RE: The Necromancer Class Overhaul Begins (Full Version)

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The Hollow -> RE: The Necromancer Class Overhaul Begins (6/26/2021 12:55:04)

It looks like we are going to need an extra day to get everything ready. There are some exciting changes that are taking longer than usual to develop! One being with stat rollers... they will now give players boons or curses for combat instead of just passing/failing you.




Macho Man -> RE: The Necromancer Class Overhaul Begins (6/26/2021 16:03:09)

quote:

It looks like we are going to need an extra day to get everything ready. There are some exciting changes that are taking longer than usual to develop! One being with stat rollers... they will now give players boons or curses for combat instead of just passing/failing you.


WHAA! So if we fail will we not get pushed by facing more mobs but instead have a curse placed on us? Now that seems fun [:D]




Sapphire -> RE: The Necromancer Class Overhaul Begins (6/26/2021 16:34:59)

I viewed this as things like idk -10 bth per battle until next save or opposite on a pass, or +/- damage, or +/- a stat....stuff like that.


But we will find out.




OG Ranger -> RE: The Necromancer Class Overhaul Begins (6/26/2021 23:10:25)

Anything that makes the game less linear is a plus to me. Looking forward to more stuff like this.




The Hollow -> RE: The Necromancer Class Overhaul Begins (6/27/2021 15:56:50)

Alright Necromancers, the release is live!




10speed12 -> RE: The Necromancer Class Overhaul Begins (6/27/2021 16:18:35)

Is the Necromancer class going to be Guardian only, as the level 10 BeastMaster class requirement is locking free players out, as they can only go up to the 5th level before the Guardian-only message appears.




wozzen -> RE: The Necromancer Class Overhaul Begins (6/27/2021 16:19:16)

So, are we supposed to not have skills to work with? The old Obsidian Cloak still "works", but it's just the old class. If there's supposed to be a new Necro class armor to work with, it's not there. The Testy Cloak doesn't have any skills.




Lorekeeper -> RE: The Necromancer Class Overhaul Begins (6/27/2021 16:29:42)

A few issues with the armor and the level 5 quest were fixed; you may need to refresh your cache to see the changes.




wozzen -> RE: The Necromancer Class Overhaul Begins (6/27/2021 17:25:25)

Okay, having gone through these first 5 class levels, I'm really liking where Necromancer is going! Question: when we've gotten all 20 levels done and can get the high-level variants, will there be a variant that works for STR/DEX types, or will all variants be some combo of INT/CHA? Trying to decide if I want to go back to being a Hybrid before the stat reworks (really gonna miss bonking things with my weapons if I do that) to make use of both Necro and Pally.




PD -> RE: The Necromancer Class Overhaul Begins (6/27/2021 17:42:48)

Tried it out. Undead Giant is useable for pure warriors, which is good news. Dealing around ~1000 with 100% mobs, and it works with weapon effects like Dragonlord and Bloodblade. Trying with Quadforce I didn't see any noticeable bonuses from INT and CHA. If this is any indication of how Undead Mutant will work, Necromancer might actually give warriors a good source of nukes from a Darkness Armor without needing to go through a really long quest like Angel of Souls (plus WAY higher damage potential maybe?)

Only sad thing about Undead Giant is that it doesn't seem to work with 100-proc weapons, which kind of speaks to the lack of 100-proc support in general. Nonetheless this is already a pretty solid start for the class.




RobynJoanne -> RE: The Necromancer Class Overhaul Begins (6/27/2021 17:51:33)

As 10speed12 says, Beastmaster is one of those classes that locks training after training to level 5 for Adventurers. It should be updated to instead just lock the skills after level 5.

On to Necromancer itself:
I really like the new stat rolls. It's a very interesting way to change up the basic training quests.
spoiler:

I also hadn't anticipated so many Shadow monsters. The boss was a bit too weak for me to see what he can fully do, but if two minions are going to be the norm, I think the final boss for the class will be truly fun to fight against.

