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Necromancer thoughts

#1
Ok, I'm thinking it is time to start probing the necromancer. Here are my initial thoughts

One grp (lower level, non dl) just for guards that respawn

2 or 3 main grps (high lvl, dl with wep at least) on necro

Grp 1, calla and druids to tank, energy mages too
Grp 2: bashers and freeze (mages without offhand)
Grp3: mythic dmg dps
Grp 4: adds

Bashers and freeze on necro constant. Bash for obvious reasons, freeze timed to interrupt his constant casting.

I think necro drains energy. If so, mages should be doing energy when not freezing.

The 'dps' grp is based on mythic dmg potential - ppl with offhands will be here

I like the idea of setting the grps here in forums so the core of each grps can form quickly, with others joining the proper grp. In mordy, for example, i know that i am grp 2 with calla and high lvl dps (rogues, rangers, dps warriors) - makes it easy to get ready.

These are just my initial thoughts. Not too well organized or refined yet. Maybe a dry run after next week mordy?
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: Necromancer thoughts

#2
I've read forum posts where otm might nerf him. Not sure though. Some people are saying this boss requires less people to defeat?

Kruela (guy with Mordris plan) has said that they got him around half by:

Killing adds then attacking him. When adds respawn he gets repeatedly frozen while adds are killed off. Then back to attacking him. Dps will need offhands. Waio had some interesting thoughts on this too. I cant remember everything she said but she mentioned a Godly Reaper. Also, we are most likely looking at 190+ for the fight.

I'm good with giving it a whirl after Mordy.

Re: Necromancer thoughts

#3
Post times for testing and I will try to be there. I will be on most evenings Eastern Standard Time.
Mordris requires a Divide and Conquer approach. Necro may also need that approach.
Many status effects and AOE that must be overcome. I am confident that we can develop a plan.
It maybe that this boss be restricted to 190+ for DPS. Nothing personal. And DL off hands for 60% or better. Mordris helms that do not break DL bonus may be vital too. (just an observation).
OTM placed the shield in gold as a marker for tank to stand. They may have placed clues for necro also.
Not all objectives can be meet by shear force, we may need to have just a few groups
After Mordy is fine with me (if I can make Mordris)

Re: Necromancer thoughts

#4
Thx Virulent! First time a player like you mentioned any idea of mine like u did. Thx very much!
This weekend i'll back home n play ch sure..
I will share my ideas and what do i know about necromancer...

Virulent know lots about necro also n will be in same chat group of course.

Tc Guys!
"Have a nice Day (ps. not u all - evil heart)"

Chieftain of Aftermath

Re: Necromancer thoughts

#5
I'm thinking we try after mordy. We can get a dps grp based on dl. I was thinking we use half the bashers to keep him bashed, and half to target him for interrupts. Mages target to interrupt. One grp to deal with guards.

Waio, plz post ur thoughts.
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: Necromancer thoughts

#7
Re: Question for OTM: Regarding Necromancer
by Community (Luthias) » Mon Jan 13, 2014 12:30 pm

We are planning on making some changes to the Necromancer based on player feedback and our own detailed analysis of the encounter.

We do not have a confirmed date for when these changes will be implemented at the moment. Whilst admin did say it was likely to be live in 2 weeks about a week ago, it is possible it may be later than that as we want to ensure that any changes are made carefully and are fully tested.

Community (Luthias)
Community Manager

Here is the post. I would also definitely recommend waiting until after these changes take effect.
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SmartOne: level 191 Mage
SneakyOne: level 185 Rogue
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