Necromancer Spec

Kovzz
Warder
 
Posts: 32
Joined: May 24, 2011 20:50

Postby Kovzz » May 31, 2016 04:54

As per 1.65...
Necromancer Changes

+CON bonus from items now grants the necromancer's pet additional health when summoned.
+QUI bonus from items now grants the necromancer's pet quicker attack speed.
+DEX bonus from items now grants the necromancer's pet quicker casting speed.
Melee resistance bonuses on items worn by the Necromancer will now be inherited by the pet.
Magic items with +HPs worn by necromancers now correctly transfer the additional hits to their pets when summoning.
Items with +CON/+DEX/+QUI/+Hit benefits transferred to necromancer pets will use the necromancer's level for the purpose of determining level-based caps.

I have my suspicions as to whether or not any of this actually works..anyone can confirm?

Onze
Warder
 
Posts: 31
Joined: Dec 22, 2013 22:34

Postby Onze » May 31, 2016 07:41

Kovzz wrote:As per 1.65...
Necromancer Changes

+CON bonus from items now grants the necromancer's pet additional health when summoned.
+QUI bonus from items now grants the necromancer's pet quicker attack speed.
+DEX bonus from items now grants the necromancer's pet quicker casting speed.
Melee resistance bonuses on items worn by the Necromancer will now be inherited by the pet.
Magic items with +HPs worn by necromancers now correctly transfer the additional hits to their pets when summoning.
Items with +CON/+DEX/+QUI/+Hit benefits transferred to necromancer pets will use the necromancer's level for the purpose of determining level-based caps.

I have my suspicions as to whether or not any of this actually works..anyone can confirm?


Would be nice to have a statement from the devs, just to know they are aware.

Kovzz
Warder
 
Posts: 32
Joined: May 24, 2011 20:50

Postby Kovzz » May 31, 2016 07:47

Too bad there's no postcount @user type feature.

Not that hard to test though..aspd i couldnt care less about, but ill try to get items with hits and see mob damage in terms of %.

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wla
Gryphon Knight
 
Posts: 435
Joined: Aug 13, 2006 00:00
Location: Bonn/Cologne, Germany

Postby wla » Jan 04, 2017 23:08

*bump*

anyone did some testing during beta on this topic ;-)?
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Pao
Gryphon Knight
 
Posts: 475
Joined: Jan 15, 2012 23:23
Location: Cologne

Postby Pao » Jan 11, 2017 10:56

wla wrote:*bump*

anyone did some testing during beta on this topic ;-)?



Of course not ^^
Hope GMs are fine with what they have stated, that they are fine with just 80 people (300ppl was Trishin Statement long time ago) playing the game under their vision.
Its important to leave this server running doesn't matter how low the numbers will be. The other servers can fail but Uthgard still will be there, thats Uthgards only chance.

Edit 19/09/21: Well Uthgards chance has come.

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Civer
Myrmidon
 
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Joined: Jan 20, 2017 00:56
Location: Berlin (Germany)

Postby Civer » Jan 24, 2017 21:49

Bumped it! :)

I need the information for the good SC builder. :)
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Datboi
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Joined: Jan 21, 2017 17:53

Postby Datboi » Feb 04, 2017 20:44

Ohai wrote:The shade only needs dex and int.


And STR... To carry all that fat loot you are going to be hauling around!

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Jamoca
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Joined: Feb 09, 2017 16:16
Location: Humberton Church

Postby Jamoca » Feb 10, 2017 09:28

Thanks for the help
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Requin
Eagle Knight
 
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Joined: Jan 11, 2017 21:32

Postby Requin » Feb 13, 2017 09:24

Datboi wrote:
Ohai wrote:The shade only needs dex and int.


And STR... To carry all that fat loot you are going to be hauling around!


I went Briton +15 Str +10 Int.
For the "Fat Loot"
Reminder to Self: Quality over Quantity, what is the Value here?

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megatron
Gryphon Knight
 
Posts: 270
Joined: Apr 21, 2016 01:55

Postby megatron » May 07, 2017 21:17

does quickness increase attack speed in this version?

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