Some Necromancer Information

I think I wondered about a few of these items myself, but never thought about writing someone about it. I am glad that someone did, so if you had some unanswered questions about your necro spells, maybe here you can find the answer from Alan that I found on the Developer's Corner Insidious Retrogression - our 49th lvl DD/Snare/Debuff appears to be allowing mobs to attempt a resist each tic. That's how snare components work. Nothing new about the way this spell works. Multi-effect spells do tend to break earlier. Chill/Ignite Bones - the illusion effect of these two spells are blocking the Dragon/Giant Bane line of the Wizard class. That makes sense, considering that they change bodies when you use those spells. Giant and Dragon bane spells won't work on creatures that are not Giants or Dragons at the time. Not much to do about that except get the other spells, which you mention below. Incinerate Bones - is our 44th lvl non illusion verison of Ignite Bones. This spell drops off a named mob deep in Chardok, a 50th+ lvl zone. Is it me or does a 44th lvl spell dropping in a 50th+ lvl zone seem wrong? Conglaciation of Bone - is our 55th lvl non illusion verison of Chill Bones. This spell drops off the Royals and some Dragons in NToV, all of which are 60th+ lvl. Why is a 55th lvl spell dropping off mobs 5+ lvls above the spell? These are reward spells, variants of old spells created for those that want the variety. Making them harder to get is part of the plan. And soon enough these spells will saturate the higher levels and become available for purchase by those unable or unwilling to gain them personally. Both of those spells where meant to deal with the raiding problems of Ignite/Chill Bones but they where implemented in a terrible way to keep them out of our hands. Actually, they were meant to be special variant spells that a character could earn. The fact that they are considered 'better' spells should also explain why they are harder to earn. Quivering Veil of Xarn - please remove the illusion effect of this spell, then it would stack with our lich line and not conflict with illusion effects we might have up. It is not much of an emergency spell if I have to check to see if anything is going to block it. Until the illusion is removed it will never be as usefull as our 20th lvl Harm Shield. Illusion spells cannot be overwritten, which is why Veil of Xarn will not overwrite Lich form spells. While I understand the desire to make it simple to use this spell, in the long run it's those that can use their spells the best that make the best casters. Defoliation - Why is it that the Shroom mobs in the lower levels of Old Sebilis and The Deep are considered Plants but the ones in Fungus Grove and pretty much every other zone are not? Can we please finally have this spell work upon plant mobs. I'll mention this to the team. Horses - it appears that their are several stacking issues with horses. We can no use any of our Lich line spells that have an illusion effect nor can we cast Ignite/Chill Bones while upon a horse. You can only change into one of the given PC forms on a horse. You can't turn into a spectre or any other undead on a horse. This is due to the way horses work. You'll just have to get off the horse to cast those spells. Shissar Deathspeaker Staff - This staff come from Veeshan's Peak and has the right click effect of Soul Well. Soul Well is an HP drain over time but unlike our other HP drain over time spells it does not stack with any Lich line spell nor Envenomed Bolt. That is probably as intended, but I'll mention it to the team. Pet Life Tap procs - have been broken for months now and really needs to be fixed. When you consider how few HPs our expansion pets have these are often needed to keep our pets alive during fights. Looking into this one again right now. Please have someone look into these problems. Bril Alan

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