necro change in-game role?

General Discussion Started Last reply 35 posts
i am not sure about my feelings for H5, as it seems that they change necro purpose.

what do you think about this change?
i am not sure about my feelings for H5, as it seems that they change necro purpose.

what do you think about this change?

In what way does H5 change necro in H5?

and how do you feel this change affects necro's role?

too lazy to go look through patch notes lol :p
They are edging closer to the summoner part of the necro instead of the nuker part.
i dont see how they have changed their role,

if by "changed their role" you mean "made it a lot easier for people to play/level necros in high five, rather than the hardcore people who levelled necros to 85 pre-high five like me" then yeah they have changed their role.

in general they have "Tweaked" most of their skills for the better (increasing land rate a lot but also increasing re-use time). and chucked in some summoner type skills, which are EXTRA.

i dont see how they have changed the necro, they've just made it overall more powerful, with a side of summoner skills

vampiric mist lands more and has shorter re-use
Gloom lands more (longer re-use but w/e)
Anchor lands more (duration doesn't land as long but as a nuker you shouldnt need long)
mass fear lands more
no curse bones for Death spike/mass gloom
increase dark vortex power
given spirit link
Summon now shares Summoners Element attribute defense/attack
added dark attribute to corpse burst (so a +10 corpse burst has more attack power than a +10 death spike, and corpse burst is AOE!, thats 1 shot on raptors on dino isle with 300 dark weap).

the developers openned up to the korean community on what to do with necromancer/soultaker, adding dark attribute to corpse burst was a players suggestion for example.

all in all Necro's/Soultakers have nothing to worry about in HF they get given a great boost in many ways, i think the bigger question is what way will they go in "Awakening" will they get "multiple summon skill" or these "dual nuke skills". or their own unique path (unlikely)
I love my necro sub
From what ive seen,our debuffs will have a much higher land(like it was on c4) but their duration will get much shorter.The thing i dont like at all is other nukers getting ud and we dont,i cant even figure how we will beat elemental nukers anymore since we cant run faster than them,also ps takes same dmg deathspike as we do and still will has a much stronger pet than ours ..this is definetly a change i cant understand it at all,only skill left for necro is his ancor.I hope vampiric mist will land on pvp at least,since ancor and vampiric mist seems to be the 2 only skills are left to necro to win.
Frankly,if i dont play on High5 i cant say...but i havent seen a strong add to necro to make me happy and wanting to continue game,ofc if i see that my class loose more after so many years of nerfs ill quit game and leave korean developers to play alone their stupid updates!
i dont see how they have changed their role,

if by "changed their role" you mean "made it a lot easier for people to play/level necros in high five, rather than the hardcore people who levelled necros to 85 pre-high five like me" then yeah they have changed their role.

in general they have "Tweaked" most of their skills for the better (increasing land rate a lot but also increasing re-use time). and chucked in some summoner type skills, which are EXTRA.

i dont see how they have changed the necro, they've just made it overall more powerful, with a side of summoner skills

vampiric mist lands more and has shorter re-use
Gloom lands more (longer re-use but w/e)
Anchor lands more (duration doesn't land as long but as a nuker you shouldnt need long)
mass fear lands more
no curse bones for Death spike/mass gloom
increase dark vortex power
given spirit link
Summon now shares Summoners Element attribute defense/attack
added dark attribute to corpse burst (so a +10 corpse burst has more attack power than a +10 death spike, and corpse burst is AOE!, thats 1 shot on raptors on dino isle with 300 dark weap).

I think the op was obsessing over the whole "getting only new summoner skills, and decreasing deathspike powerrating (while removing the bone part)".
forgot to add that gloom/mass gloom has damage added to it too (from the old translation it was about half the damage deathspike did but still a welcome bonus).

even if this deathspike nerf comes about (not sure how much % it is, or if its just PS). a good necro rellies on high level curses, which imo is what a necro is truly all about
too lazy to go look through patch notes lol :p

mb you should check again :D

necro doesn't take any of new nuker skills, takes summoner skill and passes atributes to pets

Increase reuse on glooms for me is bad idea as in a party targets should always be gloomed.