So far, I really like the class. The change to Fear is a bit disappointing, but the skill itself is good. Getting more ways to apply the status fear is always appreciated. The skill also works with the curse toggle, which is great. I already anticipate bleed synergies with Neko for FD mages.
The undead guest is interesting as a pseudo-universal guest. This is the first guest I recall that follows weapon element. The berserk toggle is also very useful.
The anima HP shield is great. Necromancer's almost certainly going straight into my active inventory just for that alone.
Undead Giant looks cool. I'll need to wait for the info subs to come out to see how strong it really is, but it follows weapon element, so I anticipate it being very similar to subrace beast forms in terms of power.




Zennistrad -> RE: The Necromancer Class Overhaul Begins (6/27/2021 18:07:08)

The thing that most stood about to me about the storyline was

spoiler:

That the two competing necromancer factions are called the "Shadow Mantle" and "Scythe Mantle"


Considering what that implies, I don't see any way in which these Mantle guys aren't going to end up being pawns for something much, much bigger than them




starwarsmat -> RE: The Necromancer Class Overhaul Begins (6/27/2021 19:26:13)

I am running into troubles trying to get to the event. When I click on it in the today's event menu it goes to a gray screen and it never loads. same with attempting to go to obsidia's hideout as well. I have tried clearing my cache but it hasn't changed anything.




ValentzHunter -> RE: The Necromancer Class Overhaul Begins (6/27/2021 19:39:06)

Same to me. I'm on my mobile using Puffin browser. Tried already clearing cache and cookies yet still shows a blank screen. Any devs wanna check on this please.




Lorekeeper -> RE: The Necromancer Class Overhaul Begins (6/27/2021 20:06:03)

The gray screen issue should be fixed now.




Tannen -> RE: The Necromancer Class Overhaul Begins (6/27/2021 23:42:33)

Didn't realize I'd need Beastmaster levels to get Necromancer levels... I feel like I'm kinda being a bully beating up these low level enemies with my L150 character.

Edit: Apparently Beastmaster is so old of a class that you can't even defy a failed stat roll




PD -> RE: The Necromancer Class Overhaul Begins (6/28/2021 3:13:23)

Not just Beastmaster. It's with most of the T1 and T2 classes. Fighter, Mage, Rogue, Ninja, Scholar, Beastmaster, Beserker. I should have looked at Martial Artist during my new character playthrough but I'm also pretty positive that it doesn't have a defiance roll built in. Not to mention that class questing in general is extremely punishing for lower levels because:

1. Defiance often costs more SP than your total SP meter at the early game.
2. You can't build up enough stats early on to get a significant boost should you not roll well enough.
3. Ties are considered fails.
4. Class quests have irregular scaling so most monsters are +10-20 levels above you, meaning that whatever SP you would have had for the defiance roll is wasted on fighting instead.
5. addendum to the above, but Misc and skill upkeep costs more than you regenerate at lower levels so you can't conserve your SP, meaning you have even less SP dedicated for rolls.

Until AQ actually updates all the classes with QOL changes it's pretty infuriating to know that you can't actually do many class quests until around level 70 when you finally even or outscale the opponent.




Also, I just realized this, but the Undead Giant skill is thematically different from the older one. In the newer one, it's a summon, with a skeleton summoning the Undead Giant (yo dawg I heard you like skellies so here's a skellie that controls another skellie so you can attack with a skellie that also attacks). But in the olden days, the minion you were caring around BECAME the Undead Giant. I would have thought that the new Necromancer would have done the same with the player turning the minion into the Undead Giant for that attack. Old Undead Mutant however was a summon like the new Undead Giant is.




Ninjaty -> RE: The Necromancer Class Overhaul Begins (6/28/2021 3:16:31)

Is the level reset for the class in the game yet? I accidentally got myself a level, by going to the old class location, so I have missed out on some story already. I have yet to finish Beastmaster, so I can't see for myself yet.




joac1144 -> RE: The Necromancer Class Overhaul Begins (6/28/2021 4:05:19)

quote:

Is the level reset for the class in the game yet?

