Few pointers on first impressions about Necropaladins after testing them out
for little over a week of intense playing:
Guild _doesn't_ need an any uptune when it comes to power. Period. No idea why
so much whining about it. The damage and def capabilites are already good
enough when it comes to evil mobs as it is. Ghostslash and radiant slash are
good+fast offskills and correctly used all the buffs seem to work very good
(like ghost armour).
Where there is a major drawback and letdown is the anti-good and anti-partying
features. Atm the main points are 1) Soulblocking 2) you are pretty much
teethless when mobs are neutral or good (with this I mean that even those
wussy Crimsons wipe the floor with me in damage on neutral+ mobs) 3) Ghosts
get pissed straight from good mobs. From these I think 1 is ok and goes with
the guild, I understand the second point too... but the third sheesh.
This far I haven't been in a single exp party as a member that was "positive"
to me. One time my friends really tried hard to make it a "rep" party for me
and i think they managed to get pretty much on +/- 0 on ghostcount. I can tell
you that 90% of mobs that casual people lead for exp are either neutral or
good. As an example on this last def-exp party I joined started with Chopper
on Dunedain. I don't remember offskilling it even once and it resulted in me
losing 4-5 ghosts straight for just being in party. Imho the feature that
ghosts get pissed about using their offensive power against good mobs is very
good feature but this is just mischief to us players.
Second "utility uptune" I would like to see is ghost-usage on strong ghosts
and ghost channeling,ghost armour and ghost companion. All these are single
usage skills and spells only to liberator. Its just crazy that you get 1 camp
from 'Grandmaster ranger' for example. Those masters and grandmasters aren't
growing in trees so would it be too good if we could get a handful of usages
from those. Restful sleep,ghost guidance etc party-wide effects are good as
they are spending the whole power.
Nutshell:
Liberator seems to be awesome reinc for solo-machine where ghosts give you
much power and utility. I have to admit it is fun to be able to solo 170k
lichmage in amazon in less than 15mins, but this is pretty much where the fun
stops.
I would see you will have very hard time if you 1) don't want to solo most of
the time 2) you aren't loaded with player-power 3) don't like to lead always.
Yours,
Z
Writersnote: Got exp and everything maxed (but rep-related skills), got eq and
boons. At writing moment damageleader on slash plaque and got ghost
mastery+slash boons on test
I'd like to add 2 things to Zerks post. I agree entirely with all his points,
particularly how utterly useless libs are against good/neutrals. The thing
that _REALLY_ annoys me in this guild is just how utterly useless rep is. I
have been grinding rep for 6 months in this quest and currently lead every
active liberator by a healthy amount. Zerks has 10% the rep of me.....and yet
he can instantly reinc in, and with the same weapon and same stats and ghost,
someone completely new to the guild can out damage someone with significant
amounts of rep with ghost slash. I'm not entirely sure about the formula's
behind ghost slash but the damage seems way too random and too based on stats.
Rep should play way more a role in the guild, or just get rid of the rep
entirely. Very discouraging to see that.
Some of the boons need to be worked on. for instance, divine strike needs to
be turned to a *Critical* hit vs just a normal critical hit. This is pretty
useless with the current frequency of critical ghost slashes. I think radiant
slash should be usable against goods which would give us something to be able
to do that is unique. I havent used radiant slash that much but the damage
seems to be good but not at the level of ghost slash....