Good news is that we exp cheaper as c bones removed and finally pets got stronger

As for corpse burst tell me gogfather does a dark damage helps, since all high end mobs resist dark?
Here are the change i cold find regarding the necro. i might have missed some.

New Skills :
· Servitor Share (level 83): Extends the summoner's abilities to the servitor. ( its nice we got a new skill but compared to what mages got the necro has been (insert word here))
Change to eksisting skills
· Death Spike: When using this skill, the Cursed Bones item is no longer consumed. ( yay finnaly)
· Mass Gloom: When using this skill, the Cursed Bones item is no longer consumed.
· Summon Cursed Bones: The corresponding skill was deleted since the Cursed Bones item is no longer consumed, even upon use of the skill.
· Dark Vortex: Its power has increased while HP absorption rate has decreased. ( this might be good i might be bah depends on the increase)
· Anchor: The success rate has significantly increased and the casting time has been substantially reduced. Now, the length of the first effect and that of Paralysis are now 5 seconds each. The reuse time has increased to 60 seconds. ( yummy but again depending on the increase)
· Curse Gloom: The success rate has significantly increased, and the effect for reduced resistance to 6 major attributes was added. Now, the M.Def Reduction effect is 15%, and the reuse time has increased to 5 seconds. (BIG NERF imo all necro debuffs are dependent on penetrating the opponents m.def)
· Mass Fear: The success rate has significantly increased and the casting time has been reduced to 5 seconds. The skill now casts directly onto enemies instead of on the position the servitor occupied. The reuse time has increased to 75 seconds.
· Mass Gloom: The success rate has significantly increased, and the effect for reduced resistance to 6 major attributes has been added. Instead, the M.Def. Reduction effect is now 15%, and the reuse time is increased to 30 seconds.
· Corpse Burst: Dark attribute have been added to the Skill power. ( NICENESS \o/ )
· Meteor: This skill can now be cast instantly. A fire-type damage over time effect has been added. The reuse time was decreased. (ummm who cares)
· Mass Gloom: A Ranged Magic Attack effect was added. The reuse time was reduced from 15 to 12 seconds.
· Curse Gloom: Magic Attack effect was added. ( depends on the dmg)
· Vampiric Mist: HP absorption effect was decreased from 40% to 20%, but the success rate was increased. The duration and reuse time were decreased. ( depends on the time decrease)
· Death Spike: The skill power was decreased. (with all the dark resistance in the game this is just ridiculous :mad:)
Changes in Skill Acquisition Level
· Necromancer
o Anchor: Before (44) Now (40) (why does this matter)
Other Changes

The Necromancer skills Summon Reanimated Man, Summon Corrupted Man, and Summon Cursed no longer require a corpse. However, the casting time to summon one of these servitors has increased. (finally)


Servitors of the following classes now share their master's attack/defense attributes: (niceness)

Necromancer
Soultaker

The problem of the actual enchant value description which varies according to enchant type of the Death Spike skill incorrectly matching has been fixed.
it seems nc is trieng to make the necro a summoner just whitout the nifty buffs, or the level 79 summon. but as far as i can tell hes gonna rule in aoe mage groups.
imo this update can either be a win for the necro or a big flop. we will just have to w8 and see.
you need to keep in mind corpse burst has double the power than other mages AOE's (aka tempest, which has power 54) and therefore has the same power as a standard nuke (108).

a standard nuke power with 100% attribute in AOE is great. combine this with mass gloom also giving dmg (plus gloom curse) with vampiric mist (power 117 aoe, which additionally curses).

alright, corpse burst requires a corpse, but for example AOE'ing dino isle you horde raptors, nuke 1 to death and 1 corpse burst should take the whole lot, (with 300 dmg attribute weapon) overall these changes have boosted the necros AOE power greatly.

also keep in mind corpse burst at +0 is 108, and its power scales better than deathspike, so +15/20 itl be a great aoe skill

chin up
Corpse burst dark attribute is good for s80 necros,xp on fog with that,xp on dino and thats it .HB/Citadel mobs aoe not possible with those dark resists and SOA need single targeting.

