the pet to you results in the pet running around the tower to the front door and the running up the first flight of stairs. At the 2nd floor it will clip through the floor to the necro. Because it paths around it will be sitting in mez downstairs until enemies run down and kill it. The exception to this is if the necro parks the pet while noting the spot and then hugs that exact spot in the lord room- most towers are on high enough ground for the pet to clip directly to the necro but this gets you banned. Another thing you missed is how people react when they see only shades run in: they immediately rush downstairs to kill the pet

Estrema wrote:
Tue 3 Nov 2020 7:23 AM
actually for me the most annoying thing about the necromancer and worst than what you said is that they can use siege weapons in the form of shade and keep the pet safe either inside the tower or even inside a wall

also because going to the roof of the keep and seeing a necro using the trebuchet with groundset 0 and the bugged pet in the wall, it's not a good thing.
This already gets you banned
Tue 3 Nov 2020 9:07 AM by Estrema
easytoremember wrote:
Tue 3 Nov 2020 8:21 AM
Bradekes wrote:
Mon 2 Nov 2020 7:40 PM
Let's launch our hypothetical idea with a group to wipe out entire BG, which are starting to get popular! We need 1 minstrel just for speed as this will be assumed to be necessary not for this idea but for navigation with your BG or as an 8 man who wants to destroy 100+ Peoples dreams. 1 Minstrel, 1 Cleric, 1 Friar, 5 Necro. This group wants to focus on destroying BG while they are attacking the lord in a tower. The group approaches the tower and stays at the back of the tower while necro goes up with pet safely at base of tower on "Stay". The necro climb up to the lord room, real confidently shaking hands and slapping behinds of anyone they pass up the stairs. On the floor before the lords room, the necros decide it is best to spread out a station of Negative Maelstrom so the dmg can build up and kill anyone fleeing to lower levels before they ascend to the lord room to really cause some havoc. After reaching the lord room the necro call their pet instantly teleporting it to their location, while also preempting their quickcast ready to press their pbaoe. As soon as their pet arrives they, at the same time as casting their PBAOE, cast Volcanic Pillar all at once.
Leaving the pet outside, running into the lord room, and commanding the pet to you results in the pet running around the tower to the front door and the running up the first flight of stairs. At the 2nd floor it will clip through the floor to the necro. Because it paths around it will be sitting in mez downstairs until enemies run down and kill it. The exception to this is if the necro parks the pet while noting the spot and then hugs that exact spot in the lord room- most towers are on high enough ground for the pet to clip directly to the necro but this gets you banned. Another thing you missed is how people react when they see only shades run in: they immediately rush downstairs to kill the pet

Estrema wrote:
Tue 3 Nov 2020 7:23 AM
actually for me the most annoying thing about the necromancer and worst than what you said is that they can use siege weapons in the form of shade and keep the pet safe either inside the tower or even inside a wall

also because going to the roof of the keep and seeing a necro using the trebuchet with groundset 0 and the bugged pet in the wall, it's not a good thing.
This already gets you banned
yes better but to eliminate the possibility of using it, no use siege weapons in shade form, or use only with the pet stick at 100 loc is simple. like the mushrooms tant dont can make at 300 loc in height on structure.
Tue 3 Nov 2020 12:56 PM by Bradekes
easytoremember wrote:
Tue 3 Nov 2020 8:21 AM
Leaving the pet outside, running into the lord room, and commanding the pet to you results in the pet running around the tower to the front door and the running up the first flight of stairs. At the 2nd floor it will clip through the floor to the necro. Because it paths around it will be sitting in mez downstairs until enemies run down and kill it. The exception to this is if the necro parks the pet while noting the spot and then hugs that exact spot in the lord room- most towers are on high enough ground for the pet to clip directly to the necro but this gets you banned. Another thing you missed is how people react when they see only shades run in: they immediately rush downstairs to kill the pet

I have never seen whole bg run downstairs when necro is in lord room.. usually because the whole alb BG is downstairs. Also if you consider my example that the necro will be casting negative maelstrom on the floor under lord room that implies the necro has moved his pets from safety already and the pets will indeed teleport straight up once summoned from the floor beneath. If you also consider how tough it is to actually kill a necro pet being spread heal/hot from cleric + friar in group you can see how this is possible especially if necro pet has resist buffs. Also consider there's a minstrel in this group who can harass the bottom floor while the necro pets ascend.

This idea is very doable and feasible. 5 necro spamming pbaoe while simultaneously casting volcanic pillar will tear up and kill most of the BG. If you consider negative maelstrom lasts for 30 seconds the minstrel could cast SOS and have necro sprint off side of the tower or go down the stairs to lure the remaining bg to die by maelstrom.

Either way it is a very safe operation and most likely ends up with the whole alb group surviving and getting a large amount of kills and halting a BG to atleast recover heavily. After people catch on it might be harder but I can imagine it will take 80-90% off guard consistently. You could also sub in reaver from one necro slot to TWF remaining individuals at an optimal time/location.

Another factor you leave out is that the necro has already safety cased the joint for any issues that might happen during the operation, meaning that if they don't think it's a good idea to attack for whatever reason the can just descend the tower and leave pretty easy.
Tue 3 Nov 2020 1:11 PM by Bradekes
inoeth wrote:
Tue 3 Nov 2020 8:20 AM
easy fix= dont zerg, do real rvr, open area combat

Keep fights are real RvR pumpkin.. Or are all those towers and keeps an accident they forgot to remove?
Tue 3 Nov 2020 1:48 PM by Sepplord
Don't feed the troll
This topic is locked and you can't reply.

Return to RvR or the latest topics