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Ozaru
Joined: 01 Jun 2010 Posts: 1076
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Posted: Sat Nov 28, 2015 9:16 pm Post subject: Necromancer Play Time |
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Yesterday I spent 1.5 hours building up an army for my necro where I only failed once to raise 3 miscreant battle trolls. Two zombies were strength damned and of course no one to fight. With a smaller pbase I would to make the suggestion to cut necromancer wait times to raising zombies and skeletons in half. I generally don't have 4 hours to sit around waiting for someone to log in which is why I rarely play my necro. |
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ottif
Joined: 08 Jan 2015 Posts: 310
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Posted: Sun Nov 29, 2015 1:51 am Post subject: |
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then make an illusionst?
more time = stronger zombies = less skill needed to pk
less time = weaker zombies = more skill needed to pk
you don't have to spend 1.5 hours getting the best army, you'll just need to work harder to secure those kills |
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Xenyar Emissary
Joined: 26 May 2010 Posts: 606
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Posted: Sun Nov 29, 2015 2:17 am Post subject: |
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45 min from logging on you can have 3 thief guardians fairly easily. Of course that is if all goes well.
Within 15 minutes you can have 2 rank 45 skeleton(default level skeleton for all corpses below that level at rank 50), a flesh and stone golem, and a strength damned thief zombie. spend the few extra minutes on mudfall shopkeepers for level 54 skeletons... and in 20-25 minutes of logging in you have the 2 golems, 2 level 54 skeletons and a strength damned thief guardian. That's pretty solid actually. Where the skeletons lack in damage output, compared to the thief guardian, they make up for it a bit due to them being level 54... Your pets with several ranks on your opponent is a notable factor.
Point is.....no need for shortened cool down for raising zombies. You can be a pk force with a short period of time. That's just once suggestion I gave as an example above.. there's several other ways to go about being pk-ready on a necro with a small time frame. |
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