I would expect a new strong attack skill for necro,or ud.
it seems nc is trieng to make the necro a summoner just whitout the nifty buffs, or the level 79 summon or the cubics. but as far as i can tell hes gonna rule in aoe mage groups(they need him now too, sono change). [/FONT]
imo this update can either be a win for the necro or a big flop. we will just have to w8 and see.

edited and agree ;)
Corpse burst dark attribute is good for s80 necros,xp on fog with that,xp on dino and thats it .HB/Citadel mobs aoe not possible with those dark resists and SOA need single targeting.

I would expect a new strong attack skill for necro,or ud.

true, but things always change. i remember when Dino isle was pretty much a no go area for any mage (especially solo'ing).

within mage groups necro is support debuff/small dmg/curse control, where you only usually take 1 in party and fill the rest of the mage DD's with Sts/MM/AM's i dont see that changing in high five
you need to keep in mind corpse burst has double the power than other mages AOE's (aka tempest, which has power 54) and therefore has the same power as a standard nuke (108).

chin up

if you plan to exp dino or fog till 86, yeah corpse burst + dark damage is awesome...
but if you think to go delusion or gracia it sux:(
if you plan to exp dino or fog till 86, yeah corpse burst + dark damage is awesome...
but if you think to go delusion or gracia it sux:(

i aoe'd dino isle until 83 then went fields of silence.

in fields of silence/whispers you can CDL there (2 shot), mobs are slow, mostly non agro and mostly not social (except awakened).

sure the drops suck, but 2 shotting the mobs there when they doubled the mob count in freya made it a fast track for me to get to 85.

alternateively when your not solo'ing, your gloom control for SOA in a mage party :)
ofc now it does

after H5 we'll seeif it continues with glooms reuse and decrease time
true, but things always change. within mage groups necro is support debuff/small dmg/curse control, where you only usually take 1 in party and fill the rest of the mage DD's with Sts/MM/AM's i dont see that changing in high five



We have Dominators for crowd control with more precious debuffs for mass pvp.If necro cant do dmg he's going to become something like MM,but without the c.speed.Unless mass fear/mass gloom do additional dmg and land always on pvp and the transfer of stats on pets makes dethaspike+pets drain =1 full dmg nuke ,developers must die to hell!


-Also ive read somewhere about option on phantom summoner deathspike oe for duel with 150 i think power.Anyone noticed if necro also has duel option with same power?On that case xp with the new nuke skill that does overhit and have ds oed for duel for pvp.-
-Also ive read somewhere about option on phantom summoner deathspike oe for duel with 150 i think power.Anyone noticed if necro also has duel option with same power?On that case xp with the new nuke skill that does overhit and have ds oed for duel for pvp.-

New nuke skill ? if your reffering to Dimensional spiral then you will be dissapointed to learn that the necro doent get it, only summoners.
New nuke skill ? if your reffering to Dimensional spiral then you will be dissapointed to learn that the necro doent get it, only summoners.

Hmmm..true it doesnt exist in Sace's list but it was listed on elliebelly site,lf anyone knows anything more.
Curse: Gloom - 87 Power Dark Damage, 39mp, 5s reuse -15% mdef, -20 to all element defense (+Chance/+Cost)
Mass Curse: Gloom - 44 Power Dark Damage AoE 200 radius, 133 mp, 12 Reuse, 15% mdef, -20 to all element resists (+Chance/+Cost)
Dark Vortex: 139 Power Dark Damage, 25% Health Recovery from Damage, -30 dark resist, -12mp drained on target for 30s. (+Power/+Cost/+Chance/+Dark)
Meteor: 117 Power Fire Damage, 5min reuse 145 mp, can cast and move like day of doom. Applies a Fire DoT to all in the radius in addition to normal fire damage.
Vampiric Mist: 117 Power Dark Damage, 145mp, 60s base reuse, 20% health recovered. -50% patk/runspeed/attack speed for 10 seconds.
Hmmm..true it doesnt exist in Sace's list but it was listed on elliebelly site,lf anyone knows anything more.