Yes.




Ninjaty -> RE: The Necromancer Class Overhaul Begins (6/28/2021 4:07:41)

Thank you for the response. Now I just need to worry about getting past Beastmaster, with my abysmal Charisma stat. XD




Primate Murder -> RE: The Necromancer Class Overhaul Begins (6/28/2021 4:30:50)

My thoughts regarding the necro revamp:

First of all, I absolutely loved the new necromancer training.
spoiler:

The story is fun, Tenebromancer / Doom Pact adds a nice thematic component to every fight, and the Liminal Mantle as the guardians of neutrality are a great element to flesh out the Mantle.

I really liked the Preparations option. It makes the saves much more interesting and really hammers home the fact that you're fighting necromancers who are on their home ground, ready for trouble and skilled in a variety of ways to screw you over. The option to Seize Power plays nicely into the notion that you're a somewhat skilled necromancer yourself. I only regret the fact that it's not a walk-around quest, that would have been perfect.

P.S. The stun and daze options don't actually work.

On a sidenote, it's very nice to see that the Mantle does not discriminate based on one's race. I have seen human, drakel, orc, brilhado and even bleech as named necromancers among its ranks.

I'm somewhat more ambivalent regarding the skills. Hexpertise is blatantly unbalanced, while Deathless Knight and Undead Giant are power creep made manifest, being omni-elemental guest and skill that deal +50% damage.

Of the skills, I liked Grievous Weave and Anima Ward the best.




GrimOctober -> RE: The Necromancer Class Overhaul Begins (6/28/2021 6:57:29)

Genuinely exciting stuff here. I'm glad I came back to AQ just in time-ish for the Necromancer rework. [:D]

Will the undead mutant make a comeback? It was my favorite unga-bunga necro spell. And will the necro cloak come with variants, not unlike the paladin armors?

And I'm not sure if it's just me, but I'm absolutely getting bombarded by Z-tokens just going through the class quest. Not that I'm complaining.




Zennistrad -> RE: The Necromancer Class Overhaul Begins (6/28/2021 9:05:19)

I do hope we end up getting a compression GGB armor in august with a variant of a Necromancer skill that seeks between two elements, like we did for the Paladin.

Champion Paladin Rider is fantastic armor for my mage but a Necromancer-style compression armor would definitely fit his vampire/bloodmage aesthetic a bit better.

Considering the description for the not-yet-released Dracolich guest says it seeks between darkness and fire, maybe a darkness/fire armor? Or maybe a GGB variant of the Lich form with darkness/ice?

Whatever the case, I'm super looking forward to what comes next out of the Necromancer revamp proper [:D]




MageFang -> RE: The Necromancer Class Overhaul Begins (6/28/2021 10:20:44)

Been hyped up for this class overhaul for years now, only to log in day one and discover I'm no longer qualified despite being a level 10 necromancer prior to this update.
Why was Beastmaster randomly tacked on as a requirement? There's nothing remotely magical about that class. Beastmaster's requirements are level 5 fighter and level 5 rogue. If you started the game as a magic user hoping to make your way to Necro as your end game, absolutely nothing would suggest you would need anything related to the other 2 starting classes.

I can't help but wonder how many other necromancers this pointless addition is going to alienate...if you absolutely had to include a 3rd class requirement, there must have been another class that had the mage or wizard requirement...




Zennistrad -> RE: The Necromancer Class Overhaul Begins (6/28/2021 10:52:42)

quote:

Why was Beastmaster randomly tacked on as a requirement? There's nothing remotely magical about that class.


The Necromancer revamp seems to be leaning heavily into it being a partially CHA-based class.

This only makes sense; the entire conceit of being a necromancer is that you're commanding undead to do your fighting for you, so your ability to issue commands efficiently will naturally be a big part of your overall effectiveness.

We're getting Archmage next year, so I expect that will be the more the intended class for "pure" mage builds while Necromancer remains more geared towards beastmaster builds




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