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Design & Development - Necromancy & Nethermancy
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<blockquote data-quote="WalterKovacs" data-source="post: 5505962" data-attributes="member: 63763"><p>The thing is:</p><p> </p><p>(A) not all necromacy powers deal necrotic damage [or only necrotic damage in terms of dual damage type powers] these don't require convoluted undead specific riders</p><p>(B) necromacy powers aren't evocations. Some wizard powers do lots of damage (often spread around), some do no damage at all, but have effects, others do both. Even if they do necrotic damage, there are likely other effects. As a controller, those secondary effects are probably more useful than damage</p><p> </p><p>It's comparing apples and oranges. Pyromancers can't pick fire powers that don't deal fire damage AND most fire powers do nothing but damage. They would be useless if they weren't doing much damage. The Mage is a controller, not a striker. There are things more important than damage which controllers need to keep in mind, and they have put things in place if damage is a grave (pardon the pun) concern.</p><p> </p><p>If nothing else ... you have a spellbook. You have access to a second school. While fire resistance can pop up sort of randomly ... undead have haunts (sorry again) that can tip you off, and you can prepare spells accordingly. Some of the necromancer undead effects might be worth picking, and some other spells you may decide to go with your alternates instead to get around the resistance. Wizards have versatility, mages more so with the encounter powers added to the spellbook, so on top of all the other ways to dealing with the issue they have that to fall back on. And, the options we haven't even seen yet, like the level 1 ability we get for picking the school, any of the feats or powers or paragon path options, etc ... And, if it is really make or break, at level 10 and on, it's no longer a problem at all, and until then, there are a ton of ways to mitigate the problem.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5505962, member: 63763"] The thing is: (A) not all necromacy powers deal necrotic damage [or only necrotic damage in terms of dual damage type powers] these don't require convoluted undead specific riders (B) necromacy powers aren't evocations. Some wizard powers do lots of damage (often spread around), some do no damage at all, but have effects, others do both. Even if they do necrotic damage, there are likely other effects. As a controller, those secondary effects are probably more useful than damage It's comparing apples and oranges. Pyromancers can't pick fire powers that don't deal fire damage AND most fire powers do nothing but damage. They would be useless if they weren't doing much damage. The Mage is a controller, not a striker. There are things more important than damage which controllers need to keep in mind, and they have put things in place if damage is a grave (pardon the pun) concern. If nothing else ... you have a spellbook. You have access to a second school. While fire resistance can pop up sort of randomly ... undead have haunts (sorry again) that can tip you off, and you can prepare spells accordingly. Some of the necromancer undead effects might be worth picking, and some other spells you may decide to go with your alternates instead to get around the resistance. Wizards have versatility, mages more so with the encounter powers added to the spellbook, so on top of all the other ways to dealing with the issue they have that to fall back on. And, the options we haven't even seen yet, like the level 1 ability we get for picking the school, any of the feats or powers or paragon path options, etc ... And, if it is really make or break, at level 10 and on, it's no longer a problem at all, and until then, there are a ton of ways to mitigate the problem. [/QUOTE]
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