Korean PowerWiki does not mention Necromancer as a learner of Dimension Spiral. (only the 3 summoners).
Thanks Diego,

can you confirm that the "death spike dmg decreased" was referencing PS's damage being changed from 100% to 80% (from HF prt 1, to hf part 3). or if this is a global deathspike nerf to both PS and necro?

also thats a nice healthy re-use on vampiric mist. could be better but its an improvement.
Death Spike: The skill power was decreased.

They don't specify if only on ps so i assume it affects necros too.
An official answer would be nice, and if it's for necros too they can tell us also the reason they did it, since we all know that almost all high level mobs got dark resist, and that first priority of everyone in-game is to boost their dark resist attribute, and DS is our main and almost only nuke.
· Death Spike: When using this skill, the Cursed Bones item is no longer consumed. ( yay finnaly)


Maybe this is why the skill power was decreased?
then mb they should think not removing it
mb is too late.
It seems that quite some time ago, the devs decided that necro should not be a "nuker" anymore, i.e. they wanted to move away from the playstyle of "pull out summon, click transfer pain, go nuke", because they (rightly, back then ages ago) thought that necro were too powerful with debuffs AND nukes AND transfer pain. Yes, necro WERE the super nuker before everybody started putting on dark resist and before the "real" nuker classes got skills like buster etc. that the necro did not get.

We all know that the Korean devs work at a glacier-like pace. So, by the time the devs finally got around to putting in nerfs for the necro (e.g. giving the necro more summoner-like skills instead of new nuker skills in the recent updates, nerfing anchor, etc.), necros already WERE not that powerful anymore.

But, like a real glacier, it is hard to stop the devs once they are set on a course. Whenever the devs decide to nerf a class, they just KEEP nerfing it for several updates straight, until that class is over-nerfed. See archers. See SE. SE already managed to get out of the 5 or so chronicles long nerf cycle when stigma and the skill exchange came around, and archers will slowly be on their way out of the nerf cycle when the changes in High Five come around (nerf to blade storm/wind storm). So I am sure the necro nerf will be over soon, too - just probably not the way the necro players want it, since it seems the devs are kinda set on "necro is not a real nuker" now, so they probably will give more debuffs and summoner skills to the necros.
It seems that quite some time ago, the devs decided that necro should not be a "nuker" anymore, i.e. they wanted to move away from the playstyle of "pull out summon, click transfer pain, go nuke", because they (rightly, back then ages ago) thought that necro were too powerful with debuffs AND nukes AND transfer pain. Yes, necro WERE the super nuker before everybody started putting on dark resist and before the "real" nuker classes got skills like buster etc. that the necro did not get.

We all know that the Korean devs work at a glacier-like pace. So, by the time the devs finally got around to putting in nerfs for the necro (e.g. giving the necro more summoner-like skills instead of new nuker skills in the recent updates, nerfing anchor, etc.), necros already WERE not that powerful anymore.

But, like a real glacier, it is hard to stop the devs once they are set on a course. Whenever the devs decide to nerf a class, they just KEEP nerfing it for several updates straight, until that class is over-nerfed. See archers. See SE. SE already managed to get out of the 5 or so chronicles long nerf cycle when stigma and the skill exchange came around, and archers will slowly be on their way out of the nerf cycle when the changes in High Five come around (nerf to blade storm/wind storm). So I am sure the necro nerf will be over soon, too - just probably not the way the necro players want it, since it seems the devs are kinda set on "necro is not a real nuker" now, so they probably will give more debuffs and summoner skills to the necros.



I agree with you on necro nerfing plan but the fact also is, we,the necros, didnt choose this class to be summoners,if we wanted to play a summoner we would make this class change quest years ago.Korean devs will only make people quit the game if they take classes out of their path.

