View Full Version : Barbarian vs Necro
04-18-2012, 05:32 PM
Don't you love wading into a group of clumped up necromancers and watching them heal all the gold Orcs and Dark Elf Warriors to full hp while constantly spawning skeletons box you in? The healing is rough enough but really it's getting trapped in a small space or corner by the skeletons that die but keep their collision as they fall, only to get resurrected.
I've adapted. I fight on ledges that I can just fall backwards from or I flank the Necros where possible, but it's still a pain in the ***! Couple that with their ability to shoot fireballs that do more damage than ogre attacks and you've made an OP mob that spawns in huge amounts.
Working as intended!!
04-18-2012, 05:37 PM
My favorite part of Mages is farming their skeletons for Genie mana at the end of a wave to finish upgrading everything a lot earlier than I should be able to... but that's unrelated to them possibly being overpowered.
7.29c adds another fix for them healing too much, and reduces the range of their fiery balls of doom, however. Main issue you're seeing is Djinn can't/don't buff ogres, and a fully buffed mage gets a high enough damage bonus to make ogres look pathetic. Plus the mage would hide out of range, so you notice his damage for longer, too.
04-18-2012, 09:24 PM
Unfortunately djinn do on rare occasion buff ogres. I have even seen these STILL broken jerks trying to buff each other!
Djinn and Wizards are a nasty combo! I had 15 wizards healing one djinn faster than defenses could kill it! My friends harps were on crack thanks to my buff beams and were doing around 110k per hit on most enemies and like 80k on the djinn. The wizards were so nasty i couldn't kill this mob with a barb and a griffon doing 62k per projectile with 2 added projectiles! That's 186k per whack + barb damage and they were healing to fast to kill I finally managed to hawk em down. Then the harps got the djinn but these jerks were not even buffed. so they need some further tweaking id say.
04-18-2012, 09:55 PM
They don't generally give me any problems. I just pop turtle and siphon stance so nothing can kill me and as long as I find my way out before i run out of mana i am good. Although I do agree with you that the reviving skeletons blocking your path should to be fixed. This doesn't generaly give me much trouble except for when I can't get by the skeletons while stuck in an ensnare aura on the second assault map when going for the crystal on the right side.
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