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)