Also,the current changes on pet skills(from what i can figure reading the % he takes)means corrupted will be like a helper nuker with higher hp/pdf/mdf who can autoheal while he attacks and not just transfer pain anymore(since talisman in game sts go around using their -40 pet for transfer pain,which i find unfair).Compine corrupted's dmg+master dmg= a higher overhall dmg which can be close to a sts dmg maybe?Consider also other nukers take ''ud'' and other classes rush impact,this ''boost'' on necro was absolutely nessecairy to keep him in balance with other classes.(have to say i dont like the ''ud'' on nukers that run faster than me).
Corrupted has a slow drain skill,if they nerfed deathspike it doesnt make sense,not only for pvp but for pve also where necro had allready the disadvantage of not having a slug to kill mobs with less hits.I hope this change is applied only for phantom summoners which shouldnt take any nuke skill at all since they have dd pets,capable for solo pve/pvp and all buffs/heals for them.
Death Spike on Necromancer/Soultaker/Spell Howler/Storm Screamer was not reduced in power.

Death Spike damage on Phantom Summoner/Spectral Master increased to be 80% of normal Death Spike (Nec/ST/SH/StS).
I agree with you on necro nerfing plan but the fact also is, we,the necros, didnt choose this class to be summoners,if we wanted to play a summoner we would make this class change quest years ago.Korean devs will only make people quit the game if they take classes out of their path.

Also,the current changes on pet skills(from what i can figure reading the % he takes)means corrupted will be like a helper nuker with higher hp/pdf/mdf who can autoheal while he attacks and not just transfer pain anymore(since talisman in game sts go around using their -40 pet for transfer pain,which i find unfair).Compine corrupted's dmg+master dmg= a higher overhall dmg which can be close to a sts dmg maybe?Consider also other nukers take ''ud'' and other classes rush impact,this ''boost'' on necro was absolutely nessecairy to keep him in balance with other classes.(have to say i dont like the ''ud'' on nukers that run faster than me).
Corrupted has a slow drain skill,if they nerfed deathspike it doesnt make sense,not only for pvp but for pve also where necro had allready the disadvantage of not having a slug to kill mobs with less hits.I hope this change is applied only for phantom summoners which shouldnt take any nuke skill at all since they have dd pets,capable for solo pve/pvp and all buffs/heals for them.

No class is TAKING stuff.

They are GETTING.
Death Spike on Necromancer/Soultaker/Spell Howler/Storm Screamer was not reduced in power.

Death Spike damage on Phantom Summoner/Spectral Master increased to be 80% of normal Death Spike (Nec/ST/SH/StS).

Thank you Diego :D
Hello everybody,

From everything I read I am getting under the impression that we, the necroes, are finally getting out of the nerf cicle. In H5 I don't see a single nerf on us that matters. Every change which could be referred to as a nerf is overcompensated by a nice bonus or two.

Yes, the gloom % is lower but now it does damage.

The cursed bones are not an issue and haven't been for a really long time so removing them is not a big deal. Who the hell cares about the price per shot when we no longer pick up adena drops lower than 4k because it is a pure waste of time? On the other hand as GoG noticed after 82 we all play on CDL for pve and I even tried to pvp successfully on CDL lately against nukers/cardinals and other supports/destros, dwarves, even archers. CDL is only useless against daggers, tyrants, some of the chickens and the strongest nukers in the game who do 4-8k damage to me in 2 hits.

Now they are improving the vortex and the next thing I expect to see is a slug addition which is going to integrate us into the nuker family again.

As somebody suggested - we did not choose this class to be a summoner. If we wanted to play a summoner there are enough options to pick from.

Better landing rate for our debuffs was a must. At last NC does something in the right direction. What I am failing to see is the overall debuff land rate increase because everybody is going for the end-game now and most of the boss jewels are cheap and easy to find and there is a passive resist skill which everybody enchants and it gives a HUGE resist effect when enchanted. Plus - most DD classes have toggle resists or a chance to reflect the debuffs back on us which is the last major nerf against the debuff dependent classes NC added to the game.

So ... in brief - the changes look good to us atm but there is still a lot to be done until they restore the original necro power we had in C1-C3.
Hi fellow Necro's i have 2 questions.

- I have Death Spike on OE - 11 Cost. Should i go to Power or stay at Cost?
- I am almost done with my last subbie hulk and was wondering if i should go for Boost CP or Resist Mental.

Thanks in advance
I'm not 100% sure but looks like. Resist trait is bugged. So I suggest u boost cp but find out if if true that bug in resist trait.