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Message ID: 174
Date: Mon May 3 20:50:32 BST 1999
Author: Juan Custer
Subject: Re: Dark Elves and Necromancer Survival Tactics?


Answers below...

> -----Original Message-----
> From: Murphy, Kenneth E. [mailto:MurphyK@...]
> Sent: Monday, May 03, 1999 2:22 PM
> To: 'EQ_Necromancer@onelist.com'
> Subject: [EQ_Necromancer] Dark Elves and Necromancer Survival Tactics?
>
>
> From: "Murphy, Kenneth E." <MurphyK@...>
>
> Hello.
>
> I have recently started a dark elf necromancer and am quickly
> up to lev 5.
> The combat strategy seems fairly similar to that of my 16th
> level magician
> except there I use DD burn and with my necro I am more
> patient and use my
> DOT spells. I tank more with my necro since I can heal myself
> and go in
> again for more tanking.
>
> However mages get NO self defense spells or skills. I am
> wondering which
> ones are best and if you all have any tips for them.
>
> Dark Elf Necromancers get to at some point or another.
>
> 1. Hide skill - Is this just press and pray? if something is
> charging me can
> I still HIDE from it? IE a sand giant attacks my skeleton can
> I press hide
> to try to survive?
>

Hide works like this, you become invisible but can't move. People
who can see invis (undead, Deadeye, etc) can see you, but nobody else can.
So if you see an SG walking up to you you can hide IF YOU HAVEN'T PISSED IT
OFF. Once a monster has locked on to you it will always know where you
are... invis or not. So no, HIDE will not help you if your skel picks a
fight with an SG. It will help you if you see someone bringing a train to
the dungeon exit and hitting one button is quicker than trying to get out of
the way. I use it a lot when I don't have a skel on me and I want to
meditate, I also have it hotkeyed when trains show up or surprises appear.
I once had a Sand Giant stand on my head for five minutes while hiding, so
don't worry about touch.


> 2. Root - At high levels we get root. Is it resisted by
> everything by that
> high level?
>

Sort of, but not quit. It'll still work, but probably not on yellow
or reds. Eventually it will stop being effective except to stop runners of
lower level creatures.


> 3. Shadow step - How good is casting this then trying for a gate?
>

Again, depends on where you are. If you have a lot of room,
probably, I usually use it for duelling with melee types or getting some
kind of headstart on a blood mad monster.


> 4. Feign Death - Seems this could be great. Does this cast
> fast enough to
> use in an emergency? Is it dependable enough to use to save
> the party by
> taking on the monster why group flees then cast this and let the train
> dissolve? How long does it last?

Yes, no, as long as you want... he he... basically It casts fast and
the monster "forgets about you"... but not permanently. Basically its like
you're being skpped over when it goes through its hate list. This is KEY.
Once you "wake up", the monster instantly knows it and starts to come back
for you. This is a good idea since otherwise you could cast something on a
monster, Feign, cast again, Feign, a lame tactic indeed. Make sure (3rd
person) that the monster is FAR away, then get up and run. Basically it
lasts until you decide its time to get up. Also note that this does NOT
work in PvP (I think they don't get the corpse look, plus they can't loot
you...)



>
> 5. Gate - This is the only 1 of the list I'm used to as
> magicians have his
> spell but it's cast time is slow.
>

Yes, slow... I don't recommend it for an escape spell unless your
skel is healthy. I usually just RUN, if you have a headstart and you keep
going straight most things can't catch you.

> Are there any other survival skills I've missed? Seems
> Necromancers may have
> an easier time of getting out of trouble then magicians do
> assuming the
> above skills/spells are nice.
>

Your DoT spells should be first off, always, so they get their full effect.
Don't be afraid to step in there and take a few hits for your skel, don't
forget to heal your skel when you DO get the spells to do so. Uhm, keep up
on your weak skills (fighting, swimming, especially SWIMMING).


Malark, 16th, Karana

> Any help is appreciated.
>
> Eloric
> Necromancer (Rank 2) Mythannial Marr
>
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