User talk:Quizzical/Necrofail

Anti-sabway, are we? I should mention I enjoyed this article as much as the last one, and I hope you continue writing them. 09:39, 2 April 2008 (UTC)


 * Good Stuff. Longer comment lost to maintenance, nothing important. Ezekiel  [Talk]  15:38, 2 April 2008 (UTC)

Nice article. All Necro armies doubling as curse or blood spikers and healers used to work quite well in PvP actually. But the battery theory of having a spirit spammer has changed this. Currently energy for necros is exactly as described. For minion masters, the agro control is indeed a problem, but they can still be good in tight agro areas with proper pulling and flagging the MM hero back a bit extra (I like MM heroes more than people because there's no good player interface for managing death nova on players). --Mooseyfate 16:49, 14 April 2008 (UTC)


 * Someone really doesn't like Necromancers... O_o I agree that they shouldn't pretend to be other classes for reasons of rune trade-off, but I still think that it's nearly impossible to find an area where a "well designed" primary necromancer will not offer great help, you just gotta think outside of the Subway box.  In corpse-scarce areas a MM necro can easily turn into a Death necro with loads of great skills to choose from plus one summon to still offer some meat-shields.  And about the only place where I couldn't use a curses build effectively was the Great Destroyer or Vizunah Square where things die too fast anyway...  Necros are also great at taking down defenses if they are prepared to do so, as well as offering some great frontline support with wells.  I can go on and on.  I think in general Necros are one of the best support classes a group can have, because they can fill so many different functions, where other classes are limited to only a few roles.  <<<  This all excludes Ursan groups, which I hate with a passion... >_<  RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 19:01, 19 May 2008 (UTC)


 * One necromancer in a group is usually useful. Apart from trivial exceptions like Augury Rock and Tihark Orchard, the only other mission I can think of where it's best to avoid necros is Nahpui Quarter.  Even two is sometimes justified in a group of eight.  What I don't like seeing is people wanting to bring a group that consists of half necros in places where that many just don't fit, or players wanting to bring heroes with necromancer primaries really pretending to be some other class.
 * If you play as class A and use tactics intended for class B, it won't be as effective as if you really were class B. This says nothing about the relative strengths and weaknesses of classes A and B.  For whatever reason, when people do this, class A is usually necromancer.  Quizzical 20:36, 19 May 2008 (UTC)


 * True, but your "rant" (:P) sounded more like you hated necromancers' guts to the bone. ^_^ You discuss heavily the negatives and barely mention their strengths, which implies that you think they're useless entirely. RoseOfKali [[Image:RoseOfKaliSIG.jpg]] 22:32, 19 May 2008 (UTC)

A properly made bar & henchman selection accounts for all of the things you've mentioned here. A bad pull? Pop up the prots. Not getting kills? Stop failing, kills are a joke in PvE. Necromancers are the single best profession in PvE in the entirety of Guild Wars. Mgrinshpon 10:46, 15 June 2008 (UTC)


 * So if three groups come because minions ran off and grabbed extra mobs, and you're in hard mode, outnumbered 2:1 by level 26 mobs that spread out enough to not be able to hit very many at once with AoE, all you have to do is "pop up the prots" and the mobs won't bother attacking you? What exactly are these "prots"?  Map travel?
 * Some bosses can take quite a while to wear down, and some places have strong healers that can be quite a nuisance to kill. In the meantime, nothing is dying unless it's your party members--meaning, no soul reaping energy for the necros.  I guess if you're loading up on cheats like ursan to do much heavier than normal damage, sticking to easy mode, or just farming certain areas to avoid anything hard, you might not have this problem.  But then you're not actually playing the real game.  Quizzical 11:11, 15 June 2008 (UTC)


 * Prots = Protection Prayers, yakno? That is godly in HM. If Monks are a nuisance to kill, slap Backfire on it for lulz, imo. They'll cast right through. And if they have Hex Removal, either get the Hex Removal out with an AoE hex (Suffering, Shadow of Fear) and then slap on Backfire. If that's not enough, cover it with a few hexes that might bother it in the process. --- [[Image:VipermagiSig.JPG|Ohaider!]]-- (s)talkpage  11:28, 15 June 2008 (UTC)