Lets take a look down memory lane:
At its introduction, Necromancy, IMHO, was more of a dexxer skill. Actually both Chivalry and Necromancy were dexxer-friendly skills at the launch of AoS. Without the benefit of FC, most players using Necromancy would load up on FCR and cast protection for "uninterruptability". There were few, if any pure casting necromancers, simply b/c it was unviable to cast spells due to interrupts for longer-than-magery casting times. However, this was compensated for by the much higher potency of spells. This all changed with the addition of FC to the necromancy equation. Yet another game-changing nerf that no one had requested, nor probably even wanted (I'm beginning to wonder who thought of these changes, did not test, nor informed the player base of these changes, before making them).
Necromancy has been reduced to a shell of its former self, yet is still finds its place in the most powerful template in UO, the x6 120 Necromage. It has been eons since I've seen a Necro-Dexxer. Without LRC, balancing 3 stats instead of 2, and the need for more secondary and tertiary skills, this game has really killed off this otherwise fun template.
Something should be done to break apart the synergistic abilities b/w Magery and Necromancy (IMHO, should remove FC from Necromancy...never should've been done).
Certain spells should be buffed:
Summon Familiar -besides the Horde Minion and Shadow Wisp, seriously, who uses the Dark Wolf or Death Adder or Vampire Bat (something that requires double GM status!!)
-Dark Wolf: Cu Sidhe control (again)
-Death Adder: DP on weapon
-Vampire Bat: Clones your character and fights along side you, randomly changes back into bat form.
Mind Rot -Increases mana usage per spell based on % of total int/mana.
Poison Strike -Increase damage (remove FC and rebuff damage to AoS launch damage)
Lastly, Spiritspeak + Necromancy should have an ability to resurrect. Example:
Spell: Tome of Resurrection
Skill Requirement: GM Necro/SS
Casting Requirement: 100 Stam
Single use tome/book appears in backpack after casting.
Each successive spiritspeak leeches life from a dead body and charges Tome, amount dependent on Fame of killed creature (Player will NOT receive life leeched back when Tome is active). At a given # of charges, Tome is activated and can be used. Double clicking activates, target player ghost to resurrect. This action drains life from Tome to player. Tome is destroyed.
Essentially using the drained life of the dead to resurrect another player.
At its introduction, Necromancy, IMHO, was more of a dexxer skill. Actually both Chivalry and Necromancy were dexxer-friendly skills at the launch of AoS. Without the benefit of FC, most players using Necromancy would load up on FCR and cast protection for "uninterruptability". There were few, if any pure casting necromancers, simply b/c it was unviable to cast spells due to interrupts for longer-than-magery casting times. However, this was compensated for by the much higher potency of spells. This all changed with the addition of FC to the necromancy equation. Yet another game-changing nerf that no one had requested, nor probably even wanted (I'm beginning to wonder who thought of these changes, did not test, nor informed the player base of these changes, before making them).
Necromancy has been reduced to a shell of its former self, yet is still finds its place in the most powerful template in UO, the x6 120 Necromage. It has been eons since I've seen a Necro-Dexxer. Without LRC, balancing 3 stats instead of 2, and the need for more secondary and tertiary skills, this game has really killed off this otherwise fun template.
Something should be done to break apart the synergistic abilities b/w Magery and Necromancy (IMHO, should remove FC from Necromancy...never should've been done).
Certain spells should be buffed:
Summon Familiar -besides the Horde Minion and Shadow Wisp, seriously, who uses the Dark Wolf or Death Adder or Vampire Bat (something that requires double GM status!!)
-Dark Wolf: Cu Sidhe control (again)
-Death Adder: DP on weapon
-Vampire Bat: Clones your character and fights along side you, randomly changes back into bat form.
Mind Rot -Increases mana usage per spell based on % of total int/mana.
Poison Strike -Increase damage (remove FC and rebuff damage to AoS launch damage)
Lastly, Spiritspeak + Necromancy should have an ability to resurrect. Example:
Spell: Tome of Resurrection
Skill Requirement: GM Necro/SS
Casting Requirement: 100 Stam
Single use tome/book appears in backpack after casting.
Each successive spiritspeak leeches life from a dead body and charges Tome, amount dependent on Fame of killed creature (Player will NOT receive life leeched back when Tome is active). At a given # of charges, Tome is activated and can be used. Double clicking activates, target player ghost to resurrect. This action drains life from Tome to player. Tome is destroyed.
Essentially using the drained life of the dead to resurrect another player.